• Title/Summary/Keyword: Convergence Design Education

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An Analysis of Core Competence and Core Element on the STEAM Program in the Research Report of School (학교연구보고서에 제시된 STEAM 프로그램의 핵심 역량 및 요소 분석)

  • Shin, Jin-Kyung;Choi, Dong-Kyu;Kim, Ji-Won;Heo, Gyun;Park, Jong-Un;Ju, Dong-Beom;Won, Hyo-Heon
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.4
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    • pp.898-914
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    • 2013
  • The fusion type human resources, it is a new human resources to scientific and technical information society of the future demands, and means to enjoy life with a creativity and expertise of fusion of various fields, to communicate in consideration of others. Fusion human resource education(STEAM), of "human resources to practice respect and compassion", "human resources equipped with communication skills", "human resources to pursue creativity and innovation" "human resources to understand the knowledge of the fusion to take advantage" in training I have presented to the area of core competence of the 4C 'Creativity"," Communication","Convergence', 'Caring'. In this study, the area of c ore competency for each element by elementary, middle, and high schools around the analysis of the target can be made by each school level to develop a practical program in the sense of basic research is to conduct. The findings are as follows: First, Area of Creativity, communication area, the contents fusion region, as well as care areas, to the detailed item capacity, the design of the class that contains the entire area should be performed. Second, Elementary and secondary school level analysis, design of the class containing the entire region up to capacity detail is required. High school was required study of school full of normal. Third, In general, for STEAM class environment and teaching model was developed by applying operations. Research and methods of teaching a wider variety of form was required. Later in this study is to develop programs and organize. and It intends to become the base to be able to interest and interest in science education by structured around the status of problems that can be found in the life of around themes STEAM.

Development and Application of Teaching Competency Tool of University Teachers (대학 교원의 교수역량 도구 개발과 적용 연구)

  • Kang, Kyunghee;Park, Sun Hee
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.88-98
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    • 2017
  • The purpose of this study is to develop the teaching competency tool of university teachers with responsibility for college education and analyze the need for change. We have developed teaching competency to strengthen the competencies required for university professors' responsibilities and community activities in and out of universities and the contents validity was examined from 24 experts. The developed tools were used to diagnose the 83 teachers of K university in Chungcheongnam-do, and to derive basic competence, educational practice competence, and community competence through exploratory factor analysis and confirmatory factor analysis. The teaching competencies include 'Understanding of college education', 'Educational philosophy and attitude', 'Teacher attitude', 'Analysis design', 'Instruction execution', 'Guidance management', 'Evaluation feedback', 'Academic convergence', 'Sympathy learning culture', and 'Global sharing'. The results of the paired t-test and the analysis of the need for change through the analysis of Borich coefficient analysis were as follows: Understanding of university education (4th rank), analysis design (5th rank), instruction execution(2nd rank), empathy learning culture (1st rank), and global sharing (3rd rank). The competence of university teachers is not only the ability to practice teaching, but also the ability to understand university education and to empathize and share with the members of the university community. In the future, the university should actively develop and provide ongoing support programs to strengthen the capacity of professors.

Effects of Peer-Assisted Learning Applied to Nursing Education on Self-Directed Learning Ability, Academic Self-Efficacy and Academic chievement of Nursing Students (간호교육에 적용한 동료학습이 간호대학생의 자기주도 학습능력, 학업적 자기효능감, 학업성취도에 미치는 영향)

  • Kwak, Eun-Mi;Woo, Jin-Ju
    • Journal of Industrial Convergence
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    • v.20 no.7
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    • pp.89-96
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    • 2022
  • This study conducted to investigate the effects of Peer-Assisted Learning(PAL) applied to nursing education on self-directed learning ability, academic self-efficacy, and academic achievement of nursing students. The research design was a pre-post-post design with an inequality control group, and a total of 229 students from G University who agreed to participate in the study were included. After the completion of regular classes, the experimental group(N=117) was given a PAL program at least once a week for 10 weeks, and the control group(N=112) was given individual self-learning for 10 weeks. The collected data were analyzed using descriptive statistics, X2-test, and independent t-test using SPSS/WIN 21.0. As a result, self-directed learning ability(t=6.50, p<.001), academic self-efficacy(t=2.01, p=.046), and academic achievement(t=4.98, p<.001) were higher in the experimental group than in the control group. As the positive effect of peer learning on nursing students was confirmed through the results of this study, it can be used as useful basic data when designing extracurricular activities for nursing education.

Outdoor Sports and e-sports Participation based Measuring Model Design for the Mental and Social Health of Adolescents (아웃도어 스포츠와 e-스포츠 기반의 청소년 정신적 사회적 건강 측정 모델 설계)

  • Kim, SeongKwan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.269-277
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    • 2016
  • This study was aimed to study the effects of adolescents' outdoor sports and e-sports activities on their holistic health. In order for this, adolescent holistic health has been divided into three categories: physical health, mental health, and social health; and reviewed existing research on outdoor sports and e-sports. The research has found several variables for measuring the correlation between the two types of sports. The variables cover four areas: 1) General Information, determined by gender, age, preferred sport, and length of play; 2) Physical Health, as measured by six questions in the basic PAPS (Physical Activity Promotion System) survey; 3) Mental Health, as measured by stress index, self-efficacy, subjective health, and self-esteem; and 4) Social Health, as measured by variables relating to family, friends, school, and society. A total of 36 questions were devised, with 1-4 questions in each area. Primarily it examined the mental health social health. As a result, it was found that three factors have a difference such that the significance of self satisfaction. family relationships, friendships is 0.064, 0.012, 0.088 respectably.

