The purpose of this study was to develop practical arts' lesson plan for creativity and personality. In order to achieve the objectives of the study creativity and personality factor were derived on the basis of previous research and literature review and expert groups to develop lesson plan through the modification of the validity assessment. This study was conducted in three phases: preparation, development, and improvement. In the preparation phase, educational needs of teachers were developed and analyzed. And theme for activity was selected. In the development phase, activity were selected based on the contents of practical arts and presentation of educational objective, development of lesson plan. In the improvement phase, the lesson plan was completed through the modification of the validity assessment by expert group. The characteristics of the developed lesson plan were followings; First, Developed lesson were based on the contents of practical arts for creativity and personality Second, Developed lesson were designed for project method. Third, this developed lesson plan is made up of six parts 'Study cook', 'Cooking lunchbox for health', 'Cooking fusion food', 'Sowing and growing sprouts', 'Cooking with growing sprout', 'Food for life exhibition'. Forth, developed lesson plan can use practical arts class and creative activity class.
Journal of Korean Home Economics Education Association
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v.31
no.2
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pp.155-175
/
2019
This study aimed to present a concrete and systematic lesson design model for practical problem-based learning in Practical Arts based on the backward design model. To this purpose, this study was conducted in the following four stages: analysis, design, development, and evaluation. In the analysis stage, the literature related to the practical-problem-based curriculum and the instructional design model were reviewed as the theoretical foundations, and the 2015 revision of Practical Arts curriculum was analyzed. In the design stage, based on the literature review, the stages and sub-elements of practical-problem-based learning in Practical Arts were determined, and a template of instructional design was constructed. In the development stage, the design model was drafted based on the stages and sub-elements determined at the design stage. In the evaluation stage, the drafted design model from the development stage was evaluated, modified, and enhanced through expert verification. Based on the suggestions from the experts, the 'practical problem setting' stage was added to the original three-stage model, resulting in a model composed of the following four stages: practical problem setting, goal setting, evaluation planning, and learning activity planning. The experts appraised that the developed model of practical-problem-based instructional design in Practical Arts to be a systematic template that would serve as a concrete guideline for teachers who are trying to design classes based on practical problems.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.1
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pp.96-102
/
2019
This study proposes basic information to make effective environments for social welfare education, revealing the reasons why students choose the social welfare major at Konyang Cyber University. We conducted qualitative research with 41 students in the social welfare department at Konyang Cyber University. The result of this research is as follows. First, most students chose their major to get a certificate that can benefit them in the near future. Second, they chose their major as a way to achieve renown, and to enhance the quality of their lives. Third, they desired to contribute to society through their social work. Finally, individual experiences and family background were also motives. Based on the research, to improve learning outcomes in social welfare education, the necessary learning strategies are as follows. First, goal-oriented learning is necessary for students who want to get the certificate. A practical curriculum needs to contain both practical skills and professional knowledge applicable to the social work field. Second, education for students who choose the major to gain fame, and to develop their lives, requires generation-integrated education to help them review their lives and find their own meaning in life. Third, education for students who choose the major for a practical social contribution has to contain volunteer training that can lead them to be professional volunteers in society. Fourth, education for students who choose the major based on their personal experiences and their family background needs to deal with case management, which discovers the recipients who need help in society and the students who can achieve visible outcomes after all.
