• Title/Summary/Keyword: 인재개발 교육프로그램

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A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

A study on the direction and an improvement plan of the youth economics education in the Digital Age (디지털 시대(時代)의 청소년(靑少年) 경제교육(經濟敎育)의 방향(方向)과 개선방안(改善方案)에 관(關)한 연구(硏究))

  • Jo, Yeong-Gwan;Ju, Hyeong-Geun
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.185-207
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    • 2005
  • 본 논문은 우리나라 청소년들의 경제교육을 좀더 효과적이며 내실 있는 교육방법을 찾는 데에 그 목적을 두고 있다. 이를 위해 세계적 무한경쟁시대(無限競爭時代)에 주역이 되어야 할 우리나라 청소년들에게 어릴 때부터 체계적인 경제 지식과 마인드를 심어줌으로써 미래지향적이고 세계주도적인 인재로 성장할 수 있는 기틀을 잡아주고, 어떻게 교육하는 것이 가장 효과적이며 내실 있는 방법인가를 고찰하였다. 현재 우리나라 초 중 고에서의 경제교육에 관한 현황을 살펴보고, 실태조사를 바탕으로 경제교육의 방향과 활성화에 시사점을 두었으며, 특히 디지털 매스미디어를 중심으로 한 교육방법을 살펴보았다. 연구결과를 바탕으로 디지털 시대의 청소년 경제교육 방향을 제시하면 다음과 같다. 첫째, 청년실업자의 활용이라는 측면에서 청소년경제교육을 직접 지도할 수 있는 전문가를 양성하여야 한다. 정년실업자를 청소년 경제교육에 관한 skill 교육을 통해 전문경제교육자로 양성한 후 현장에 투입하여 활용하는 방안이다. 현재 학교교육에서의 경제교육을 전문적으로 도와줄 수 있는 전문가의 부재를 청년실업자를 바탕으로 정책적, 민간기관의 지원을 바탕으로 자격증을 취득한 전문경제교육자를 현장에서 활용하는 것이다. 둘째, 청소년들의 환경에서 가장 큰 영향력을 행사하는 디지털 매스미디어를 경제교육의 도구로 활용하는 웹 활용교육(WBI)이 되어야 한다. 디지털을 이용한 경제교육의 매력은 매스미디어에 대한 청소년들의 거부감이 없다는데 있다. 그리고 웹 활용 교육(WBI)과 프로그램 개발을 통하여 인터넷과 홈페이지 그리고 다양한 경제교육과 학교 수업에 효율적으로 사용될 수 있다.식품으로서 사료의 위생적인 생산을 가져올 수 있을 것으로 생각된다. 서비스에 대한 인지된 유용성과 UI의 편의성은 사용자 선호에 영향을 미치는 것으로 나타났다. 반면에 정보 품질, 서비스 연계성, 흥미 성, 시스템 품질은 사용자 선호에 영향을 미치지 못하는 것으로 나타났다. 그러나 정보 품질과 시스템 품질의 결과는 유의 수준에서 크게 넘어가지 않는 결과가 나와 반드시 영향을 미치지 못하는 것은 아니라고 조사되었다. 본 연구는 검색 서비스라는 특정 서비스에 대해서 사용자 선호에 영향을 미치는 요인에 대해서 알아보고자 하였다. 이는 학문적인 측면에서 기존의 통합적인 웹사이트 평가에 대한 연구의 확장을 가능케 하였고, 개인사용자 측면에서는 좀더 좋은 정보를 제공하는 검색 서비스에 대한 이해를 높일 수 있는 계기가 되었다고 할 수 있다. did not showed any characterized sign of acute or subacute liver damage or intestine lesion. So it is supposed that there is not any tocixants originated from some molds in fermented Korean domestic Meju which is prepared traditionally in winter.의 배설량은 10배 정도 증가하게 되어 진동만의 오염부하를 가중하게 된다. 진동만은 여름철 빈산소수괴 및 적조가 빈번하게 발생하고 있으므로 미더덕 양식장을 새로이 시설할 경우 오염부하가 가중될 것으로 판단되어, 앞으로 진동만의 양식장 수용능력을 파악하여 적정량의

