• Title/Summary/Keyword: 인재개발 교육프로그램

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The Effects of Computer Science Program based on Specific Manipulative Activities in Achievement and Attitude of Learning (구체적 조작활동기반 컴퓨터과학 프로그램이 학업성취도 및 학습태도에 미치는 효과)

  • Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.33-42
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    • 2007
  • The purpose of this study is to develop and applicate the computer science teaching-learning program to raise the next newest talented students in IT field. The experiment was conducted to analyze the effects of learners variables such as learning achievement and attitude at K elementary school in Chungcheongbuk-do during 8 weeks and samples were 74 students. The summary of results of this study are as follows : First, significant differences were not observed in part of achievement of learning between comparative group and the experimental group who used computer science program consisted of specific manipulative activities. However, the higher mean score means that teaching-learning based on specific manipulative activities have a positive effect on understanding contents of computer science. Second, it is found that students in experimental group respond more positively about computer science than comparative group.

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The Effects of Learning App Inventor Programming Education Plan for Gifted Elementary Students (초등정보영재 대상의 앱 인벤터 프로그래밍 교육의 효과)

  • Seo, Hyung-Seok;Lee, Yong-Bae
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.13-22
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    • 2017
  • Recently, the emphasis on education of informatics gifted elementary students is to make creative leader in knowledge-based society. It need the high mental faculties and problem solving ability to solve many problem situations for students. In this paper, we developed App Inventor programming education plan. We taught this plan to gifted elementary students and observed the effects of their problem solving ability, self-efficacy and achievement of programing process. In order to achieve the research goals, we designed the appropriate App Inventor programming plan for gifted elementary students and we changed the Learning Model of Renzulli's three step for gifted students to achieve this research goals. Designed learning program was utilized by twenty informatics gifted elementary students for 15 times during five weeks period. In conclusion, we confirmed that App Inventor programming education for gifted elementary students affected the problem solving ability, self-efficacy and achievement of programing process positively.

The Effect of Creative Education Program with HTE through Blended Learning on the Creative Problem Solving Capability of Middle School Students (블렌디드 러닝을 통한 HTE 창의교육 프로그램이 중학생의 창의적 문제해결력에 미치는 영향)

  • Sul, AhChim;Kim, Hyoungbum;Kim, YoungKi;Heo, Youn-Jeong
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.488-499
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    • 2021
  • This study investigated the effects of the HTE creative education program, which applies blended learning methodology as a convergence class strategy between offline and online, on middle school students' creative problem solving capability. As a result of applying for five creative education practice programs in the classroom, it turned out that there was a statistically significant difference (p < .05) in the case of idea manipulation, visualization, comparison, idea generation, and deliberation, subordinate constructs of creative problem solving capability. Also, the program turned out to be positively effective, with a 0.14 point improvement in the pre and post-means of all middle school students, showing from 3.65 to 3.79 points, and 72% of middle school students who participated in the program were satisfied, and 68% were interested. According to the results, HTE creative education programs using blended learning turned out to be effective as a customized methodology in the COVID-19 situation and the era of the 4th Industrial Revolution, where various creative talents are needed. Therefore, the need for the development of creative education programs on various related topics and teacher training for teaching and learning methodologies of blended learning.

Development and Validation of College Students' Core Competency Assessment: Based on the Case of S University (대학생 핵심역량 진단도구 개발 및 타당화 연구 -S대학 사례를 중심으로-)

  • Kang, Min-Soo;So, Mi-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.236-247
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    • 2020
  • This study was conducted with the aim of developing inspection tools to select and measure human resource figures and appropriate core competency of the educational goals pursued by S universities. Therefore, key competency factors were defined consistent with concept of talented figures and educational objectives of S universities, inspection tools were developed to measure core competences, and directions are presented for future education policies and curriculum compilation and securing data for rational operation. Based on key competency indicators, questions were developed in a self-reporting form that measures the consent level of the respondents by comprising seven areas of competence, 16 small areas (sub-capacity), and 46 questions. The main Test conducted an analysis of the questionnaires based on the survey results of 2,486 people to ensure the validity of the inspection by conducting a positive factor analysis and reliability analysis. The core competency diagnostic tool of S university is meaningful in this study which verifies the effectiveness of the curriculum and programs conducted at S university and as the first step for the rational operation of the core competency certification system to improve the competency appropriate for students.

