• Title/Summary/Keyword: Curriculum convergence

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A Study on the Implementation of a Portable Hologram Recording System for Optical Education

  • Cheolyoung, Go;Juyoung, Hong;Kwangpyo, Hong;Eunyeop, Shin;Leehwan, Hwang;Soonchul, Kwon;Seunghyun, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.478-486
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    • 2022
  • Holography is a human-friendly technology that can express 3D stereoscopic information without eye fatigue. You can experience the mysterious features of light directly and indirectly, and you can also experience the principles of 3D imaging, which makes it a very good curriculum. As such, although holography is very effective in teaching students optics and 3D imaging technology, it has not yet been systematically established. The reason is the cost burden such as expensive equipment and laboratories, and the lack of easily accessible educational equipment. We implemented a portable holographic recording system to solve this problem. In addition, since silver halides, which use harmful chemicals, are not used in the process of developing the recording medium, and photopolymers are used, it is possible to educate not only the general public but also young students. In order to improve the completeness of the recorded result, the mechanism part, light source, and recording medium part of the production system were newly constructed to complement all the existing problems. The proposed system will make holography easily accessible to many people in a variety of fields, not just education. Through the interesting experience of various features and principles of light and the production of holograms with high satisfaction, we hope to popularize them in various fields such as education.

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.

A Case study of engineering comprehensive design subject incorporating convergence with art (예술과의 융합을 접목한 공학 종합설계 교과목 사례연구)

  • Huh, Wonwhoi
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.195-201
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    • 2022
  • The core of the Fourth Industrial revolution, the topic of the 21st century, lies in the convergence of various technologies that are developing to the cutting edge. Therefore, convergence education is essential to solve problems from various perspectives. Above all, in order to solve the complex problem arising from the contact point between humans and technology in the future society, it was considered that insight through a humanities and artistic approach was necessary. Now, universities are trying to run a multidisciplinary comprehensive design to adapt to the new digital environment. In this study, an operation case of an engineering comprehensive design subject incorporating art operated by a researcher was described. The researcher presented an art convergence curriculum in a comprehensive design subject by applying 1. problem recognition and definition, 2. idea derivation and evaluation, 3. project development, 4. presentation, and demonstration process operation methods. Through this study, it is meaningful that it presented a method of operating art convergence in engineering comprehensive design subjects by allowing students to attempt an artistic aesthetic and emotional approach to project development.

Analysis of the operation status of the AI convergence education major in the Graduate School of Education (교육대학원 AI융합교육전공 운영 현황 분석)

  • Ahn, Sunghun;Kim, Jamee;Jeong, Inkee;Jeon, Yongju;Park, Jeongho
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.411-418
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    • 2021
  • In this study, in order to analyze the AI convergence education courses of 38 graduate schools of education, the analysis frame was constructed in terms of basic subject classification, content field of subject, and detailed subject composition by field. And as a result of analysis through this frame, it was found that the number of subjects currently operated by these graduate schools of education is very different from 14 subjects to 48 subjects. Therefore, it was judged that it was urgent to develop a standard curriculum for the AI convergence education major operated by each graduate school of education for the same purpose. The AI Convergence Education Major, which was established for the same purpose and operated in different forms, will eventually produce teachers with different competencies, so there is a risk of bringing confusion to the direction of AI Convergence Education in the school field.

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Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.388-401
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    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

Effects of Convergence-based Integrated simulation Practice program on the Clinical decision making, Problem solving process, Clinical competence and Confidence of core fundamental nursing skill performance for Nursing Students (융복합 기반 통합시뮬레이션실습 교육이 간호대학생의 임상의사결정능력, 문제해결과정, 임상수행능력, 핵심기본간호술 수행 자신감에 미치는 효과)

  • Moon, Mi-Young
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.271-284
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    • 2017
  • This study was performed to examine that convergence-based integrated simulation practice program curriculum effects the clinical decision making, problem solving competence, clinical competence and confidence of core fundamental nursing skill performance for nursing students. After the convergence-based integrated simulation practice program, there were significant increased in problem solving process(t=-3.052, p<.01), clinical competence(t=-4.279, p=.000), and confidence of core fundamental nursing skill performance(t=-2.416, p<.05). The finding of this study verified that the integrated simulation practice program curriculum can be used for improvements of problem solving competence, clinical competence and confidence of core fundamental nursing skill performance for nursing students. It is necessary to develop a scientific analytical evaluation tool and program, and it would be necessary to have a system for scientifically analyzing the integration of simulation practical courses by nursing college students by grade level and subjects.

Analysis of University Students' Innovativeness and Adoption Intention of Academic Convergence by using LISREL (리즈렐을 이용한 대학생의 혁신성향과 융합학문 수용의도에 대한 분석)

  • Yoo, Sang-mi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.289-297
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    • 2020
  • The purpose of this study is to verify the effect of university students's innovativeness on adoption intention of academic convergence. For this objectives, the Structural Equation Model(SEM) was designed and analysed by using Lisrel. This study developed a research model, based upon TAM, to analyse the factors: personal innovativeness, social expectation, perceived usefulness and adoption intention of academic convergence. The main results are follows as: first, personal innovativeness showed a significant positive direct effect on adoption intention of academic convergence, and indirect effect through perceived usefulness on it. Second, through perceived usefulness, there was indirect effect between social expectation and adoption intention of academic convergence. The SEM in this study showed the statistical significance, which the model fit was χ2=22.638(df=29, p=.793). Based upon the result of analyses, the study suggested to develop the subject and non-subject educational program through which students experience innovativeness and usefulness for academic convergence. Especially, the change of the role and the task of the curriculum of liberal arts was.

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.

Educational Effectiveness of Elementary School Expressive Activities and Various Convergence Education (초등학교 표현활동과 다양한 융합수업의 교육적 효과)

  • Woo, Jung Wook
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.393-400
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    • 2018
  • This study was to verify the effects of education in expression activity and various convergence education found in the class scene of one elementary school man teather to research of qualitative pattern and analyzes how it is expanded. This study were made through two class participation observation and six video analysis. In addition, we measured in-depth interviews of participants and students, a 10-week jump band training program, and applied a step-by-step physical activity program to enhance creative expressiveness. Based on the results of the study, the conclusions are as follows. First, It was found that the Jump-band training positively affects the students' speed, agility, and cardiopulmonary endurance. Second, It was found that the application of the step-by-step physical expression activity program had a positive effect on the students themselves. Third, It was found that it has an educational effect on the whole life of students beyond the curriculum and the field by attempting various fusion education. Based on this study, we propose the educational effects of the pre - curricular activities and the convergence lessons in elementary school during the follow - up research.

A Study on the Creativity and Convergence Competency Represented in the New Seventh Grade Mathematics Textbook (2015 개정 수학 교과서에 반영된 창의·융합 역량 요소 탐색 - 중학교 1학년 그래프 단원을 중심으로 -)

  • Hwang, Hye Jeang
    • Communications of Mathematical Education
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    • v.32 no.4
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    • pp.477-493
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    • 2018
  • The six core competencies included in the mathematics curriculum Revised in 2015 are problem solving, reasoning, communication, attitude and practice, creativity and convergence, information processing. In particular, the creativity and convergence competency is very important for students' enhancing much higher mathematical thinking. Based on the creativity and convergence competency, this study selected the five elements of the creativity and convergence competency such as productive thinking element, creative thinking element, the element of solving problems in diverse ways, and mathematical connection element, non-mathematical connection element. And also this study selected the content(chapter) of the graph in the seventh grade mathematics textbook. By the subject of the ten kinds of textbook, this study examined how the five elements of the creativity and convergence competency were shown in each textbook.