• Title/Summary/Keyword: Curriculum design

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A Development of the Evaluation Metrics and Analysis of the Object-Oriented Visual Programming Education Using Alice Programming (Alice 프로그래밍을 통한 객체 지향 시각 프로그래밍 교육의 평가 지표 개발 및 유용성 분석)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.742-748
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    • 2014
  • The research of the object-oriented visual programming education is related to investigate the instructional method for computer programming, the process for program development for students, and the suitability analysis and design methodology for program development. In order to develop the educational methodology for the students who have the difficulties to study the computer programming and to enhance the abilities for the development of object-oriented programs, in this paper, we suggest the evaluation metrics to apply and assess for the object-oriented programming education. Also, we introduce the visual programming education methodology and curriculum using Alice programming. The evaluation metrics for the visual programming education suggested in this paper, is accepted when the visual programming languages/tools are used in the programming education to assess and analyze the suitabilities for the programming education for students, so to utilize the analyses for abilities of understanding, abstraction, and program implementation by level.

A Teaching Method of Geography about the Ability Grouping and Strategy by WBI (웹 활용을 통한 지리과 수준별 과제해결학습의 수업방안)

  • Park, Cheol-Woong
    • Journal of the Korean association of regional geographers
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    • v.7 no.2
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    • pp.97-119
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    • 2001
  • The present education situations are rapidly changing to adapt to 'the Knowledge & Information-based Society'. Especially, the implementation of 'the 7th National Curriculum' put strong emphasis on the learner-centered education that refers to the ability grouping. Therefore, it is necessary that the change from a traditional teaching method to a learner-centered one in geography education will take place. This study will present a design of geography ability grouping through the Task-Solving Learning. This ability grouping method is suitable for the large class. And this study also presents a strategy by applying WBI, which make use of the advantage of computer and constructivism. This WBI model can be applied properly to many teaching-learning methods that includes Self-Directed Learning, Collaborate Learning, Ability Grouping, and Applying ICT Instruction. Actually they are demanded in the current education. A geography-classroom will have an accessible internet program as a precondition for this instruction.

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The Content Analysis of Clothing Construction field in the middle-school Textbook of Technology and Home Economics (중학교 기술 가정.교과서의 의복구성 분야 내용 분석)

  • Park, Eunhee;Cho, Hyunju
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.131-144
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    • 2013
  • The purpose of this study was to analyse the structure and contents of clothing construction field in the middle-school textbook of technology and home economics with curriculum revised in 2007. 10 kinds of textbooks certified by Ministry of Education, Science and Technology in 2010 were selected and home economics field in them was the subject of this study with the external characteristics such as textbook system, instruction area and contents included. This study was content analysis-oriented and descriptive with data calculated by frequency and percentage. The findings are as follows. In 'Reality of Home-Life', food life area showed highest as 34.4% followed by clothing life(28.7%) and dwelling life(28.7%). The portion of present teachers in writing staffs was highest while there was no textbook where professors of each field were included in writing staffs. The contents of costume society, clothes material, clothes management from section 'Choice and Management of Clothes' in the chapter 'Family Life' and clothing construction from the section 'Making and Modifying Clothes' of the chapter 'Reality of Home-Life' were analysed in this study. Clothing construction-related fields were suggested separately by method of measurement, construction theory, drafting theory, drafting an original form, fabric trimming, utilization of the original form, length measure, cloth cutting, hand stitching, how to use a sewing machine, basting and correction, needlework process, completion, and evaluation. The contents of the unit 'Making Shorts' were about clothing construction theory, human body measurement, drafting an original form, process of making shorts and activity/research/experience. The contents of the unit 'Wearing Clothes after Fixing' in clothing construction-related field were about how to fix and recycling.

A Study on Communication Competency Analysis and Development Plan of Educational Content for Engineering Undergraduates (이공계 대학생의 커뮤니케이션 역량 분석 및 교육콘텐츠 개발 방안 연구)

  • Kim, Kyung-Hwa
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.529-539
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    • 2017
  • The purpose of this study is to categorize and analyze the communication competency of engineering undergraduates and to develop educational content in order to improve that. In this study, communication competency of engineering undergraduates was categorized into three areas: critical thinking, scientific communication, and media literacy. As a means to improve communication competency, the experience with and perception of writing were investigated. The communication competency of undergraduates needs to be improved overall. There is a high need for writing programs that enhance critical thinking oriented around practice. It suggests flipped learning based on smart education, E-community, problem-solving programs based on action learning, cooperative learning programs, reflection journals & portfolio, and collaborative writing programs as educational content. The results of this study can be used as basic data to design competency-based communication curriculum and practical applications for engineering undergraduates.

Development of an Information-oriented Content on the Endangered Species of Banana based on Storytelling Method (스토리텔링 기법을 활용한 멸종위기의 바나나 정보 콘텐츠 개발)

  • Na, In Young;You, Si Cheon
    • Smart Media Journal
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    • v.7 no.3
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    • pp.51-56
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    • 2018
  • Banana is the eighth most important crop in the world designated by the United Nations Food and Agriculture Organization (FAO). In terms of production, it is the fourth most harvested crop following wheat, rice, and corn, considered to be a promising food source for mankind as it is not only scrumptious but also rich in nutrients. However, abnormal cultivation methods that mankind has invented to breed bananas is currently pushing them to the state of extinction. The aim of this study is to develop information-rich digital contents that can easily and intriguingly convey information about steadily but certainly increasing risk of banana extinction. The end-users are middle and high school students who are assumed to be aware of the agricultural revolution through their school curriculum. The linear storytelling method was meant to encourage the end-users to be interested in the causes and processes in which banana has become endangered. For generating a natural interaction between the content and the end-users, a parallel, upper-lower structure was used, in which the relationship between the stories comprising several stages and the information graphic supporting each story is represented. This paper can support an information campaign about the endangered species.

