• Title/Summary/Keyword: 창의융합 역량

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The Effects of a Physical Computing Convergence Class to the Science Exploration Experiment Subject of High School on the SW Education Recognition and the Convergence Literacy (고등학교 과학탐구실험 교과에 피지컬 컴퓨팅을 융합한 수업이 SW 교육 인식 및 융합 소양에 미치는 영향)

  • Lee, Yura;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.23 no.4
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    • pp.69-78
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    • 2020
  • In the era of the 4th industrial revolution and convergence, various discussions and studies have been conducted to develop future social talents, and through this, the need for creative convergence talents is increasing. In line with the change to a software-oriented society, countries around the world are trying to strengthen SW education, but high school students' awareness of the necessity of information subject and SW education that is the center of convergence is insufficient. Therefore, opportunities for convergence of the information subject and various fields should be provided. In this study, information education was converged to the science exploration experiment subject to construct an educational program that can develop creative convergence, and a convergence class using physical computing were applied to high school students for 9 hours. As a result of the experiment, the recognition of SW education of the experimental group was improved, and it was confirmed that the learner's convergence literacy of the experimental group was statistically different from that of the control group that conducted the general science experiment class.

Factors Influencing Self-leadership in Nursing Students (간호대학생의 셀프리더십에 미치는 영향요인)

  • Kim, Doo Ree;Lim, HyoNam;Kim, Jin-il
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.369-377
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    • 2020
  • Self-leadership is a positive factor for the organization and individuals, and it is a necessary competency for nursing students. The purpose of present study was to examine the factors affecting self-leadership. 173 nursing students in D city were collected and analyzed through a structured questionnaire. Self-leadership of nursing students had a positive correlation with creativity (r=.546, p<.001), self-assertion (r=.217, p=.004) and self-esteem (r=.258, p=.001). In addition, the influencing factors for self-leadership of nursing students were gender(β=.212, p=.001), grade(β=.123, p=.060), interpersonal relationship 'very good'(β=.327,p=.007), 'good'(β=.395, p=.023), 'moderate' (β=.328, p=.040) and creativity(β=.578, p<.001). Explanatory power was 35.5%. It is noteworthy to consider creativity and interpersonal relationship in developing strategy to improve self-leadership of nursing students.

An Effects of Blended Novel Engineering on Improving Creative Problem-Solving Ability (블렌디드 노벨 엔지니어링이 창의적 문제해결력 향상에 미치는 영향)

  • Hong, Ki-Cheon;Lee, Woo-Jin;Yoo, Jun-Hee
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.27-32
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    • 2021
  • Novel Engineering(NE) is integrated learning model to figure out problems in a book and solve them with creative engineering process. NE has been performed on offline until now. We have to research blended learning projects for COVID-19 outbreak. In this paper, we are going to explore that blended NE is effective to creative problem solving ability. The results showed that blended NE is highly effective to all of four sub-elements; self conviction & independence, diffusion thinking, critical thinking and motivational element. This means that blended novel engineering class is effective to competence-centered class proposed in 2015 revised curriculum. We hope that the research is spread and settled into our school.

Development of a Model of Animation Education Contents applied in STEAM (융합인재교육(STEAM)을 위한 애니메이션 교육콘텐츠 모형 제안)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.333-341
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    • 2015
  • The purpose of this research is to study possibilities of animation education in art centered STEAM. We suggest not the animation education contents model of a functional skills of the past but the one for STEAM. In order to suggest the role of animation education, we should first study the convergence values of animation. And this study make a curriculum of animation for the creativity by convergence thinking. Finally, this study build the animation class model applied in STEAM by Fogarty's integrated education method. By studying, we can get the result that animation has the convergence characteristics and it has the effective role of art centered STEAM education for the convergence thinking. Also, it is expected that the results of this study will contribute to education and training of convergence of the global talent with creativity in STEAM.