Journal of Korean Home Economics Education Association
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v.22
no.3
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pp.163-188
/
2010
This study set out to develop and evaluate an educational program for the Clothing Life of Home Economics through the theme-based integrated approach develop integrated thinking abilities for solving everyday problems. For those purposes, it selected a couple of themes in the area of Clothing Life toward which the theme-based integrated approach could be develop and evaluate an educational program. The developed program was applied and assessed in total 28 hours of field lessons given to eighth graders attending B Middle School in Busan Metropolitan City. The analysis stage involved an exploration into programs related to an integrated approach to other subjects; the design stage identification of program types; and the development stage theme selection according to the selection criteria. The previous studies were analyzed along with the Technology and Home Economics textbooks to select a theme. two themes "Clothing Management" and "Fabrics(Materials)" were selected after discussing with the students on the Messenger and with a group of experts. Then content was organized and composed around the themes by discussing connections with other subjects. There were three evaluation; one by experts, another through preliminary lessons, and the other through field lessons. Following the research procedure, a theme-based integrated program was developed for the two selected themes. It contained total 49 and 32 learning materials for "Clothing Management" and "Fabrics(Materials)," respectively. Those learning materials were comprised of experiments and practices according to the nature of the themes. Each program consisted of the goals, learning content, content organization chart, learning activities, and evaluation; learning activities experiences, practice and experiment activities, self-directed activities and problem-solving processes; and evaluations self-evaluation, teacher evaluation, peer evaluation, portfolio, and experiment reports. The program was assessed three times. The first and second evaluation results found that the program was well compatible with the current needs, was properly organized to give lessons through integration with other subjects, and continuously maintained the students' interest. They, however, requested that there should be detailed explanations about each part of the program content. In the third evaluation done by the students during field lessons, 60% of them said that the program was fun and its content was easy to understand, that they realized a theme could be connected to several other subjects, and that the program could be applied to actual life. The educational program through the theme-based integrated approach is significant in that it is an educational program for the area of Clothing Life and tries an integrated approach. It helped the students not only gather knowledge in an integrated manner, but put it to practical uses to solve various problems they faced in actual life by creatively changing integrated knowledge. The study will be hopefully used by many teachers so that the students solve problems based on the ability of integrating various knowledges organically.
The purposes of this study were to investigate the value, necessity and legitimacy of STEAM Education and to propose practical approaching methods for STEAM Education to be applicable in Korea through a variety of literature review, case studies and collecting suggestions from domestic and international educational experts. The research questions are as follows: (1) To investigate the perception, understanding and recognitions of domestic and foreign professionals in STEAM education. (2) To analyze policy implications for an improvement in STEAM. The following aspects of STEAM were found to be challenges in our current STEAM policy after analyzing multiple questionnaires with the professionals and case studies including their experiences, understanding, supports and directions of the policy from the governments. The results indicate that (1) there was a lack of precise and conceptual understanding of STEAM in respect to experience. Training sessions for teachers in this field to help transform their perception is necessary. Development of practical programs with an easy access is also required. It is important to get the aims of related educational activities recognized by the professionals and established standards for an evaluation. The experts perceived that a theme-based learning is the most preferred and effective approaching method and the programs that develop creative thinking and learning applicable to practice are required to promote. (2) The results indicate that there was a lack of programs and inducements for supporting outstanding STEAM educators. It is shown that making an appropriate environment for STEAM education takes the first priority before training numbers of teachers unilaterally, thus securing enough budget seems critical. The professionals also emphasize on developing specialized teaching materials that include diverse inter-related subjects such as science technology, engineering, arts and humanities and social science with diverse viewpoints and advanced technology. This work requires a STEAM network for teachers to link up and share their materials, documents and experiences. It is necessary to get corporations, universities, and research centers participated in the network. (3) With respect to direction, it is necessary to propose policy that makes STEAM education ordinary and more practical in the present education system. The professionals have recommended training sessions that help develop creative thinking and amalgamative problem-solving techniques. They require reducing the workload of teachers and changing teachers' perspectives towards STEAM. They further urge a tight cooperation between departments of the government related with STEAM.
Journal of the Korean Society for Library and Information Science
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v.56
no.4
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pp.181-203
/
2022
This study analyzed domestic and foreign literature and examined cases of foreign Community of Practice(CoP) of experts to find out what benefits researchers can gain from participating in their CoP, how the CoP was established, and how data is shared within the CoP. In addition, this study discussed on how to establish a CoP of experts in Korea for sharing and using research data. By participating in the CoP of experts, members can be provided with the opportunity to build an experts' network and have a chance to meet with various experts, to acquire and share their expertise and information, to receive help from other experts, to learn about their expertise, and to have opportunities for professional experiences. In addition, this study discussed 4 factors such as operation method and management system, memberships and number of members, activities, and management of data and repository for establishing a CoP of experts for sharing and using research data. This study provides a knowledge base for building a CoP of experts in Korea.
