• Title/Summary/Keyword: 설계역량

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The Effects of Writing Using Media on the Promotion of Creative Convergence Capacity (미디어를 활용한 글쓰기가 창의융합 역량 증진에 미치는 효과)

  • Bang, Sul-Yeong;Je, Nam-Joo
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.353-362
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    • 2020
  • This was a single group pretest-protest pre-experimental study designed to find out whether writing using media enhances creative convergence capacity. Data were collected from 30 C university students in C city, from March 1st to July 15th, 2020. Analysis was done using IBM SPSS 25.0 for frequency, percentage, average, standard deviation, and paired t-test. Creative problem solving ability was enhanced by an average of 0,63 points (p<.001), critical thinking tendency by 1.06 points (p<.001), self-leadership by 0,53 points (p<.001), and self-control by an average of 0.51 points, so was statistically significant (p=.001). Writing using media had the effect of improving creativity and integration capabilities. The results of this study are expected to be used as basic data for the development of educational programs for creativity and integration enhancement at university-level. Also, follow-up studies on the effectiveness of writing education by utilizing web media as text and tools simultaneously and customized university-level writing education utilizing media are required.

A Study on the Empathy Competence of Adolescents Using Empathic Reading Based on Online Remote Classes (비대면 온라인 원격수업 기반의 공감독서를 활용한 청소년의 공감역량에 관한 연구)

  • Song, Jiae
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.541-565
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    • 2021
  • The study is aimed at designing an effective edutech platform based on online remote classes, and clarifying the effect of empathy competence of youths through the operation linked with the empathic reading program focusing on reading. To this end, after constructing the environment for education and drawing a class model based on components of edutech for remote classes on the basis of previous studies and elaborating the empathic reading education program, this study has been conducted for one semester for 107 students in 4 classes in their 1st grade at S middle school, Gyeonggi-do in order to apply them to fields. As a result of the study, the empathy reading program that a remote class model was applied has shown a meaningful difference among groups in cognitive empathy and emotional empathy, and it was found that there was a statistically meaningful difference between the two groups in total scores. Besides, the effect and meaning of adolescents' empathy competence have been verified through the remote empathy reading education and the empirical analysis, and the direction to develop the empathy reading program has been suggested for a solution to settle differences in students' learning due to COVID-19.

Establishment a System for a Competency-based Peer Tutor Training Program : Focusing on the case of A University (역량기반 대학생 또래교수(Peer tutor) 양성교육 지원체제 구축 : A대학 사례를 중심으로)

  • Song, Myunghyun;Kim, Mi Hwa
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.414-425
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    • 2022
  • This study aims to develop a training program to strengthen the competency of peer tutors at A University and to establish a sustainable system. It was conducted in the process of developing, operating, evaluating, modifying, and supplementing the curriculum for about two years from January 2019 to February 2022. In-depth interviews, surveys, literature reviews, and expert surveys were used as research methods. The research results can be summarized as follows. First, by combining in-depth interviews and ranking of educational needs of peer tutors' competencies, the researchers designed peer tutors training curriculum and certification system, and these were certified by conducting expert surveys. Second, from March 2020 to the end of February 2022, peer tutor training and certification system were operated, and as a result of a satisfaction survey of students, 4.33 points on average in 2020 and 4.61 points on average in 21, indicating high satisfaction. Finally, the implications were discussed for establishing peer tutor training programs and system in universities.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

A Study on the Development of Library Management Indicators Reflecting Korean-Sustainable Development Goals (국가지속가능발전목표를 반영한 도서관 운영지표 개발에 관한 연구*)

  • Kyungjae Bae;Ok Nam Park;Jin Ho Park;Dahee Chung;Tae-Kyung Kim;Ji Hei Kang
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.3
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    • pp.333-358
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    • 2024
  • To promote libraries as "Libraries for All," it is essential to assess the current state of regional library infrastructures and explore policy support strategies for their improvement. This study develops the 'Library Vitality Index' as a metric to evaluate libraries' capabilities as sustainable infrastructures. The index assesses various aspects, including libraries' environmental responsiveness, accessible design, level of digital transformation, and capacity to provide universal cultural services. The research involved a comprehensive review of domestic and international cases, Delphi surveys, and expert group interviews to derive the final set of indicators. These indicators were weighted based on their importance using AHP analysis. The final index consists of three components: regional library activation (300 points), individual library capacity (470 points), and feedback systems (30 points), with a total of 800 points. The index includes 108 items, divided into 14 for regional library activation, 88 for individual library capacity, and 6 for feedback systems.

A Study on the Core Competency of Specialized Company for Semiconductor Design of Korea (한국반도체 설계전문기업의 핵심경쟁력 역량에 관한 연구)

  • Gulnur, Shatekova;Lee, Jae-Ha
    • Journal of Convergence for Information Technology
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    • v.9 no.12
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    • pp.30-38
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    • 2019
  • The purpose of this study is to analyze the level of competitiveness of semiconductor design firms of Korea. The categories of competitiveness are divided into product development, accumulated technology, market-related competencies, human resources, and management system. The sample of 73 semiconductor design companies were used, and the analysis data were gathered by parallel with the questionnaire and the surveyor visited. For respondents, importance of competitiveness factor was prioritized using nominal scale and the competitiveness of each item is expressed based on 100 points. It was confirmed that there was a difference between the order of importance and the actual level of core competence. The ranking of the importance of core competencies is in the order of product development, technical capability, market-related competencies, human resources, and management system. However, in terms of actual competitiveness in each category, human resources were the best, followed by the management level. The product development and technology competencies were in order. The market-related competitiveness was found to be the most urgently raised. In order to increase the market related competitiveness, a new customer base must be developed and the information acquisition capability of the customer, and the ability to analyze their data needs to be improved.