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The Effects of Design Thinking in High School Chemistry Classes (디자인씽킹 기반 고등학교 화학 수업의 효과 연구)

  • Yang, Heesun;Kim, Mi-Yong;Kang, Seong-Joo
    • Journal of the Korean Chemical Society
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    • v.64 no.3
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    • pp.159-174
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    • 2020
  • The purpose of this study is to examine 'Design Thinking' based Chemistry Class program as an education strategy for core competence of creative convergence talent. The program stages were modified and supplemented into eight stages, including 'Knowledge Understand', 'Empathy', 'Sharing perspective', 'Ideate', '1st Prototype', '1st Test', '2nd Prototype', and '2nd Test', so that the 'Design Thinking Process in Science Education' can be applied to the chemistry class. Considering the linkage between the 2015 and 2009 revised national curriculum, the achievement criteria were selected, and the lesson plans and student activity sheet were developed according to the themes to be met. Four thematic educational programs were developed and applied to Chemistry I for the second grade of high school students from March to August. The results were verified through qualitative data analysis of the class scene and pre- and post-test based on inventories of 'Empathy' 'STEAM educational competence', 'Problem solving process'. As a result of applying the developed program, 'empathy' showed a significant improvement in empathy with others and empathy with the problem situation. In 'STEAM educational competence', there was a significant enhancement in science and design competence. In the 'problem finding process', the problem definition, problem solution design, and problem-solving review were significantly improved in the 'problem-solving process'. The results of this study provided implications for the applicability of design thinking - based chemistry classes and its educational effect.

과학영재들의 노벨상에 대한 인식 조사 연구

  • 심규철;박종석;박상태;변두원;김여상
    • Proceedings of the Korean Society for the Gifted Conference
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    • 2003.11a
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    • pp.167-169
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    • 2003
  • 과학영재 교육의 목적과 효과를 달성하기 위해서는 과학영재들의 특성, 과학영재의 판별이나 교육 프로그램의 개발, 과학영재들의 과학, 과학자, 과학관련 직업에 대한 인식 등 여러 요소들에 초점을 맞추어 연구해야 하며 이를 바탕으로 교육해야 한다. 과학영재교육의 중요한 점 중 하나는 우리가 교육하는 과학영재들이 성장해서 그들의 영재성을 발휘하도록 하는 것에 있다. 이는 국가적으로도 매우 중요한 일이다. 과학기술의 발달과 국가의 발전은 뛰어난 영재들이 기여를 하였으며 그 업적을 통해 국제경쟁 사회를 선도해 나갈 수 있기 때문이다. 과학영재 교육의 성공 기준 중 하나로 노벨상 수상을 기대하는 것이라고 생각할 수 있다. 물론 노벨상만을 목표로 하는 것은 과학영재교육이 왜곡될 수 있으나, 과학영재교육을 통해서 과학 분야에 뛰어난 인재를 양성하고 이들로부터 과학의 수준이 높아지면서 자연스럽게 노벨상을 수상할 수 있을 것이다. 2002년 노벨 과학상에서 일본은 물리학과 화학 두 분야에서 수상자를 배출하였다. 특히 노벨 화학상을 받은 다나카 고이치는 박사학위도 없는 40대의 평범한 회사원이었다. 그는 일본 과학계를 장악하고 있는 유명 국립대학의 교수도 아니고, 수상 발표 뒤 대부분의 일본 화학자들이 누군지 몰라 당황했을 정도로 잘 알려지지 않은 인물이었다. 이러한 사건은 일본인들에게 희망을 안겨주었으며 과학 및 과학자에 대한 관심과 투자에 대한 인식에 있어 많은 변화를 초래하였다. 노벨상 자체가 국가정책의 목표가 될 수는 없지만, 과학자나 국민 개개인들에게 희망이 되는 것은 사실이다. 해마다 노벨상 수상자가 발표되는 시점에서 우리들은 아주 오랫동안 방관자가 되어 왔다. 이제 여러 과학영재교육기관 등을 통해서 과학영재 교육을 효율적으로 실시한다면 조만간 상황이 바뀔 것으로 기대할 수 있다.택한 이유는 첫 번째가 사회 봉사와 국가 발전에 기여하기 위한 것이었으며, 다음으로는 생활의 안정을 꼽고 있었다. 이외에도 과학적 업적 달성을 위해, 자신의 꿈(이상) 실현을 위해 등의 이유를 들고 있었다. 이러한 경향은 남자 영재와 여자 영재들간에 다소 차이는 있었으나 거의 유사한 것으로 조사되었다(Pearson $X^2$=2.186, p>0.05). 우수한 능력을 소유한 영재들이 과학관련 분야를 선호하지 않는다면 우리나라의 과학 발전은 그리 낙관할 수 없을 것이다. 그러므로, 영재들을 과학 관련 분야로 이끌어 그들이 소유한 영재성을 발휘하도록 하는 것은 매우 중요한 일일 것이다. 이룰 위해서는 과학 영재들이 자신의 능력에 대한 자신감을 더욱 높여야 하며 그 능력을 과학관련 분야에 발휘하도록 하기 위한 국가적, 사회적, 교육적 노력이 필요하다. 노력이 필요하다.~42.1mg$CO_2$/kg.hr였으며 12$^{\circ}C$에서 2.5~8.2mg$CO_2$/kg.hr로 일반적으로 보고되고 있는 토마토 호흡속도와 일치하는 결과를 나타내었다.다.환원당인 sucrose 함량은 계속 증가하였고 fructose, glucose, sorbitol의 함량(추황의 sorbitol을 제외)은 생장이 촉진됨에 따라 증가하다가 다시 점차적으로 감소하였다. 이러한 결과는 총당과 환원당의 측정결과와 일치한 것으로 나타났다. 결론적으로 배의 성장에 따라 산 함량은 감소하였고 당 함량은 증가하였다.luco-pyranoside, quercetin 7-O- -glucopyranoside, acacetin 7-O-$\beta$-D-glucuronide and apigenin-6-C-$\beta$