Journal of the Korean BIBLIA Society for library and Information Science
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v.28
no.4
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pp.321-340
/
2017
The purpose of this study is to design a teaching model applying a problem-based learning model and to analyze the educational benefits that students felt. This study initiated a problem-based learning model from an analysis of existing studies. Through the consultation of experts, the scenario was modified. The problem was designed according to the design stage activity (problem analysis, PBL class suitability judgment, contents analysis, learner analysis, environment analysis, PBL operating environment decision, PBL class) and Strategic Design (problem situation design, learning resource design, Facilitation design, operational strategy design, evaluation design, PBL operating environment design). Based on the initial scenarios, the researcher analyzed the results of the problem - based learning through learners' reflective diaries. The researcher was able to confirm that the critical thinking and creativity were improved in the first PBL problem situation, and the method for smooth communication and cooperation was utilized. The results on analyzing the effects of education about the first problem-based learning and students' opinions about modification will be used for the second revision and supplement of the course design. This study introduces a case of PBL course development and expects further application and research.
Journal of Korea Entertainment Industry Association
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v.14
no.7
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pp.409-419
/
2020
The study selected the K Sand Art Lifelong Learning Instructor Circle as an example, focusing on learner interest-inducing factor and educational effects of Sand Art techniques, which are gaining interest in lifelong education. First, the factors that increase the interest-inducing effect of learners are to recognize sand art techniques as sand games, to tell stories and tones, to express them in sandboxes, and to express subjects of interest to learners. Second, in the field of lifelong education, sand art techniques are educationally effective in psychological therapy, improving concentration, improving self-confidence, developing expressiveness and creativity, and developing five senses. Third, sand art techniques are applied to all generations in the field of lifelong education, and sand art techniques can be used in civic participation education, basic literacy education, and culture and arts education among the six classes of lifelong education. Fourth, future tasks will be to support the training of sand art experts, support sand art materials and equipment, and spread sand art programs that visit various targets.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.5
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pp.3180-3187
/
2015
Appreciative inquiry is applicable to schools to minimize the resistance of the members, and the subject of the school community Forming is suitable for the introduction of an AI program. But to become a way for a sustainable school community we must reconstruct the 4D modes of appreciative inquiry that the members can be applied as needed. In this paper, we propose the process of seven steps core learning activities based on systems theory. Seven steps are selecting a theme, interviewing for finding success story, analyzing an organization's success stories and deriving the core values, deriving future of the organization, sharing future of the organization, designing the ideal future of the organization consist of a practice. Since the proposed seven steps process is based on the literature it is necessary to apply follow-up study is to verify the result, and a variety of research methods for process improvement in AI.
Journal of The Korean Association For Science Education
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v.37
no.4
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pp.587-597
/
2017
If we, as educators, want to put students at the center of learning in science classroom, we must let students express their voices and exercise authority. To do this, we developed a classroom activity about 'Making a pet poster', and then we explored how elementary school students perceived their roles and expressed their authority during this activity. Fourth grade students from an elementary school in the city of Seoul participated in the activity, which was videotaped and recorded. We found that students expressed their epistemic authority differently in small group activities and in whole group discussions. In small group activities, they desired to show their authority as "pet experts" by using and selecting various resources from their everyday lives and transforming those resources into suitable forms in public spaces. Meanwhile, in whole group discussions, participants were classified as either presenters or audience members to verify their authority in regard to the pet poster activity; presenters desired to achieve recognition as "pet experts," and audience members assessed the presenters as "testers." In addition, they expressed authority as teachers by leading the whole group discussions. Based on these findings, this paper suggests the implications for new educational strategies to foster a student-centered learning environment.
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