• Title/Summary/Keyword: 상황기반 교육

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Improvement of access re-review in archives : The Seoul Metropolitan Office of Cases (기록관에서의 공개재분류 제도 개선 방안 서울특별시교육청 사례 중심)

  • Lim, Heeyeon
    • The Korean Journal of Archival Studies
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    • no.49
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    • pp.277-297
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    • 2016
  • Access re-review is a process to reclassify the non-disclosure documents to open accessible documents, and it has to be performed in every five years. However, current procedures of the access re-review in many archives have not been properly working, due to the shortage of the available archivists for providing enough access re-review. Although many difficult situation for the re-review such as enormous amount of re-review documents and lack of archivists, access re-review was included in the administrative evaluation list, of which it makes the re-review for just evaluating process. In this study, the access re-review of Seoul Metropolitan Office of Education, which have performed by external service companies as well as the other institutions' progresses were summarized for improving access re-review process. Although Seoul Metropolitan Office of Education processed 610,000 re-review with 100,000,000 won budget for 4 years, the project has been failed to get more budget support because of the claim for the budget efficiency. The other institutions also could not focus on the actual access re-review. Considering all the points, current access re-review process is clearly required to be improved.

New Platform of Orientalism-Based Design Education (동양성 기반의 디자인 교육의 새로운 플랫폼)

  • Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.20
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    • pp.455-464
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    • 2015
  • As the recognition toward the Korean design education development to nurture creative talents for the future society has been expanded recently, various supports and promoting strategies are being suggested. This study suggests the orientalism-based new design education platform in design education field to nurture creative talents. To have the competitiveness of creative talent nurturing, the system and education programs to rear creative talents are required. The purpose of this study is to suggest the new platform for the change of direction in design education and search for the methods in detail. The research process can be described as following: First, this study stated about the research background and its boundary. Based on the literature review and the condition of the crisis of Korean design education (Korean Industrial Statistic Investigation), it described the current condition and the characteristics. Second, this study stated about the education which will be disappeared in the information society, the change of direction in design education, and the new platform. In the current study, the change toward the strategies that give priority to the growth strategies on the knowledge-based industry was stated. Third, this study stated about that the future design education should be centered on the orientalism-based creativity in the trend changing to the six conditions for the future talents and the beliefs and values toward Asia, and what methods should be sought to achieve this trend. It suggested focusing on the aim for the direction for College education and its program curriculums as the solutions in detail. Fourth, based on the contents stated earlier in this study, it stated synthetically the direction of practice through the network of the design cluster and derived the implications. In conclusion, based on the recent orientalism-based mind, this study suggested the ways to find the identity of Korean design education itself and have the competitiveness in design education programs. The ways to secure them is to come from the integrated system innovation of the network. By actively applying the design clusters, colleges and universities, designers, studios, government policy organizations, design institutes, corporates, media, and fairs, this study suggests the sustainable education system and the practical methods.

The Design of Fuzzy-Based Peer Relationship Analysis System Using $\alpha$-cut ($\alpha$-수준집합을 이용한 퍼지기반 교우관계 분석시스템 설계)

