• Title/Summary/Keyword: 일반수업

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A Study on the Influence of Major Satisfaction on the Employment Preparation Behavior among Female College Students of the Department of Library and Information Science (국내 전문대학교 문헌정보과 여대생의 전공만족도가 취업준비행동에 미치는 영향에 관한 연구)

  • Rosa Chang
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.1
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    • pp.263-283
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    • 2023
  • In this study, the factors of major satisfaction(curricular satisfaction, class satisfaction, relationship satisfaction, cognitive satisfaction, and general satisfaction factors) which influence the employment preparation behaviors were identified by conducting a survey of female college students of the department of library and information science, and whether the feeling of employment efficacy had a moderating effect on the relationship between the the major satisfaction and the employment preparation behaviors were verified. The research results are as follows. First, curricular satisfaction(C.R.=3.847, p<0.001), class satisfaction(C.R.=3.244, p<0.01), relationship satisfaction(C.R.=3.045, p<0.01), and cognitive satisfaction(C.R.=2.464, p<0.05) factors turned out to have a significant positive(+) effect on the employment behaviors of female college students of the department of library and information science. Second, the moderating effect between the high group and the low group in terms of employment efficacy turned out to have a statistically significant moderating effect as the p value was less than 0.05, p = .040. The results of this study may be used as the useful basic data to not only improve the employment rate for the department of library and information science of community colleges in Korea, but also to prepare for the rapidly declining school-age population and the Institutional Accreditation.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

The Effect of Convergence Reading Education on the Convergence Literacy of Adolescents: Focusing on the Mediating Effect of Learning Motivation (융합독서교육이 청소년의 융합적 소양에 미치는 영향 - 학습동기의 매개효과를 중심으로 -)

  • Soo-Youn Cho;Miah Cho
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.151-178
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    • 2023
  • The purpose of this study is to investigate the effect of school library reading classes on the convergence literacy of adolescents based on the convergence reading education model. To achieve this, elements of convergence education for future-oriented competence were derived from the level of reading education based on previous studies and literature, and the effectiveness of education was measured by conducting a convergence literacy test targeting 50 general high school students. In this study, reading classes and tests were conducted over 12 sessions from April 2022 to November 2022, and the study participants were divided into two groups, and convergence reading education and self-reading education were applied respectively. The analysis results of this study are as follows. First, It was verified that there was a significant difference in the promotion of convergent literacy of adolescents according to the method of reading education. Second, it was verified that convergence reading education had a significant effect on convergence literacy of adolescents such as convergence, creativity, self-direction and communication ability. Third, as a result of verifying whether learning motivation plays a mediating role in convergence reading education influencing convergent literacy, learning motivation played a partial mediating role and had an indirect effect on creativity, self-direction, and communication ability between convergence reading education and convergence literacy, but showed no significant mediating effect on convergence ability.

The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

Exploration of the Status of Course Completion and Ways to Raise Selection Rates of General Elective Courses in the 2015 Revised Science Curriculum (2015 개정 과학과 일반선택과목의 수강 현황 및 선택률 제고 방안 탐색)

  • Lee, Il;Kwak, Youngsun
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.217-226
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    • 2020
  • The purpose of this research is to draw suggestions on the settling of the 2015 revised curriculum and the direction of science curriculum improvement by identifying the current status of science general elective courses for high school sophomores, and examining teachers' perception. To this end, with 12 city and provincial education offices' cooperation, we analyzed the status of science elective subjects that freshmen took in 2018 by school year, school type and region. In addition, in-depth interviews were conducted with nine science teachers of the focus group to discuss ways to improve curriculum operation and implementation of science general elective courses, and ways to raise the selection rate. The number of science general elective courses for high school students in 12 municipal and provincial education offices was confirmed to be 163,710 for Physics I, 216,754 for Chemistry I, 290,736 for Bioscience I, and 200,861 for Earth Science I. By school type, autonomous high schools have the highest completion rate, while specialized schools and vocational schools have very low rates. Units completed per semester for general elective courses were mostly three units (61.5%) and two units (28.7%). High school science teachers suggested reconstruction of three-unit elective courses that can be completed in one semester, content development focused on competences rather than knowledge, and the need for a teacher community to improve teachers' teaching competences. Based on the results of the research, ways to operate high school science elective curriculum in preparation for the high school credit system were suggested.