A Study on the Design of Training Contents for LNG Bunkering Workers (LNG 벙커링 종사자 교육 콘텐츠 설계에 관한 연구)

  • Yoo, Hyoung-Soo;Roh, Beom-Seok;Kang, Suk-Yong;Seo, Seong-Min;Jung, Dong-Ho
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.5
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    • pp.809-818
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    • 2022
  • The number of ships using liquefied natural gas (LNG) as fuel is increasing to respond to the International Maritime Organization's (IMO) air pollutant emission regulations. At the same time, the need to expand LNG bunkering infrastructure for stable fuel supply and demand for ships is emerging. LNG bunkering is carried out in three ways: truck to ship (TTS), pipe to ship (PTS), and ship to ship (STS). In foreign countries, all three methods are being carried out, but in Korea, LNG bunkering is carried out only with the TTS method owing to the lack of infrastructure. LNG bunkering is a high-risk operation. For safe bunkering operations, the competence of the workers is extremely important, and a professional training course is required to strengthen the competence. This study was conducted to design training contents for LNG bunkering workers for fostering LNG bunkering experts and performing safe and systematic bunkering work. To this end, the current status of LNG-fueled ships and bunkering was identified, and related domestic and abroad educational contents were analyzed. In addition, opinions on the importance of educational contents were collected through expert questionnaires. Consequently, we designed training contents suitable for various training targets and divided them into basic and advanced training courses, with a duration of 4 days, and proposed. Based on the designed training contents, if additional research is conducted by sufficiently reflecting Korea's bunkering environment, it will be of great help to improve the competence of LNG bunkering workers and to foster human resources.

K-GMT 2011년 사업계획

  • Park, Byeong-Gon;Kim, Yeong-Su;Gyeong, Jae-Man;Cheon, Mu-Yeong
    • The Bulletin of The Korean Astronomical Society
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    • v.36 no.1
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    • pp.75.1-75.1
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    • 2011
  • 한국천문연구원의 대형광학망원경 개발사업(K-GMT)은 거대마젤란망원경(GMT; Giant Magellan Telescope)의 지분 10% 확보를 목표로 2009년부터 2018년까지 수행하고 있는 사업이다. 2010년에는 GMT 이사회 한국 개최, GMT 부경 시험 모델 설계, GMT 1세대 관측기기 후보로 선정된 GMTNIRS 개념설계연구 등을 수행하였으며 K-GMT 과학기기워킹그룹을 중심으로 거대망원경 여름학교와 국제워크숍을 개최하였으며. 본 사업의 3차년도인 2011년에는 부경시험 모델 설계에 따른 제작 시험, GMTNIRS 개념설계 완료, GMT 핵심과학연구주제 연구를 통한 연구역량 강화 등이 수행될 예정이다. 본 발표에서는 각 분야별 K-GMT 활동 계획을 보다 상세히 보고한다.

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Methods to Design IoT Applications with Heterogeneity (IoT 애플리케이션의 이질성을 고려한 설계 기법)

  • Lee, Johan;Park, Chun Woo;Kim, Moon Kwon;Choi, Kwang Sun;Kim, Soo Dong
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.353-356
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    • 2013
  • IoT(Internet-of-Things)는 사람과 물리적 사물이 언제, 어디서나 소통할 수 있는 컴퓨팅 패러다임으로, IoT 디바이스의 역량이 높아짐에 따라, IoT 디바이스를 이용한 IoT 애플리케이션 개발에 관심이 높아지고 있다. 하지만 IoT 디바이스가 가지는 통신 프로토콜 이질성, API 이질성, 데이터 형식 이질성, 프로그래밍 언어 이질성이 IoT 애플리케이션 개발의 어려움으로 작용하고 있다. 본 논문은 이러한 이질성들을 분석하고 각 이질성을 해결하기 위한 설계 기법을 제안하고 실제로 이를 적용하여 IoT 애플리케이션을 설계 및 구현 함으로써 도출한 이질성 해결의 중요성과 제안한 설계 기법의 실효성을 검증한다.

Changes in High School Students' Creative Leader Competency through STEAM R&E (STEAM R&E를 통한 고등학생의 창의적 인재 역량 변화)

  • Mun, Kongju;Mun, Jiyeong;Hwang, Yohan;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.37 no.5
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    • pp.825-833
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    • 2017
  • The Korean Ministry of Education has emphasized human resource development with creative and convergent ability for future science and technology development. Korean STEAM Education aims to enhance students' interest and their understanding of science and technology as well as to develop students' creative problem-solving skills. Through STEAM R&E project, students experience self-directed research in order to solve the problem in the context of everyday life. In this study, we aim to find out whether the creative leader competency of high school students changed after they experienced the STEAM R&E project. The creative leader competency consisted of three domains: cognitive, affective, and societal domain. We measured the creative leader competency using the questionnaire scales. The questionnaire was administered to 612 high school students who participated in the 2016 STEAM R&E project. Pre- and post- test scores were collected, and we analyzed it. We compared the mean difference between pre- and post- test scores as well as the mean differences among science high school, gifted school, science core school, and general high school. From the result, we found that all student' creative leader competency improved after participating in the STEAM R&E project in all three domains. The result also showed that students' test scores of science high school and gifted school showed no significant mean differences, while student's scores of both science core school and general high school improved significantly. From the results, we concluded that STEAM R&E activities could be an effective tool in cultivating creative leader competency, especially for general high school students and science core school students. We also suggested that further researches are needed to find how we could enhance students' creative leader competency.