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Study of the Service Improvement and Revitalization Measures of Student-Centered University Library through the Book Lending Data Analysis of Freshmen (대학 신입생의 도서대출 자료 분석을 통한 학생 중심의 대학도서관 서비스 개선 및 활성화 방안 연구)

  • Shim, Jaeruen
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.7060-7067
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    • 2014
  • The reading activity of university students is the key element for the cultivation of creative human resources, and each university develops and performs the various cultural education and library program. Actually, the university libraries check the service periodically through library satisfaction surveys and the library user's actual condition survey to improve it, but the amount of reading, number of books lent and the rate of borrowers are still under expectation. Therefore, in this research, an in-depth analysis of lending books data for freshmen, as the service improvement and revitalization measures of university libraries for students, suggested the following: (1) the early education for the library users, (2) the opening of the students-participating library collections, (3) the use of the data using a library for the consulting with students (4) the establishment of the library depositary for education support, and (5) the introduction of the library CRM for individual student. Through this result, it would be substantially helpful for each university library (including two-year college), in which the number of lending books and the rate of borrowers are below expectations.

A Study on Performance Measurement of Generational Diversity Company using Balanced Scorecard (BSC): The case of Japanese Companies (균형성과평가(BSC)모델을 활용한 청년·고령자 고용상생기업의 경영성과측정 -일본의 사례분석을 중심으로-)

  • Kim, Moon-Jung;Chung, Soon-Dool;Kim, Ju-Hyun
    • Korean Journal of Labor Studies
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    • v.23 no.1
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    • pp.221-253
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    • 2017
  • This study aims at analyzing the management strategy and performance of companies that have been pursuing Generational Diversity. The management strategies were examined in terms of production, organizational structure and skill development. Performance was then evaluated using Balanced Scorecard (BSC). We selected four Japanese companies that practice Generational Diversity between the younger(age less then 34) and older generation(age older then 65). Our findings suggest the following. The common management strategies of the four companies include 1) creating generation-diverse teams 2) ensuring flexible work arrangements and 3) providing skill training programs. These strategies have yield positive outcomes such as sales increase, cost reduction (financial perspective) and expansion of the market share (customer perspective). Non-financial performance includes improvement of product and service quality (internal business perspective) and skill improvement of both the young and the old workers (learning and growth perspective). This study provides practical implications to domestic companies for their successful management of generational diversity in workplace.

