• Title/Summary/Keyword: 교수요소

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The Study on the Guidelines for Designing the Contents of On-line learning in Design field (디자인 분야의 원격 강의 컨텐츠 개발을 위한 고려 사항)

  • 윤지영
    • Archives of design research
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    • v.16 no.3
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    • pp.5-14
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    • 2003
  • This study attempted to explore the guidelines for designing the contents of on-line learning in design field. The studies on the characteristics of design education and design major students as well as the guidelines for on-line learning were also reviewed. The guidelines for designing the contents of distance learning in design field were suggested through the synthesis and analysis of the former studies and the characteristics of design education and the learning style of Korean students. It could be concluded that the considerations were categorized into the following factors; quality of instruction, quality of presentation technique, quality of interaction, quality of evaluation and other surrounding factors. The finding can be used as a helpful guideline for the instructors of the design field who start on-line learning.

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A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

Analysis of Relative Importance and Priority of Civil Servant's Education Training Policy: Using Analytic Hierarchy Process (AHP) Method (공무원교육훈련정책의 상대적 중요도와 우선순위 분석: 계층의사결정방법(AHP)을 활용하여)

  • Park, Jong-Deuk
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.263-272
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    • 2012
  • In an attempt to analyze the policy priority on civil servant's education training policy as human resource management in this study, a positive analysis with the experts using AHP method was conducted. Summarizing the outcome of the study; First, in terms of relative priority of the evaluation elements by sector, the education training operation system, among education training program, education training evaluation, and education infrastructure, was analyzed as the most important element. Second, as a result of analyzing the priority of detail sectors of civil servant's education training, Action learning education program was proved to be the top priority project education training program aspect and education training operation system was also evaluated as the top priority project in education training agency budget expansion aspect, education training and personnel administration link was evaluated as the top priority project education training evaluation, and trainer secure was proved to be the top priority education infrastructure. Such outcome of the project is expected to make commitment for evaluating the civil servant's education training policy.

Development of Theocratical Model and Evaluation Tool for Learning Epistemic Frame using Computer based Learning System (컴퓨터기반 교육시스템의 인식론적 프레임 학습을 위한 이론모형 구축과 평가도구 개발)

  • Choi, Younyoung;Seo, Donggi;Jung, Sunho
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.354-360
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    • 2018
  • Recently, the computer aided learning system has promoted a new educational concept and education system. The purpose of this study is to construct a theoretical model for the epistemic frame and evaluation tool which is emphasized according to the 21st century. Specifically, first, this study conducted a domain analysis of epistemic frame. Second, this study developed an evaluation tool to measure epistemic frame. Finally, the evaluation tool is examined in terms of validity and reliability using factor analysis and Cronbach's alpha. As a result, the theoretical model was presented through the consultation of the Advisory Group and the evaluation tool was empirically validated. We expect that this study will provide a useful information to researchers and practitioners who want to develop a computer based learning tool for learning epistemic frame.

The Delphi Analysis to measure the Information Communication Ethics Consciousness Level of young people (청소년의 정보통신윤리 의식 수준 측정을 위한 델파이 분석)

  • Cho, Seong-Hwan;Kim, Seong-Sik
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.449-457
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    • 2008
  • The goal of the education of Information Communication Ethics(ICE) is to improve the consciousness of young people so that they themselves are able to judge between what's ethically right and wrong and, as a result, to take the right behavior. For this, we need to preferentially identify the primary factors in understanding and diagnosing the consciousness level of young people on the ICE. To solve this problem, in this study, we identified four major indices that consist of the ICE consciousness through the meta analysis of the both domestic and international researches from the past 5 years in the related area and then, they are validated by experts. We also analyzed the factors in assessing the ICE consciousness of young people by using the Delphi technique, which, during its analysis, even considers elements that are qualitative or cannot be objectified, through the help of an expert group that consists of experienced teachers and professors in the related area. As a result we deduced 4 major indices and 45 related factors.

