• Title/Summary/Keyword: 프로그램학습성과 및 평가

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Learning Outcomes of Design and Software Convergence Major for Engineering Education Accreditation (공학교육인증을 위한 디자인과 소프트웨어 융합전공의 학습성과)

  • Choi, Ji-Eun;Jin, Sung-Hee
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.51-63
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    • 2019
  • In the rapidly changing society since the Fourth Industrial Revolution, the cultivation of convergence talents that can solve complex problems is emerging as an important issue. The purpose of this study is to propose the core competencies required to establish the program learning outcomes of the engineering and education curriculum, which is the accreditation standard of engineering education proposed by ABEEK(Accreditation Board for Engineering Education of Korea). Case study methodology was applied to achieve the purpose of the study. The case of analysis is design and software convergence majors of domestic and foreign universities. The educational objectives and course syllabi were analyzed. As a result of the research, four core competencies to be achieved in the design and software convergence majors were derived in addition to the ten program outcomes presented by ABEEK. New core competencies are convergence ability, creative thinking, entrepreneurship, and design ability. The result of this study is expected to contribute to the development of the evaluation system for the convergence engineering education field.

Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.530-544
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    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

A Study for Encouragement of Rublic System in Designing with Programming Classes (설계과목 프로그래밍 수업을 중심으로 루브릭 시스템 정착을 위한 연구)

  • Jo, Mi-Kyung;Park, Hyun-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.81-90
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    • 2009
  • It is inevitable for college students to be confused when they first face university education, which requires them to be self-reliant and responsible, after finishing their course of education, which is passive under control of period and environment, in primary, middle, and high schools. Introduction to college courses, which require students to be subjective and responsible, to be taken after chronically and environmentally controlled primary and secondary education, are but confusing. In this stage, college education should provide ground for educational system so that students can escape from repetitively enforced way of studying of fixed curriculums and study creatively and subjectively while befitting each individual's aptitude. For instance, in programming classes in engineering school, students scholastic achievements are closely interrelated with the professor's educational principles. A change in method of education, from one previously focused on theoretical contents to one centered on practices and experiments, can reap good results. Also, as the need arose for introduction of practice-focused evaluation system, from recognition-centered professor evaluating system to enablement of actively developing creative and self-reliant way of learning, we applied the Rublic System. It is a feedback system that all or most students become the evaluators, of which the indicators of evaluation such as category, standard, and score are public. We have looked into whether or not there has been an improvement in GPAs of students, and if there exists an improvement then what efforts should be made to solidify the system.

Factors Influencing on the Field Education Outcome on Time-registration Student (시간제 등록 학생의 사회복지현장 실습성과에 영향을 미치는 요인)

  • Lee, Hyoung-Ha
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.226-234
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    • 2009
  • This study aims to research the influencing factors of field education outcome. This study is to help the social welfare subject find out the field education orientation. Following is the result brought out from the research. First, it was found that the evaluation of field manager, field agency and field education outcome working in social welfare agencies had no meaningful statistical difference. Second, the results of regression analysis showed that the evaluation of field manager and field agency had influenced on field education outcome. Along with major of the study, implications for expanding opportunities of continuing educations for managers in non-profit organization are discussed.

Students' Perception on K-MOOC Utilizing and Academic Achievement as a Higher Education Innovation Mechanism (대학교육혁신기제로서의 K-MOOC 활용과 학습성과에 대한 학생인식조사)

  • Cho, Jin-Suk;Jeon, Young-Mee
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.232-243
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    • 2021
  • This study analyzed how K-MOOC was used and identify the academic achievements in higher education. The participants who completed the survey questionnaire were composed of 379 students who were in curriculum-related extra-curriculum using K-MOOC. Results show that the participation rate in individual learning activities was high, thus indicating the activities were perceived positively. In addition, students perceived positively their academic achievements of receiving, valuing, and responding in affective area, as well as synthesis and evaluation of knowledge in cognitive area. Students were also satisfied that they had no psychological burden to the credit of the course and they could take a course from another college. By contrast, platform instability, too much online content, and tedious activities in the lessons were perceived negatively. Nonetheless, the group assessment results suggested that the students taking a course related to their major had further engagement in discussions, and their academic achievement was higher. Based on the foregoing findings, the study proposed developing a subject matter with various theme, utilization plans, interaction reinforcement, and quality management by supporting instructional design strategies in order to expand the use of K-MOOC both as a general education and a major curriculum. The results obtained in this study represent baseline data that may assist in the decision making for university system and operation plan.

Community-Based Learning and Capstone Design (지역사회경험학습과 공학설계교육)

  • Lee, Joo-Sung;Jeong, Bong-Ju
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.180-187
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    • 2010
  • Design and management of information and industrial engineering (DMIIE) is a project-oriented junior/senior class that integrates the methodologies of industrial and information engineering in order to solve real-world problems. It examines social issues, engineering approaches to solve the problems and business models that can generate sustainable value for society. This course help students use their engineering knowledge to assess and solve the problems faced by local community. By conducting real-world projects, students get an opportunity to refine their oral and written communication skills. In this paper, the experience of DMIIE course is presented. The effects of the community-based learning for a senior design course are discussed. The possibility of using this blended type of design course to meet the ABEEK outcomes is also stated.

