• Title/Summary/Keyword: Design Literacy

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A Study on Factors Influencing AI Learning Continuity : Focused on Business Major Students

  • Park, So Hyun
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.189-210
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    • 2023
  • Purpose This study aims to investigate factors that positively influence the continuous Artificial Intelligence(AI) Learning Continuity of business major students. Design/methodology/approach To evaluate the impact of AI education, a survey was conducted among 119 business-related majors who completed a software/AI course. Frequency analysis was employed to examine the general characteristics of the sample. Furthermore, factor analysis using Varimax rotation was conducted to validate the derived variables from the survey items, and Cronbach's α coefficient was used to measure the reliability of the variables. Findings Positive correlations were observed between business major students' AI Learning Continuity and their AI Interest, AI Awareness, and Data Analysis Capability related to their majors. Additionally, the study identified that AI Project Awareness and AI Literacy Capability play pivotal roles as mediators in fostering AI Learning Continuity. Students who acquired problem-solving skills and related technologies through AI Projects Awareness showed increased motivation for AI Learning Continuity. Lastly, AI Self-Efficacy significantly influences students' AI Learning Continuity.

The Design and Implementation of a Spread Sheet WBI for improving Teacher's Information Literacy (교원 정보소양능력 함양을 위한 스프레드시트 WBI 설계 및 구현)

  • Kim, Ko-il;Kim, Myeong-Ryeol
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.59-66
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    • 2000
  • This study is to design and implement Excel 2000 WBI applying the Cognitive Apprentice Model. Excel 2000 is the most used Spread Sheet program and indispensable for increasing teachers' information literacy. The Cognitive Apprentice Model is one of Constructivism learning models. Constructivism is a new educational paradigm and mainly applied in education fields. This WBI is designed and implemented according to the Cognitive Apprentice Model and composed of practical contents according to Constructivism learning principle which insists learning is occurred in real situation. For more effective interaction the teacher(computer) guides the learners individually and uses a bulletin board, E-mail and chatting room.

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The Future Direction of Information Education in University according to Computerization (컴퓨터화에 따른 대학 정보화 교육의 방향)

  • Kim, Dong-Joo;Ha, Eun-Yong
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.33-40
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    • 2015
  • Today the computerization in overall civil life is globally progressing, and software plays a central role in all interdisciplinary areas of society. These changes of information environments lead to the change of values and paradigm shift, and the change of Korean educational policies is also happening. As human-machine interaction is becoming ubiquitous, code literacy is going to play an important role before long. Despite these transitions, information education in universities in Korea focuses on just driving application programs. In this paper, we explore overall educational system and curriculum of universities in Korea. And we present educational factors corresponding to educational levels and contents. Presented five factors coupling three educational contents and three educational levels may be dedicated to design curriculum.

Critical Reconstruction of The Korean Science Culture (한국 과학문화의 비판적 재구성)

  • Lee Cho-Sik
    • Journal of Science and Technology Studies
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    • v.1 no.1 s.1
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    • pp.5-27
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    • 2001
  • This paper makes a preparatory attempt to reconstruct 'the Korean Science Culture' toward which I think the Koreans should direct and orient themselves rather than describe the history of the science culture in Korea. This task requires us to define 'science culture.' So I propose, based on the definitions of science culture so far made, to consider the model of 'Humanized Science Culture' as a regulating ideal of the Korean Science Culture. To support the model, analyzing the concept of 'science literacy' of the 2061 Project, I posit the model of KDSC (Korean Designer of Science Culture) as the Koreans who will actually come to design the Korean Science Culture. KDSC refers to 'a reasonable man' who will represent a desirable Korean, rather than to a natural Korean. Then I spell out the conditions of becoming a KDSC and scrutinize the philosophical backbones of those conditions. Finally, I make a few suggestions for developing a program of designing and implementing the Korean Science Culture from the viewpoint of a model of KDSC.

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Linkages of Financial Efficacy, Demographics, Risks Preference and Consumption Behavior in Malaysia

  • KUSAIRI, Suhal;SANUSI, Nur Azura;MUHAMAD, Suriyani;SHUKRI, Madihah;ZAMRI, Nadia
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.673-685
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    • 2020
  • Financial literacy is one of the sustainable development goals of huge concern of governments. Governments explore solutions addressing policies to improve financial literacy. Nevertheless, financial management has such a broad scope and is not just limited to knowledge. As human nature, individuals are born with different confidence levels that include various financial abilities. This study aims to investigate the household-financial efficacy through the application of psychometric instruments, risk preference, and demographic characteristics toward consumption decision behavior. The research is based on a survey 479 households in the peninsular Malaysia, and utilizes the structural equation model, cluster proportional and systematic random sampling, and two measurements - composite reliability and average variance extracted. Results show that households' financial efficacy is one of the critical factors that explain the households' consumption decision behavior. Also, risk preference, gender and area location (rural or urban) of the household determined the consumption decision behavior of the household. The effectiveness of consumption decision is not only determined by financial literacy, but also financial efficacy. The implications of this paper may help to design policies in narrowing the broad gap between the rural and urban level of financial efficacy. The government needs to take appropriate actions to fix it.