A Study on Convergence Curriculum Development for Idea Creation (아이디어 창작을 위한 융합 교육 과정 개발에 관한 연구)

  • Jang, Ji-Yeun;Lee, Keun-Ho;Yun, Sung-Hyun
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.571-576
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    • 2014
  • Convergence refers to create a new one by combining the different elements of two or more. Currently convergence has expanded academy, industry and education from the concept of combining heterogeneous inter-technology. The most important key to the convergence in success is to derive ideas for problem solving. However, the idea derivation is done in companies to hire professional people for letting the innovation of corporate planning and new product in most cases. It is hard to get the expected results of convergence's variety. In this research, the creation of the general public for their ideas is main focus on developing a curriculum. Development models are: 1) strengthening the internal capacity for creative thinking, 2) curriculum meets the consumer 3) an understanding of convergence technology 4) creative ideas and planning ability is composed of four concepts. It is expected that convergence man power having the creative idea is trained in case of applying the proposed education model to the convergence education.

Application Methods and Development Assessment Tools for Creative Convergence Education Programs for Elementary and Secondary Schools based on Hyper Blended Practical Model (하이퍼 블렌디드 실천모델 기반 초·중등 창의 융합 교육 프로그램 평가도구 개발 및 적용 방안)

  • Choi, Eunsun;Park, Namje
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.117-129
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    • 2022
  • The ability to creatively pursue new knowledge and perspectives across various disciplines has established itself as a basic literacy for living in the 21st-century convergence era. With the development of various creative education programs, assessment tools that can objectively and systematically evaluate learners' academic achievement are also required. Therefore, this paper proposed the self assessment, peer assessment, creativity assessment, and reflection tool based on the hyper blended practical model as assessment tools for creative convergence education programs for elementary and secondary school students. The developed assessment tools attempted to develop more completed evaluation methods by modifying two items and deleting four items through validity tests. In addition, the evaluation tool was applied to 596 elementary and secondary school students nationwide, and the application results were analyzed through one-way ANOVA and Wordcloud system. As a result of the analysis, it was found that the self assessment and the reflection tool need to develop questions according to the grade group. In addition, we proposed to use these assessment tools in blended classes or various educational activities in the changing classroom environment. We hope that this paper provides implications for developing evaluation systems and tools for creative convergence education.

정보통신 연구개발 주요 성과와 과제

  • Lee, Seong-Ok
    • Information and Communications Magazine
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    • v.25 no.1
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    • pp.12-18
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    • 2008
  • 참여정부 들어 정보통신부와 정보통신연구진흥원은 우리 경제의 성장잠재력을 회복하고 국민소득 2만불을 달성하기 위한 IT산업 육성정책으로 'IT839전략'을 추진하였고, 그 결과 선진국형 R&D 발전모델 제시, IT R&D사업의 연구생산성 미국 공공연구기관 수준으로 제고, 선진국과의 기술격차 1년 이상 단축('03년 2.6년${\rightarrow}$'06년 1.6년), 총 111건의 국제표준특허 기술 확보, 기술개발 결과로 발생한 특허, 논문, 기술료 성과 큰 폭 증가 등의 성과를 얻을 수 있었다. 세계 IT 시장을 보면 선진국의 견제는 강해지고 후발국의 추격은 가속화되고 있으며, IT기반 융합기술연구 및 지재권 확보의 중요성이 커지고 있다. 이러한 환경변화를 인지하고 이를 발판으로 도약하기 위해서 "기초 원천"연구를 강화하는 동시에 응용기술에 있어서는 quot;상용화quot;의 수준을 높이는 ${\ulcorner}$Smile IT 전략${\lrcorner}$을 추진할 계획이다. 이 전략의 주요내용은 첫째, IT융합연구 강화 둘째, 기술의 창의성 혁신성을 기반으로 한 미래원천기술 투자비중 확대 셋째, 융합연구와 원천기술 연구를 촉진할 수 있는 R&D 프로세스 개선 넷째, 융합 및 원천연구를 수행할 산 학 연의 연구역량을 강화 하겠다는 것이다.