Effects of LGBT Nursing Education Using Simulation (시뮬레이션을 활용한 LGBT 간호 교육의 효과)

  • Kang, Sook Jung;Min, Hye Young
    • Women's Health Nursing
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    • v.25 no.4
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    • pp.379-391
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    • 2019
  • Purpose: As health care needs for Lesbian, Gay, Bisexual and Transgender (LGBT) are becoming increasingly important, it has become imperative for the nurses to be attentive towards their health problems and provide nursing care with an open-minded attitude. Due to limited opportunity to provide direct nursing care to LGBT patients, it is hypothesized that simulation would provide good opportunity for students to experience LGBT nursing care in a safe environment. This study was conducted to develop and apply simulation of LGBT nursing care to ultimately provide unbiased nursing care for LGBT population and prepare basic data for LGBT nursing education. Methods: This study was a single-group pre-post experimental design study for 57 senior nursing students based on the comparison of existing LGBT knowledge, general attitude towards LGBT, and nursing attitude towards LGBT before and after simulation. The scenario content included discussion of coming out issue, providing sexual health information, and supportive nursing care for LGBT population. Data were analyzed with descriptive statistics and Wilcoxon signed rank. Results: Simulation education-led to a significant increase in LGBT knowledge and nursing attitude. However, there was no change in the general attitude towards LGBT. Conclusion: The results of this study suggest that LGBT education using simulation may be effective for nursing students and nurses from the point of concern for LGBT population. It is hypothesized that future LGBT educational programs might need more detailed information from both care recipients and nurses. Finally, LGBT education needs to be included in the nursing education curriculum.

A Systematic Review on the Evaluation of School based Unintentional Injuries Prevention Programmes in 7~19 Years Old (소아·청소년의 비의도적 손상 예방을 위한 학교기반 교육 프로그램 효과에 대한 체계적 문헌 고찰)

  • Kim, Geum Hee;Ahn, Hyeong Sik;Kim, Hyeon Jeong;Han, Mi Lan
    • Journal of the Korean Society of School Health
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    • v.27 no.1
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    • pp.7-21
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    • 2014
  • Purpose: This study aims to evaluate the effects of school-based education programmes to prevent unintentional injuries in 7~19 years old. Methods: To perform a systematic literature survey, the researchers searched three databases - MEDLINE (PubMed), EMBASE and THE COCHRANE LIBRARY - for literature relevant to 'safety accidents in school' (published up to October 2013). The term 'school-based unintentional injuries' was used to sort out studies on injuries. This study adopted a pretest-posttest comparative design and the participants were children and adolescents aged 7 to 19 years. Results: The search yielded 9,553 records, of which eight studies were included in the review. The eight studies examined the effect of school-based education programmes to prevent unintentional injuries. The research revealed that education programmes had a significant impact on knowledge improvement and behavior change. Although two studies of the total eight showed a difference in attitude scores between the experimental group and the control group, the difference was not statistically significant. Conclusion: Despite the changes in education and public policy, trauma-related injuries continue to result in an unacceptably high morbidity and mortality, particularly among young people. More effective school health programs, policies and programmatic interventions are needed to reduce safety accidents and improve health among youth.

Project-based Embedded System Education Using Arduino (아두이노를 활용한 프로젝트 기반의 임베디드 시스템 교육)

  • Kim, Song-Ju
    • The Journal of Korean Institute of Information Technology
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    • v.15 no.12
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    • pp.173-180
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    • 2017
  • In this paper, we propose a project-based learning using Arduino as an example of embedded system class in engineering students. By introducing these Project-Based Learning(PBL) into engineering education, students became able to actualize individual theories that they had learned through their major curriculum and they were given the experience to build up their field work ability by participating in the whole project development process. We conducted a questionnaire survey to investigate the education effect of PBL before and after class and the results were analyzed using SPSS statistical program. Since PBL is mainly operated by a team system, communication skills and teamwork within the organization can be improved through interactions among the members. All of the materials produced during the course of the project could be used to make portfolio of students, which could be of great help to data for employment activities after graduation.

Supervised Learning Artificial Neural Network Parameter Optimization and Activation Function Basic Training Method using Spreadsheets (스프레드시트를 활용한 지도학습 인공신경망 매개변수 최적화와 활성화함수 기초교육방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.233-242
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    • 2021
  • In this paper, as a liberal arts course for non-majors, we proposed a supervised learning artificial neural network parameter optimization method and a basic education method for activation function to design a basic artificial neural network subject curriculum. For this, a method of finding a parameter optimization solution in a spreadsheet without programming was applied. Through this training method, you can focus on the basic principles of artificial neural network operation and implementation. And, it is possible to increase the interest and educational effect of non-majors through the visualized data of the spreadsheet. The proposed contents consisted of artificial neurons with sigmoid and ReLU activation functions, supervised learning data generation, supervised learning artificial neural network configuration and parameter optimization, supervised learning artificial neural network implementation and performance analysis using spreadsheets, and education satisfaction analysis. In this paper, considering the optimization of negative parameters for the sigmoid neural network and the ReLU neuron artificial neural network, we propose a training method for the four performance analysis results on the parameter optimization of the artificial neural network, and conduct a training satisfaction analysis.

Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.