The Effects of an Evidence-based Nursing Course Using Action Learning on Undergraduate Nursing Students (액션러닝을 활용한 근거기반간호 수업운영의 효과)

  • Jang, Keum-Sung.;Kim, Eun A;Park, Hyunyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.21 no.1
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    • pp.119-128
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    • 2015
  • Purpose: This study was conducted to evaluate the effectiveness of an evidence-based nursing (EBN) course using action learning-based team learning in undergraduate nursing students. Methods: A quasi-experimental pretest-posttest control group design was employed. The participants who consented were 45 second-year nursing students (22 in the experimental, 23 in the control group) from a university in G-city, Korea. The intervention included lectures, practicals, team activities and reflection on overviewing EBN, formulating clinical questions, searching the evidence, and criticizing the research articles. At the beginning and the end of the 7-week EBN course, the participants completed self-reported questionnaires. Frequencies, $x^2$-test, t-test, and ANCOVA with the SPSS program 18.0, were used to analyze the data. Results: The experimental group showed significantly higher scores on EBN competency (F=25.80, p<001), information literacy (F=13.75, p=.001), and proactivity in problem solving (F=5.32, p=.026) than the control group. Conclusion: This study provides evidence that an EBN course improves undergraduate nursing students' EBN competencies, information literacy, and proactivity in problem solving. Team learning in EBN education can be an effective teaching strategy.

Development of a campus-based intervention program to strengthen food literacy among university students: A qualitative formative study

  • Eunji Ko;Eunjin Jang;Jiwon Sim;Minjeong Jeong;Sohyun Park
    • Korean Journal of Community Nutrition
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    • v.28 no.6
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    • pp.495-508
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    • 2023
  • Objectives: This study aimed to develop a campus-based intervention program to enhance food literacy (FL) among university students. Methods: In the initial phase, we conducted a literature review of FL intervention studies and held in-depth interviews with university students to identify facilitators and barriers to improving and practicing FL. Expert counseling sessions were conducted with nutrition education, marketing, and service design professionals. The results of this phase led to the creation of an initial curriculum draft. In the second phase, a follow-up survey was conducted with young adults to assess the acceptability of the developed curriculum. After the follow-up survey, additional meetings were conducted with the aforementioned experts, and the curriculum was further refined based on their input. Results: An 11-week FL intervention program was devised using constructs from the Social Cognitive Theory. The weekly curriculum consisted of 90-min theory-based and 90-min hands-on experience sessions. Three primary aspects of FL were covered: nutrition and food safety, cultural and relational dimensions, and socio-ecological aspects. Program highlights included cooking sessions for crafting traditional Korean desserts, lectures on animal welfare, insights into zero-waste practices, and communal eating experiences. Based on the study team's previous research, the program also addressed mindful eating, helping participants understand the relationship with their eating habits, and providing strategies to manage negative emotions without resorting to food. Yoga sessions and local farm visits were incorporated into the curriculum to promote holistic well-being. Conclusions: This study elucidated the comprehensive process of creating a campus-based curriculum to enhance FL among university students, a group particularly susceptible to problematic eating behaviors and low FL levels. The developed program can serve as a blueprint for adaptation to other campuses seeking to bolster students' FL.

The Development and Application of an Informal Engineering Education Program to Achieve Engineering Literacy (공학적 소양 함양을 위한 비형식 공학교육 프로그램 개발 및 적용 - 국립과학관을 중심으로)

  • Huh, Hye-Yeon;Kim, Ki-Soo
    • 대한공업교육학회지
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    • v.45 no.2
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    • pp.131-158
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    • 2020
  • The purpose of this study is to develop and apply an informal engineering education program for engineering education that is realized outside the framework of formal education. To this end, a non-format engineering education program was developed and rationalized, discussing participants' experience in participating in the program. The developed non-format engineering education program was applied to 90 high school learners interested in engineering in a one-night, two-day camp format, and the goal was confirmed through open surveys and in-depth interviews. The goal of the non-format engineering education program is to understand the importance of engineering and engineering design in real life and the principles of engineering design processes, and to use a variety of knowledge and tools to creatively solve engineering problems creatively. In addition, education programs were developed based on the fact that real-life examples allow engineers to understand what they do, design their own careers, and collaborate with colleagues to share various engineering issues and develop communication skills on engineering topics.

A Study on the Positive Impact of a Persuasive Game and Its Potential for Social Change Literacy (게임의 긍정적 역할과 인식변화를 위한 기능성 게임의 개발에 관한 연구)

  • Kim, Young-Su;Kim, Na-Young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.39-48
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    • 2014
  • Serious games have many potentials to facilitate positive social change on communities and individuals. However, there have been few researches to study this issue in Korea. In this paper, therefore, we developed a persuasive game based on persuasive game design principles to provide an ordinary person with experiences of the blind so that they communicate, understand, and harmonize. We did surveys before and after 20 players played the persuasive game. We found that a persuasive game might have positive impacts on social change literacy partially.

Study of Textbook Development of Computer Education Based on the 7th Curriculum Reform - Focused on Middle School Education (제7차 교육과정 개정에 따른 교과서 교재 개발에 관한 연구 -중학교 컴퓨터 교과를 중심으로-)

  • Kim, Min-Kyeong;Kwon, Hye-Eryun;Choi, Sung-Hee;Tae, Won-Kyung
    • Journal of The Korean Association of Information Education
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    • v.5 no.2
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    • pp.170-184
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    • 2001
  • At the Information Age, the significant influence of computer education taking role of computer literacy education as well a information literacy education has been magnified. Since 2000, the 7th curriculum reform has been influenced on Korean education system. Therefore, this paper suggests to implement in textbook duvelopment of cumputer education based on the 7th curriculum reform focused on middle school education. It includes the design of textbook, its contents and organization, various teaching-learning situation method, and evaluation including real situational problems fashioned to the educational paradigm shift.

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