The Journal of Korean Institute for Practical Engineering Education
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v.3
no.1
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pp.84-91
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2011
It is necessary for the engineering students to have a business mind for the contemporary world of business. We developed a focused management education program for engineering students in C-University. The management education program consists of both on-line and off-line learning. ABEEK requires 720 engineering students of C-University must take basic management course. The on-line lecture was developed to overcome the shortage of qualified lecturers in business school. On-line lecture made by the business school faculty(not lecturers) can evenly provide high-quality content for every engineering students. In addition, the program is designed that off-line classes administered by lecturers complements the limitations of on-line lecture. Having in mind that selected senior engineering students understand technology and basic business, we developed an advanced course focusing on technology-oriented venture businesses. On and off-line blended learning and two-step approach of management education for engineering students of C-University may shed some light on other engineering schools in similar situation.
The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.
Journal of the Korea Society of Computer and Information
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v.28
no.4
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pp.197-208
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2023
In this study, we attempted to examine the changing ways of thinking about lecture evaluation before and after COVID-19. To this end, decision tree analysis(Decision Tree) was used among data mining techniques based on lecture evaluation data for liberal arts and major classes conducted before and after COVID-19 for A university. According to the results of the study, liberal arts changed from 'method' to 'content', and 'knowledge improvement' was an important factor both before and after majors. In particular, 'Assignment' was found to be an important factor after the COVID-19 in common in the evaluation of lectures in the liberal arts department, which means that in the future, professors will be provided with appropriate teaching methods during class, interaction with students, and feedback on assignments or test results, indicates the need for competence. Based on the results of this study, a plan to improve communication with students and activation of blended learning was suggested.
E-Learning is widely introduced with cyber universities in Korea from 2001 whencyber universities were first authorized by the Ministry of Education and Human Resource Development. E-learning amplified by cyber university gave a big impact in the campus based university which became the cause for the educational paradigm shift. The changes of status of cyber university shows important trend in college education which was analyzed by enrollment rate, types of cyber university, demography, and study areas. The enrollment rate of cyber universities is ever since 2001 and variety of study areas gives popularity to students. The demography of students is as expected older than traditional students. Female students at the cyber university outnumbered that at campus based university in Korea. For analyzing the trend of e-learning in Korea, there were studies twice in 2001 May-June from 213 faculty members and staff, 630 students and in 2004 May-June with 401 students. Most of e-learning students tent to spend less time yet, students feel more burden with e-learning. Professors tend to load more materials for the e-learning in 2001but in 2004 study, the difference no longer exists. Professors and students feel the academic achievement through e-learning is not as good as from the traditional classes. Difficulties for e-learning in 2001 were the lack of administrative information but in 2004, boring contents and lack of instructional strategies for e-learning. Technical problems still do exist but less serious. Suggestions for e-learning are blended learning, online students prefer video streaming with their own lecturer, new definition of instructor is needed, professional development for content development and online instruction is needed, success story of online learning should be encouraged, guidance for online students needed. The cyber university experiencegave a positive impact on the traditional universities such as rethinking the roles of universities, the quality control of classes, professional development, student oriented educational service of e-learning pedagogy.
Yangdong village is located at Kangdong-myun, Kyungju, Kyungsangbuk-do, Korea. There are two major families, the Sons of Wallsung beginned from Son, So(1433∼1484) and the Lees of Yeohkang the descendant of Lee, Unjeok. They are lived together under check and help for 500 years. The village located on the hill of Ankang plain. There are Homyung mountain and Sonaiu peak in front of it and Solchang mountain on the back. 47 shaped ridges form Blue dragon to the east, and White tiger to the west. Ahnrockchon flows from north Joined Hyungsan river and flows into Youngilman. Therefore the village is located at mountain on it's back and along with stream. Buildings are deployed on the valley between hills, it is not easily detected, but it give it's atmosphere of mountain village. Village location and space composition combined with natural environment, folk belief, feng-shui, and social system of confucianism. Blended buildings affected between ruling and ruled classes or among different families shown environmental design accomplishing united cultural space. The prospect of Yangdong village, a mountain village, expressed two sides of visible scenery of open inside and invisible from outside. Observation point such as head family house, pavilion, and village school are deployed at the point taking bird's-eye view, which striving mental stability.