Effects of Astronomical STEAM Program Using Co-teaching on Self-Directed Learning Attitude of Elementary Science Gifted Students (천문 STEAM 프로그램에서 코티칭의 활용이 초등과학 영재학생의 자기주도적 학습 태도에 미치는 효과)

  • Son, Jun Ho;Kim, Jonghee;Kim, Young Gon
    • Journal of the Korean earth science society
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    • v.35 no.7
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    • pp.572-584
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    • 2014
  • The purpose of this study was to find out the effects of astronomical STEAM program using co-teaching on self-directed learning attitude. For this purpose, we developed an astronomical STEAM program and applied it to elementary science gifted students. Thirty six, $5^{th}$ and $6^{th}$ grade elementary science gifted students were participated in this study in total having 16 students in experimental group and 20 students in control group. The results were described as follows. First, astronomical STEAM program using co-teaching was effective in improving self-directed learning attitude. Second, the program was effective in improving participants' openness to learning opportunities and problem-solving. Third, students were satisfied with the co-teaching that provided ample feedbacks and detailed explanations, and teachers perceived that co-teaching was helpful to overcome a lack of professional knowledge, and to solve difficulties of evaluation and preparing teaching materials for STEAM classes. With findings, we discussed implications for co-teaching of STEAM lessons to improve students' self-directed learning attitude at the end of paper.

Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.

The Introduction of Design Thinking to Science Education and Exploration of Its Characterizations as a Method for Group Creativity Education (집단 창의성 교육을 위한 방안으로서 과학 교육에 디자인적 사고의 도입과 속성 탐색)

  • Lee, Dohyun;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.34 no.2
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    • pp.93-105
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    • 2014
  • Group creativity has recently been heightened as a core competence in the 21st century. Therefore, there is a need for introduction of concepts on design thinking emphasizing the collaboration and empathy to science education as an effective method for fostering group creativity. Understanding design thinking for effective introduction should be preceded, so we explore the characterizations of design thinking through the generic model overlay method, focus group interview, and critical incident technique analysis. The results reveal 4 cluster units of competency and 15 core competencies. The collaboration cluster consists of 5 competencies and they are as follows: organization of the team, communication, self-control, persuasiveness, and initiative competency. The integrative thinking cluster consists of 3 competencies and they are as follows: analytical, strategic, and intuitive thinking competency. The human-centeredness cluster consists of 3 competencies and they are as follows: user-orientation, relationship building, and interpersonal understanding competency. The multidisciplinary cluster consists of 4 competencies and they are as follows: achievement orientation, information seeking, curiosity, and flexibility competency. Findings are expected to provide the basic data for developing programs and establishing strategies in order to foster group creativity as well as introducing design thinking to science education effectively.

A Study on the development of Creative Problem Solving Classes for University Students (창의적 문제해결형 대학 수업 개발 연구)

  • Hyun-Ju Kim;Jinyoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.531-538
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    • 2023
  • Recently, many university classes have been changing from instructor-centered classes to learner-centered classes, and universities are trying to establish a new direction for university education, especially to foster talented people suitable for the Fourth Industrial Revolution. To this end, universities are presenting various competencies necessary for students and focusing on research on efficient education plans for each competency. Among them, creativity is considered the most important competency that students should obtain in universities. Developing a creative problem-solving-based subject where various majors gather to produce results while conducting creative team activities away from desk classes is considered a meaningful subject to cultivate capacities suitable for the requirements of the times. Therefore, this study purpose to develop creative problem-solving-based subjects and analyze the results of class progress. This creative problem-solving-based class is an Action Learning class for step-by-step idea development, which starts with a theoretical lecture for creative idea development and then consists of five stages of Action Learning. The tasks of action learning used in this class consisted of ceramic expression to increase the intimacy of the formed group and the group's collective expression, ideas in life to combine and compress individual ideas into one, environmental improvement programs around schools, and finally UCC on various topics. In the theoretical lecture conducted throughout the class, a class was conducted on Scientific Thinking for creative problem solving, and then a group-type action learning class was conducted sequentially. This Action Learnin process gradually increased the difficulty level and led to in-depth learning by increasing the level of difficulty step by step.