Investigating the Cognitive Process of a Student's Modeling on a Modeling-Emphasized Argument-Based General Chemistry Experiment (모델링을 강조한 논의 기반 일반화학실험에서 학생들의 모델링에 대한 인지과정 탐색)

  • Lee, Dongwon;Cho, Hey Sook;Nam, Jeonghee
    • Journal of The Korean Association For Science Education
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    • v.35 no.2
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    • pp.313-323
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    • 2015
  • The purpose of this study is to investigate the cognitive process of student's modeling on a modeling-emphasized argument-based general chemistry experiment. The participants were twenty-one freshman students. Six topics were carried out during the first semester and semi-structured interview was implemented at the end of the semester. Semi-structured interview questions were used to elicit elements of effective model, modeling strategies, difficulties that students have experienced during modeling, and resolving the difficulties that students have experienced during modeling. All student interview data were collected and transcribed. The results of this study are summarized as follows: (1) Elements of effective model were considered to be visual expression, persuasive explanation, and rhetorical structure. (2) Modeling strategies included arranging important keywords or writing the outline, and during the modeling process, students used various data, suggested data after reconstructing, suggested definitions and explanations of core concepts, used meta-cognition, and considering rhetorical structure. (3) Difficulties students have experienced during modeling could be categorized as lack of modeling strategy and understanding. (4) Resolving difficulties students have experienced during modeling could be categorized as modeling strategy and understanding. Students learn the strategy by feedback, modeling experience, evaluation of experimental report, models which they constructed previously and references, and the understanding of contents were achieved through arguments which occurred during classes and during the process of writing the experimental reports. These results suggest that when using modeling in teaching and learning, the argument-based learning strategy can be effective in enhancing students' modeling by helping them to understand meta-modeling with scientific concepts.

A Study on Utilization of Humanoid for Students with Emotional Disorder in the Elementary School (초등학교 정서장애 학생의 행동 개선을 위한 휴머노이드 활용 연구)

  • Shin, Youngsu;Kim, Dongho
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.45-56
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    • 2014
  • Recently, the Department of Education has indicated that the biggest problem in elementary school is Attention Deficit/Hyperactivity Disorder(ADHD). This paper studied children who have psychological and emotional disorder in elementary school classes, not special but normal classes. This paper studied for children to overcome their disorder problems applying humanoid robot programs. Attention deficit, impulsive and violative characteristic, deficient attitude disobeying to teacher's instructions and not attending to the classes were decreased. co-activity of children and robot was approved to help children's sociality.

A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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Analysis on Relationships of Subcategories in English Reading Anxiety based on College Students' TOEIC Achievement (대학생 영어 읽기 성취도에 따른 읽기 불안 하위요소 간 관계 분석)

  • Ju, Dae-Hwan
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.492-500
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    • 2020
  • The purpose of this study was to investigate (1) the aspect of the correlation among subcategories in English reading anxiety, (2) the aspect of the cause and effect relation. The reading anxiety was measured by a questionnaire. Then, the results were analyzed by SPSS program. The findings of this study were as follows: First, most of the sub-elements in reading anxiety in both groups correlate with one another even though the overall coefficient of correlation in high achievement group is rather higher. Second, it is also found that the lack of confidence for reading has negative influence on entire reading anxiety in both groups, which is followed by lengthy reading, evaluation and general anxieties in consecutive order. The implication of this study is that the teachers and students should be aware that the constituents of reading anxiety not only correlate with one another, but have great deal of relative influence on reading process. Therefore, teachers should organize a learning environment where learners can minimize the feeling of anxiety.

Implementation of Tutotial Courseware for 'Animal Feature' ('동물의 생김새'의 개인교수형 코스웨어 구현)

  • Baek, Ho-Jeong;Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.75-84
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    • 2006
  • Usually, the purpose of tutorial courseware is to improve studies accomplishment degree of students. These coursewares must include enough contents of subject and characteristics of subject matter. And should support utilization to keep learning motivation continuously. In this paper, we proposed tutorial courseware for elementary student that reflect above elements. The subject is 'animal feature' in elementary. Applied in class that the proposed program. On the basis of the result that apply in class, compare with traditional courseware and analyzed about assessment and utilization. As a result, assessment is meaning all statistically, but assessment of our courseware is improved most. also usefulness is a good. Therefore, we confirmed that influence to assessment according to composition method and contents of courseware.

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