Evaluation and Performance Analysis of Lectures related to SW Competency Certification System (SW 역량 인증제 관련 교과목 강의 평가 및 성과 분석)

  • Park, Hyuk-Gyu;Kang, Yun-Jeong;Lee, Min-Hye;Won, Dong-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.261-263
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    • 2022
  • The National Program for Excellence in SW is underway to innovate the software education system and cultivate software professionals with creative convergence thinking in response to the demand for software manpower. This program was started by selecting 8 universities in 2015, and in September 2022, 44 universities are participating. The Wonkwang University's National Program for Excellence in SW, which was selected for this project in 2018, adopted the SW competency certification system to strengthen SW competency and many students actively participated. In this paper, the SW competency certification system program was examined, and lecture evaluation in related subjects and the performance of the certification system were analyzed in detail. Through the analysis results, the performance of the SW competency certification system was identified.

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A Study on the Library's Internal and External Environment Change and the Librarian Education and Training Vision and Promotion Strategy Proposal through HRD Trend (도서관의 대내외적 환경변화와 HRD 트렌드 분석을 통한 사서교육훈련 비전 및 추진전략 제안에 관한 연구)

  • Hong, Hyun Jin;Noh, Younghee;Jung, Youngmi;Lee, Jisue
    • Journal of Korean Library and Information Science Society
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    • v.53 no.2
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    • pp.43-71
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    • 2022
  • In this study, the vision and goal of librarian education and training were designed by reflecting the changes in the internal and external environment of the library and the human resource development (HRD) trend in order to prepare a mid- to long-term development plan for librarian education and training. To design the vision and goal of librarian education and training, redefining the necessity, goals, mission, and role of librarian education and training, and seeking strategies to realize the vision and goal of librarian education and training. Core competency and national competency standards (A detailed implementation plan was prepared for the development of NCS) - based educational operation guidelines. First, when analyzing domestic and foreign prior research and literature, the future librarian is a person with competencies that includes first, creative convergence, second, communication and cooperation, third, leading professional, and fourth, empathic and inclusive talent. It was identified that education and training should be established based on The curriculum according to the library's future talents and core competencies should be presented in the following process model, and the librarian competencies for each type of creative convergence type, communication cooperation type, leading professional type, and empathy and inclusive type should be derived, and It was identified that the education direction should be set in the direction of designing a curriculum for job competency improvement by setting the job competency according to the requirements.

Educational Psychology in the Age of the Fourth Industrial Revolution (제4차 산업혁명 시대의 교육심리학)

  • LEE, Sun-young
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.231-260
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    • 2017
  • The Fourth Industrial Revolution foreshadows radical changes in our lives. In the era of the fourth industrial revolution called the digital revolution, individualized learning based on ubiquitous learning is emphasized. The contents of learning will be centered on procedural knowledge rather than narrative knowledge, and fusion education in which boundaries between learning domains are broken down will be achieved. First of all, learners in the fourth industrial revolution era should have critical thinking and problem solving abilities. Metacognition based on self-control and cognitive flexibility is important for effective self-directed and active learning. Creativity-based collaborative activities, social vision skills, and social and emotional skills are also important competencies. Therefore, in order to provide individualized learning contents to learners in the fourth industrial revolution era, they should be transformed into learning paradigm based on personal characteristics such as learners' self-efficacy, interest, curiosity and creativity. In addition to this, evaluation forms should be diversified according to changing teaching and learning methods. In order to cultivate teachers to lead such educational innovation, it is necessary to reconsider the teaching capacity. Teachers should be able to construct creative lessons by skillfully exploiting technology in future learning environments. In addition to this, it should also have the ability to collaborate and cognitive flexibility to converge with other academic disciplines. Along with these discussions, we proposed the need for policy intervention along with changes in education.