  • Jeong, In-Joon;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.257-266
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    • 2005
  • 학급에서의 아동 상호간의 관계 파악은 아동 성향 파악 및 생활지도 등에 유용하게 사용될 수 있다. 이러한 교우관계를 파악하게 되면 서로 잘 어울리는 친구들이나 외톨이로 있는 아동을 미리 찾아내어 아이들 상호간의 감정의 흐름을 파악할 수 있고 서로 협력하는 학급을 만들기 쉬울 것이다. 이에 본 논문에서는 학급 아동 상호간의 호감도에 의해 교우관계를 분석할 수 있는 시스템을 퍼지 (Fuzzy) 이론을 응용하여 설계하고 그룹화 할 수 있는 방안을 제시하였다. 교우관계의 특성상 애매모호하고 불확실한 감정과 호감도를 몇 마디 말 또는 '좋아한다', '좋아하지 않는다'는 이분법적인 방법으로 분석하기에는 아동 상호간에 복잡한 감정을 다 표현하기 어렵기 때문에 퍼지이론을 적용하여 수치화된 정보로 상대적 비교가 가능하도록 함으로써 좀 더 정확한 아동 상호 관계를 분석할 수 있도록 설계하였다. 또한, 퍼지이론을 바탕으로 연결차수를 계산한 그룹화 방안을 제시하였다. 본 논문에서 제안하는 시스템과 분석화 방법의 특징은 첫째, 인간관계의 애매하고 모호한 점을 상대적 비교가 가능하게 함으로써 정확한 분석을 가능하게 하고, 둘째, 퍼지 이론의 적용을 통하여 해밍거리 (Hamming Distance)에 의한 유사도 분석이 가능한 시스템과 $\alpha$-수준집합 ($\alpha$-cut)에 의한 그룹화 방법을 제안하였으며, 셋째, 교육현장에서 발생할 수 있는 애매한 상황과 아동의 성향파악 등 수치적인 파악이 불가능한 부분을 분석이 가능한 데이터로 만들 수 있는 기초를 마련하였다.

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A Study on the Development of Instructional Model for Smart Learning in the School Library (학교도서관의 스마트러닝 수업 모형 개발에 관한 연구)

  • Lee, Seung-Gil
    • Journal of Korean Library and Information Science Society
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    • v.44 no.2
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    • pp.27-50
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    • 2013
  • In this study, a smart Learning instruction model for school library was developed in terms of library instruction. Based on ADDIE model and ASSURE model, this model is organized considering the characteristics of school library, including facilities, materials, human resources, information problem solving process, collaborative teaching and blended learning, and utilizing smart devices. The entire procedure of this model is as follows: "establishment of instructional objectives${\rightarrow}$learner analysis${\rightarrow}$analyzing the learning environment${\rightarrow}$analyzing the learning task${\rightarrow}$instructional process design${\rightarrow}$developing instructional tool${\rightarrow}$instruction${\rightarrow}$evaluation". In addition, an instructional practice is provided for actual experience of smart Learning in school libraries.

Web 2.0-based Teaching-Learning Strategy using Open API and Mashup Services (오픈 API와 매쉬업을 활용한 Web 2.0 수업전략)

  • Han, Seon-Kwan;Lee, Eun-Mi
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.195-202
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    • 2011
  • In the latest internet environment based on Web 2.0, the open API in the form of mash-ups have emerged. In this study, we analyzed the contents of textbooks and curriculum related Web 2.0. We also designed the teaching and learning strategies using open API and mashup services. Firstly, we divided into four specific types of teaching-learning procedures and suggested the lesson plans. Moreover we developed the prototype on open API and mashup service-based contents and sites. Through this study, we presented special teaching strategies using new technology like an open API and mashup.

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Formative Research on Team-Based Learning Model in a Technical High School Class (공업계 고등학교 수업에서 팀 기반 학습모형 적용에 관한 형성적 연구)

  • Lee, Young-Min;Nam, Jeong-Kwon;Cho, Hyung-Jeong;Lee, Soo-Young
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.1-23
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    • 2011
  • The purpose of the study was to investigate the generality and applicability of Team-Based Learning model in a technical high school, based on the interviews with students and a teacher. Team-Based Learning model seems to be an effective way in improving the performance of groups as well as the individualized learning and team interaction. We applied a formative research method and identified the strengths of the model including learners' motivation and interests, learner-centered learning, self-efficacy through learning in advance, and concept acquisition from the repetitive learning process. However, we also found the weakness of the model including impracticality of instructional design, a lack of field-oriented problem banks, and needs for identifying learner characteristics and role in instruction. Finally, we analyzed the implications for the Team-Based Learning in the technical high schools in light of team formation, discussion types, active participation, and learners' prior knowledge and attitude, and pre-determined instructional design.