Journal of the Korean Society of Earth Science Education
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v.13
no.1
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pp.15-28
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2020
This study aimed to develop an HTE (It is an abbreviation for Here, There, and Everywhere) STEAM program combining with the use of an analogy in a middle school subject unit 'the solar system' and realize creative education for intelligent information society through a process of verifying the effectiveness of the program. For reference, the program was applied to 354 students in the first grade of two middle schools in South Korea - one was A middle school in Sejong City, the other B middle school in Pyeongtaek City. The STEAM program was revised and made up for the weak points for three times by a group of experts, and then it got verified for validity. The final version of the program was applied to middle school education sites in Korea for six periods in total. In other to confirm the effectiveness, two types of tests - logical thinking ability test and STEAM attitude test - were conducted before and after the program treatment. On top of that, the STEAM satisfaction test was also implemented in order to explore the students' recognition of the program after the program treatment. The results of this study were as follows. First, it turned out the STEAM program using the analogy was effective in improving the students' logical thinking ability. Second, the STEAM program blended with the analogy was also effective in improving the students' STEAM attitude. Third, the students' recognition of the STEAM program using the analogy was quite positive, and the program was efficacious in intriguing the students' interests in science. Judging from the results of the program, the students' satisfaction with the classes they take will be expected to be higher if the STEAM program is implemented in the next-term classes with more sufficient time.
The purpose of this study is to compare the educational needs of public officials and private employees for health and welfare in order to improve education program. Data were collected from 2,290 public officials and 1,991 private employees and were analyzed using frequency analysis and independent sample t-test. Private employees recognized that education and training are more enough than public officials. In addition, private employees took the gathering training classes more than public officials. Private employees reported that they are more satisfied than public officials with regard to leader consideration, peers' will of participation and institutional conditions. However, public officials reported that they are more satisfied than private employee officials with regard to the degree of sharing of information and education for new policies. Public officials preferred three or two days of training, but private employees preferred one or two days. Both public officials and private employees preferred gathering training classes and blended learning as an effective education type. Based on this research, invigoration of health and welfare education and the management of its plan were discussed.
The advances in science technology brought about a new form of learning called flipped-learning: a combination of on-line and off-line learning. A flipped learning is a form of blended learning which has become quite popular, nowadays, in the field of education. Despite the emphasis on the importance of medical humanities in medical education program, there are no effective teaching and learning models to realize the purpose of medical humanities education. This study explores the possibility of flipped-learning to apply medical humanities classes. The class was designed based on the ADDIE model consisting of five stages, analysis - design - development - execution - evaluation. In order to do 'flipped-learning,' the instructor reconstructs the purpose of medical humanities education, instructional purpose and content, and analyzed learner. The contents of the medical humanities class were structured considering the purpose of the introduction to the medical humanities in the medical education program and the competencies that medical personnel should have in the developed health care environment. The instructor produces a video of the lecture and makes it possible to use LMS (Learning Management System) before and after classes, and conducts discussion activities so that learner-learner and learner-teacher interaction could actively occur during the class. The result of applying medical humanities lesson as flipped learning is as follows: First, it can realize the essence of medical humanities education. Second, it contributes to strengthening the competencies of health care provider. Third, flip learning can be used as a new teaching strategy for medical humanities education. The result of this study is expected to suggest new ways of introduction to teaching method in the traditional medical humanities class and contribute to the practice of designing and doing flipped learning of medical humanities class in the future.
The purpose of this study is to develop middle school English classes using Problem-Based Learning(PBL) based on flipped learning and to examine its effects. Recently, various attempts to combine flipped learning and PBL have been made; however, many studies have not been applied to middle and high school curriculums yet. The attempt of this study is expected to have theoretical and practical significance. The instructional model was derived from the review of previous studies, and the development of instructional program followed the general design procedure(analysis-design-development-implement-evaluation), and its validity was secured with the advice of related experts. To verify the effectiveness of the program, the English academic achievement test and the English key competency test were conducted before and after the program. Changes in English academic achievement were analyzed by the paired-sample t-test, and the effect of key competency and the level of achievement test performance (high vs, low) on the pre-post score change was analyzed by the mixed effects repeated measures ANOVA. As a result of the analysis, both academic achievement and key competencies increased, and the low-level students in the pre-academic achievement test showed more improvements. In conclusion, the PBL class based on flipped learning is effective in improving the English academic achievement and key competencies of middle school students, and in particular, it is shown to be an effective teaching method for students with low academic achievement.
Journal of Korea Entertainment Industry Association
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v.14
no.3
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pp.83-91
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2020
The purpose of this study is to develop creativity-based creative convergence subjects for nursing students. For the purpose of this study, the procedures are conducted that the needs analysis, setting educational goals, segmentation of educational goals, selection of educational contents and organization by F. Bobbitt's curriculum development model and the creative convergence subject was developed through the verification process of the validity of experts. Through a theoretical review, the contents of education in creative convergence subjects consisted of converging with other areas, focusing on creativity. It was presented as a liberal arts subject with two credits, and as an educational method, an online class utilizing blended learning and offline classes centered on activities by teams were presented. In addition, the curriculum was divided into understanding, application, synthesis, and deepening so that students could understand the concept of creative convergence thinking and apply it through thinking techniques and strategies, and finally improve their creative convergence thinking abilities through team projects.
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