국립고흥청소년우주체험센터의 우주체험시설을 이용한 교육현황 및 계획

  • Gwon, Sun-Gil;Gwon, Hyeok-Do;Lee, Yong-Jeong;Hong, Seung-Su
    • The Bulletin of The Korean Astronomical Society
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    • v.35 no.2
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    • pp.87.1-87.1
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    • 2010
  • 국립고흥청소년우주체험센터는, 우리나라 청소년들에게 우주에서 벌어지는 제반 현상과 천체의 실상을 접하게 하고 또 그 현상과 천체 이면에 자리한 기본 원리를 체험과 실험을 통하여 스스로 터득하게 함으로써 저들을 우주시대를 이끌어갈 창조적 인재로 양성함을 목적으로, 2010년 7월 9일에 개원한 특성화 체험 국립 시설입니다. 우리나라 청소년들이 센터에 설치된 주요 우주체험장비 7종을 활용하여 우주왕복선과 우주정거장에서의 임무수행을 경험하며, 우주왕복선 지상통제센터 요원의 역할 및 우주선이나 항공기의 직접 조종도 체험 할수 있다. 또한 달의 저중력 상황을 체험해 볼 수 있다. 지름 15미터의 천체투영관이 12월 말에 완공될 예정이다. 하늘전망대에는 구경 14인치 광학망원경과 다수의 중소형 망원경들이 설치된다. 또한 우주인 기초체력단련훈련을 할 수 있는 야외 활동 공간을 확보하고 있다. 센터의 우주체험시설과 천문학 관련 시설들은 앞으로 청소년의 우주에 대한 관심을 유발하고 국민들의 과학에 대한 이해를 돕는데 크게 기여할 것으로 기대된다. 현재 4개의 과정으로 우주체험캠프 프로그램을 구성하여 운영하고 있다. 또한, 2009년 개정 지구과학 교육과정과 연계한 우주체험프로그램을 개발 중이다. 여기서는 본 센터의 우주체험시설물 소개와 이들을 활용한 체험활동과 교육 현황 및 계획을 소개하고자 한다.

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The Importance of an Internships abroad in the course of a University Education Programs (대학교육프로그램 중 태권도 해외인턴십의 중요성)

  • Koh, Bo-Ra;Seo, Hee-Jung;Chin, Seung-Tea
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.253-262
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    • 2018
  • The purpose of this research is to present an opinion on the development of a systematic program for the training of talented students at domestic universities for overseas employment, effective usage of overseas field practice and internship, and the importance of the programs that can provide prepared future Taekwondo professional with the opportunities to be successfully employed by desired overseas institutes worldwide. The objects of research were 15 persons who experienced overseas internship. The results of the research obtained through in-depth interviews were; firstly, the merits and demerits of internship; secondly, the changes made after experiencing internship; and thirdly, what they want to say to their juniors who are preparing for internship.

Development of a STEAM Program to Learn the Principles of Quantum Mechanics by applying the Gamification Mechanism (게이미피케이션 메카니즘을 적용한 양자역학 원리를 배우는 STEAM 프로그램 개발)

  • Ko, Daehoon;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.507-518
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    • 2016
  • In this paper, in order to offer the opportunity to indirectly experience STEAM education and the profession of a quantum computer professional, one of computer experts as a promising occupation of the future, its correlation to the national curriculum was analyzed. STEAM educational program in this paper was developed through which the third or fourth graders in elementary schools can learn about a quantum computer expert and think about it in relevance to their future careers. Yet, it's almost impossible for the students to understand the basic theories of quantum computer based on quantum mechanics, one of most difficult areas of physics. Accordingly, in this proposed textbook, gamification mechanism was applied to arouse students' interest. Moreover, the textbook was developed and applied to the field directly in the way that students would be able to indirectly experience quantum spin, one of most basic principles of quantum computer, quantum cryptography related to quantum computer, incomplete quantum computer and etc. The STEAM educational program for future careers offered in this research is expected to create positive effects for students to explore careers relevant to IT, and to develop related qualities.