Development of VR-based Crane Simulator using Training Server (트레이닝 서버를 이용한 VR 기반의 크레인 시뮬레이터 개발)

  • Wan-Jik Lee;Geon-Young Kim;Seok-Yeol Heo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.703-709
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    • 2023
  • It is most desirable to train with a real crane in an environment similar to that of a port for crane operation training in charge of loading and unloading in a port, but it has time and space limitations and cost problems. In order to overcome these limitations, VR(Virtual Reality) based crane training programs and related devices are receiving a lot of attention. In this paper, we designed and implemented a VR-based harbor crane simulator operating on an HMD. The simulator developed in this paper consists of a crane simulator program that operates on the HMD, an IoT driving terminal that processes trainees' crane operation input, and a training server that stores trainees' training information. The simulator program provides VR-based crane training scenarios implemented with Unity3D, and the IoT driving terminal developed based on Arduino is composed of two controllers and transmits the user's driving operation to the HMD. In particular, the crane simulator in this paper uses a training server to create a database of environment setting values for each educator, progress and training time, and information on driving warning situations. Through the use of such a server, trainees can use the simulator in a more convenient environment and can expect improved educational effects by providing training information.

A Design of Service Improvement Model for Emergency Medical System using Augmented Reality (증강현실을 이용한 응급환자 의료서비스 향상 모델 설계)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Convergence for Information Technology
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    • v.7 no.1
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    • pp.17-24
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    • 2017
  • In the medical field, augmented reality is being used for surgical and medical education. However, augmented reality technology is not applied to emergency patients. In this paper, we propose a medical service support model that can support rapid medical service to emergency patients through an augmented reality - based IT device. The proposed model has the function of collecting the information necessary for the first aid simply through the IT equipment based on the reality of reality, and also receiving the first aid method appropriate for the emergency situation to the medical staff and supporting the service. In addition, the proposed model hierarchically collects information related to emergency patient information inquiry, emergency patient status and emergency treatment based on Analytic Hierarchy Process (AHP). The collected information uses a pair of comparison matrices to compensate for the ambiguity between the information. In particular, the collected information is stored in the server of the medical staff, and in addition to the unique information of the collected information, the collected information can be reflected in the medical service of the medical staff.

Development and Application of an Online-based Arduino Programming Experience Program

  • Eun-Sang, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.179-187
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    • 2023
  • The purpose of this study was to develop and apply an online-based Arduino programming experience program. In this study, the program was developed and applied based on the contents presented in the ADDIE model and Lee's model. The results of this study were as follows. First, two types of educational program were developed for online use by students of the free semester system. Second, the program content included practical materials such as teaching websites and video lectures. Third, the developed program was applied a total of three times in the school environment and when the student did not attend school. Fourth, analysis of student satisfaction confirmed that the students were satisfied with the development program. The content of this study will serve as a reference for instructors who plan online-based hands-on activities in places where instructors are not readily available, such as islands or mountainous areas.

Application based on Generative AI and Prompt Engineering to Improve Children's Literacy (생성형 AI와 프롬프트 엔지니어링 기반 아동 문해력 향상을 위한 애플리케이션)

  • Soyeon Kim;Hogeon Seo
    • Smart Media Journal
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    • v.13 no.8
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    • pp.26-38
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    • 2024
  • This paper discusses the use of GPT and GPT API for prompt engineering in the development of the interactive smart device lock screen application "Smart Lock," aimed at enhancing literacy among young children and lower-grade elementary and middle school students during critical language development periods. In an era where media usage via smartphones is widespread among children, smartphone-based media is often cited as a primary cause of declining literacy. This study proposes an application that simulates conversations with parents as a tool for improving literacy, providing an environment conducive to literacy enhancement through smartphone use. Generative AI GPT was employed to create literacy-improving problems. Using pre-generated data, situational dialogues with parents were presented, and prompt engineering was utilized to generate questions for the application. The response quality was improved through parameter tuning and function calling processes. This study investigates the potential of literacy improvement education using generative AI through the development process of interactive applications.