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초등학생의 논리적 사고력 및 문제해결 능력 향상을 위한 컴퓨터 프로그래밍 교육과정 모델 제안 - 재량.특별활동시간에 비주얼베이직언어를 중심으로 -

  • Mun, Oe-Sik
    • Journal of The Korean Association of Information Education
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    • v.9 no.4
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    • pp.595-606
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    • 2005
  • 7차교육과정에서의 초등 컴퓨터교육은 재량활동시간 또는 특별활동시간에 단순한 응용프로그램(워드프로세서, 엑셀, 파워포인트 등)을 활용하거나 인터넷을 이용한 정보검색 수준이다. 따라서, 문제해결 능력이나 논리적 사고력을 향상시키는데는 미흡하다. 인지능력이 뛰어난 초등학교 5, 6학년에는 이러한 컴퓨터 활용방법 교육보다 컴퓨터 기초원리 또는 프로그래밍교육이 필요하다. 본 논문은 프로그래밍교육을 재량 특별활동 시간에 학년별(5, 6학년) 또는 통합학년으로 학습할 수 있게 프로그래밍교육과정 60차시 분을 개발하여 제안하였다. 개발한 교육과정은 교수 및 학습자의 요구사항을 최대한 반영하기 위해 설문조사 등을 통해 얻은 기초자료를 참조하였다. 제안한 교육과정이 초등학교 5, 6학년에 적합하고 우수한지를 검토하기 위해 일부 차시의 교육과정으로 5, 6학년을 대상으로 재량활동시간에 직접 교수 학습한 후 자기평가, 설문조사를 실시하였다. 결과로 제안한 교육과정이 적합성과 우수성이 있다고 판단되었다.

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Information Literacy Instructions in the Context of IB Extended Essay: Focusing on the application of I-LEARN Model (IB 확장 에세이 맥락에서의 정보활용교육 - I-LEARN 모형 적용을 중심으로 -)

  • Chung, Jin Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.1
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    • pp.201-220
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    • 2022
  • This study suggests a theoretical model of information literacy instructions in the context of the Extended Essay included in IB(International Baccalaureate) Diploma Program Core. The study particularly analyzed I-LEARN model as a model to teach and learn with information for inquiry-based learning since the model was developed for the purpose of learning with information. Some school districts in Korea adapted IB programs to address the need for better education. Findings indicate the followings. First, students can achieve deep understanding by applying a model of information literacy instructions that provides scaffolding. Second, the expected roles of school librarians in information literacy instructions for Extended Essay are process specialists, teachers, and instructional partners. Third, I-LEARN model is appropriate as a framework to teach information literacy skills for inquiry needed for Extended Essay. Fourth, I-LEARN assessment rubric is useful in assessing the process and outcomes of students' information seeking and use. Implications include that school librarians should develop themselves as experts in information literacy instructions for inquiry-based learning such as Extended Essay, and that Korean schools recognize the crucial role of school librarians in teaching information literacy skills for inquiry-based learinng.

The influence of users' satisfaction with AWE on English learning achievement through self-efficacy: using PLS-SEM (영어 자동쓰기평가(AWE) 사용만족도가 자기효능감을 매개로 학업성취감에 미치는 영향: PLS-SEM 모델 분석)

  • Joo, Meeran
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.1-8
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    • 2021
  • The purpose of this study is to identify the influence of users' satisfaction with the Automatic Writing Evaluation(AWE) on learners' sense of learning achievement through self efficacy in English writing class. AWE is a tool that automatically provides feedback on writing outputs by AI technology. College students were asked to write essays for each topic and use AWE to get feedback on their drafts, and finally revise them referring to the feedback. A questionnaire survey was conducted for the data collection. The data was analyzed using SPSS, and smart PLS-SEM along with bootstrapping techniques, The results of the study reveal the followings: 1) the convenience and usefulness of AWE had a positive effect on the willingness to reuse it; 2) the satisfaction with AWE had a positive effect on self-efficacy; 3) self-efficacy had a positive effect on learning achievement in terms of emotional and linguistic aspects. With the development of the 4th industry and A.I. technology, it is recommended to introduce new materials or programs such as AWE in English education.

Implementation of a Job Prediction Program and Analysis of Vocational Training Evaluation Data Based on Artificial Intelligence (인공지능(AI) 기반 직업 훈련 평가 데이터 분석 및 취업 예측 프로그램 구현)

  • Jae-Sung Chun;Il-Young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.409-414
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    • 2024
  • This paper utilizes artificial intelligence to analyze vocational training evaluation data for people with disabilities and selects the optimal prediction model using various machine learning algorithms. It predicts the job categories most likely to employ trainees based on data such as gender, age, education level, type of disability, and basic learning abilities. The goal is to design customized training programs based on these predictions to enhance training efficiency and employment success rates.