Development of Applied Music Education Program for Creative and Convergent Thinking-With a Focus on the Capstone design Class (창의·융합적 사고를 위한 실용음악 교육프로그램 개발-캡스톤디자인 수업을 중심으로)

  • Yun, Sung-Hyo;Han, Kyung-hoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.285-294
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    • 2024
  • This study aims to enhance learners' creative and integrative thinking through the use of a practical music education program, facilitating high-quality artistic activities and the integration of various disciplines. To achieve this, a practical music education program incorporating the PDIE model was designed, and the content validity of the developed program was verified. Through this process, We have researched and described methodologies for multidisciplinary research that can be applied in practical music education. This paper focuses on the fourth session of the study, which deals with the creative and integrative education of practical music and mathematics. The mathematical theory of interest in this research is the Fibonacci sequence, fundamental to the golden ratio in art. The goal is to enable balanced and high-quality creative activities through learning and applying the Fibonacci sequence. Additionally, to verify the validity and effectiveness of the instructional plan, including the one used in the 15-week course, we have detailed the participants involved in the content validation, the procedures of the research, the research tools used, and the methods for collecting and analyzing various data. Through this, We have confirmed the potential of creative and integrative education in higher practical music education and sought to develop educational methodologies for cultivating various creative talents in subsequent research.

Operation of a 3-Year Training Program for Elementary and Secondary Administrators to Foster Creative Convergence Talent (창의융합 인재 양성을 위한 3년간의 초·중등 관리자 연수 프로그램 운영)

  • Jung, Yujin;Park, Namje
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.177-186
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    • 2021
  • The 2015 revised curriculum is structured around the core competencies of the 21st century, this is in line with the world's flow of education, such as OECD Education 2030. A future practical leading model was studied to provide a variety of creative teaching and learning experiences to elementary and Secondary students using intelligent information technology to cultivate core competencies such as ICT and computing thinking. In order for this practical model to stably settle the school field, the training was planned and operated to strengthen the creative convergence education capacity required by the teachers at the unit school through various types of the training. In particular, a nationwide administrators training program was operated for three years, reflecting the new curriculum, teaching and learning methods, and evaluation that can lead to future convergence talent training. In this paper, the perception of creative convergence education was investigated and analyzed considering the influence that administrators may have on the school field. Based on this, through the three-year operation results of the training, it was intended to establish a new training method for stable access to future creative convergence education under the post-corona era's social issues.

A Study on the Humanities-based Preliminary University Model : Focused on the P University (인문학 기반 예비대학 모델 연구: P 대학 사례를 중심으로)

  • Baik, Sangmi;Jeong, Seonho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.357-364
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    • 2022
  • This study aims to design a humanities model for preliminary universities using an online platform to develop and expand humanities thinking of preliminary university students. P University Expert Focus Group Interview and student surveys are conducted, and based on the analysis results, a preliminary university model suitable for the humanities field is proposed. Expert FGI suggested the necessity of human resources education to build an online platform-based preliminary university model and improve humanities capabilities. As a result of the student survey, it was found that a majority of the respondents had high interest in humanities and recognized the need for a humanities preliminary university. This study proposes a humanities-based preliminary university model that enables interactive communication in virtual space using the cross-platform Photo Server. The implication of this study is that it contributes to strengthening the humanities capabilities of preliminary university students by presenting an online platform preliminary university model that can respond to changes in the external environment. Since this study has a limitation in that it does not present examples of preliminary universities, it is necessary to verify the educational effect of platform-based ppreliminary university management in the future.