Analysis of the effects of Information Security Awareness, Response Efficacy, and Compliance Behavioral Intention on Information Security Behavior: Focursing on Availability and Culture (정보보안 의식과 대처 효능감, 준수의향이 정보보안 행동에 미치는 영향분석: 가용성 차원과 문화 차원을 중심으로)

  • Hu, Sung-ho;Hwang, In-ho
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.211-218
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    • 2021
  • This study is composed of a convergence research design plan as the necessity of information security field dealing with human factors are raised. The purpose of this study is to analyze the effectiveness of the aspect of information security on the cognitive process related to security policy. The research method consisted of the cross-design of the availability dimension and the culture dimension, and the information security process was measured with information security awareness, response efficacy, compliance behavioral intention, and information security behavior. As a result of the study, the dimension of availability had a significant effect on response efficacy, and it was found that the influence of the case-based condition was greater than that of the statistics-based condition. The cultural dimension had a significant effect on information security awareness, response efficacy, compliance behavioral intention, and information security behavior, and the influence of the homogeneity condition was found to be greater than that of the diversity condition. The proposed research model was verified as a multiple mediation model reconstructed with measurement variables. In addition, the discussion describes the necessity of an information security strategy in consideration of individual factors and organizational characteristics.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

The Study of Experiential Learning on Web-Based Cyberspace for Constructive Education of Social Studies (구성주의적 사회과교육을 위한 웹기반 가상공간에서의 경험학습방안)

  • Hwang, Hong-Seop
    • Journal of the Korean association of regional geographers
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    • v.4 no.2
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    • pp.201-217
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    • 1998
  • This paper examined the strategy of experiential learning on Web-based cyberspace for constructive education of social studies. The results as follows : The first, constructivism has brought the paradigm shift in traditional principles of teaching and learning, constructivism is not a theory about teaching, it is a theory about knowledge and learning, learning is understood as a self-regulated process of resolving inner cognitive conflicts that often become apparent through experience, collaborative discourse, and reflection. It is proper for constructive education of social studies to carry out from cognitive constructivism to socio-cultural constructivism, from socio-cultural constructivism to cognitive constructivism and co-constructivism, considering the aim or objectives of social studies education. The second, Web-based Instruction(WBI) can provide learners for constructive environments which can be proper for teaching and learning. WBI was suggested as the best medium for constructive education of social studies in the information age. WBI must design teaching and learning so that may not be teacher-centered, if teacher-centered, it is not constructivism. The third, Web-based cyberspace is the proper mediated experience fields for experiential learning to effectively study regions or space because of overcoming distance fractions through the time-space convergence, it actualize the constructive education of social studies in the space age.

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Development of Evaluation Model for Learning Company Participating Work-Study Parallel Program using AHP (AHP를 활용한 일학습병행 학습기업 평가모형 개발)

  • Dong-Wook Kim;Hwan Young Choi
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.671-679
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    • 2023
  • This study aims to establish an evaluation model by quantifying the evaluation index as a follow-up study to the development of evaluation index for work-study parallel learning companies. An evaluation model was established by verifying the 2nd level components based on the quantitative factors of the learning company, the qualitative factors, the competency factors of the person in charge, and the competency factors of the learning workers, which are the highest-level components derived from previous study. For the evaluation of a learning company, an AHP survey was conducted with experts in charge of the company consulting to derive important factors that determine the quality of on-site education and training, and the evaluation model of the learning company was completed and grouped by calculating the weight between evaluation items proceeded. Work-study parallel program was promoted as a key policy to resolve the mismatch between industrial sites and school education and realize a competency-centered society, and as of December 2022, 16,664 companies participated in the training. Learning companies play a very important role as education and training supply organizations that conduct field training. It is expected that the support and consulting plan for each level of learning companies according to the evaluation model presented in this study will be used as basic data to improve the quality of work-study parallel program.

Relation of Social Security Network Building, Civil Culture and Community Unity (사회안전망구축과 시민문화 및 지역사회결속의 관계)

  • shin, Sang-Tae;Kim, Chan-Sun
    • Convergence Security Journal
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    • v.15 no.3_2
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    • pp.59-70
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    • 2015
  • This study aims at exploring relation of social security network building, civil culture and community unity. To achieve the purpose, this study selected the general citizens in Seoul Region (Gangdong, Gangseo, Gangnam and Gangbuk) from Jul. 15 to Sept. 15, 2014 as population and sampled 400 people using cluster random sampling. Excluding unhonest data, the number of cases used for the final analysis is 337 people. The collected data were analyzed for the study purpose using SPSSWIN 18.0, as statistical techniques, factor analysis, reliability analysis, correlation analysis, t-test, one-way ANOVA, multiple regression analysis, path analysis etc. were used. First, social security network building has an effect on civil culture. That is, the more activated voluntary crime prevention activity, the higher order law-abiding spirit. The more activated local government security education, police public order service, the higher awareness of participation becomes. First, social security network building has an effect on civil culture. That is, the more activated voluntary crime prevention activity, the higher order law-abiding spirit. The more activated local government security education, police public order service, the higher awareness of participation becomes. The more activated voluntary crime prevention activity, street CCTV facilities, police public order service, the higher tolerance spirit becomes. On the contrary, street CCTV facilities reduce citizens' autonomy. Second, social security network building has an effect on community unity. The more activated street CCTV facilities, police public order service, crime prevention design, the higher a sense of stability becomes. The more activated local government security education, police public order service, crime prevention design, the higher awareness of community becomes. The more activated voluntary crime prevention activity, government security education, police public order service, crime prevention design, the higher community institution becomes. Third, civil culture has an effect on community unity. That is, the more activated awareness of community, tolerance spirit, the higher a sense of stability, awareness of community and community system become. Fourth, social security network building has an effect on civil culture and community unity. That is, social security network building has a low effect community institution directly, but if civil culture is enhanced through social security network building, then it has a high effect on community unity.

A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.