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Study Regarding Miss Korea's Dress Fashion Style -Focus on dress from 1970 to 2011- (미스코리아의 드레스 패션스타일에 관한 연구 -1970~2011년 드레스 중심으로-)

  • Lee, Bok-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.134-143
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    • 2012
  • Miss Korea, who was Korea's first in the Miss Korea Contest in 1957, will be carried on social, cultural, beauty cosmetology as the most representative official beauty in the same age for immense effect on national interest. However, it has been said that the scholarly interest is dull of lack of objective means and irregular choice of terms in leading research. For this reason, this study will be examined the features of design components in Miss Korea dress and improved as basic research material of beauty cosmetology with comparison and analysis on fashion trend of the age. This study will be come up with views of result on the basis of the dress of Miss Korea award ceremony from 1970 to 2011, collecting photo material and decoding or analysis of preparatory research and main research with graduates and lectures through setting analysis instrument. As a result, the notable features of designing structural elements, which are shown in Miss Korea's dress fashion style are produced lovely, intellectual. sexy and luxurious feminine beauty. It has been remarkably seen that the wedding dress fashionable trends of the times are reflected in Miss Korea's dress on this study.

Instructional Effects of Multiple Analogies on Conceptual Understanding and Learning Motivation (다중 비유를 사용한 수업이 개념 이해 및 학습 동기에 미치는 효과)

  • Kwon, Hyeok Soon;Noh, Tae Hee
    • Journal of the Korean Chemical Society
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    • v.45 no.2
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    • pp.177-182
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    • 2001
  • An instructional model using multiple analogies according to component process (MACP) was designed on the vasis of schema theory and comornent process theory in analogical reasoning. This model has ? phases: introducting multiple analsgs, extracting multiple analogs, extracting common attributes of analogs, introducing target conanother context. Te instructional effects of this model upon students' conceptual understanding and learning motivation were compared with those of the Teaching-With-Analogy (TWA) and non-analogy instructions. Three classes of 8th grade were randomly assigned to MACP, TWA, and control group, respectively, Subjects were taught about chemical changes and reactions for 10 class hours. The ANCOVA results indicated that the scores of the conceptions test for the MACP group were significantly higher than for the control graup. However, no significant differences were found among the three groups in the test scores of learning motivation.

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Exploration of Creativity Construction Components in Computer Science (정보과학 창의성의 구성 요소 탐색)

  • Yun, Seon-Hee;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.45-54
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    • 2011
  • Creativity is a fine ability among major values of human resource in knowledge-based society. The purpose of this study is to identify the components of the informatics creativity based on domain-specificity and confluence theory. To explore these components, a three-round, classical Delphi process was administered with an expert panel of 31 individuals. All members of the expert panel initially responded to open-ended questions, and the qualitative results were analyzed. The subsequent two rounds of the Delphi required quantitative responses in which the expert panel was asked to indicate the level of importance using a five point Likert scale associated with specific items. As a result of the Delphi survey, total of 32 items were selected as three core areas such as congnitive, affective and environmental components of informatics creativity.

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Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.45-54
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    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

A Study on the Effects of Dramatic Play Activities on Children's initiativeness (연극놀이 활동이 유아의 주도성에 미치는 영향)

  • Choi, Kyoung
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.211-238
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    • 2011
  • This study examined the effects of drama play activities on child's initiativeness. The participants were 34 five-year-old children in two classes of a child care center. Before the experiment, the initiativeness test was conducted on the children of the experiment and control groups. initiativeness was categorized into emotional ability, communication skills, and achievement motivation. Drama play activities were directed to the children of the experiment group while the existing program was applied to the control group. After the experiment, both the experiment and control groups took the post-test. Analysis of data was performed by ANCOVA. According to the result of the research, children of the experiment group participated in drama play activities showed more effects in all sub area of initiative including emotional ability, communication skills, and achievement motivation than children of the control group. This result implied that dramatic play activities are effective teaching-learning method for enhancing child's initiativeness.