• 제목/요약/키워드: Design education Program

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생성형 인공지능을 활용한 사례 기반 간호 교육 프로그램 개발 (Development of a case-based nursing education program using generative artificial intelligence)

  • 안정희;박혜옥
    • 한국간호교육학회지
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    • 제29권3호
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    • pp.234-246
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    • 2023
  • Purpose: This study aimed to develop a case-based nursing education program using generative artificial intelligence and to assess its usability and applicability in nursing curriculums. Methods: The program was developed by following the five steps of the ADDIE model: analysis, design, development, implementation, and evaluation. A panel of five nursing professors served as experts to implement and evaluate the program. Results: Utilizing ChatGPT, six program modules were designed and developed based on experiential learning theory. The experts' evaluations confirmed that the program was suitable for case-based learning, highly usable, and applicable to nursing education. Conclusion: Generative artificial intelligence was identified as a valuable tool for enhancing the effectiveness of case-based learning. This study provides insights and future directions for integrating generative artificial intelligence into nursing education. Further research should be attempted to implement and evaluate this program with nursing students.

초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발 (Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science)

  • 류성림;이종학;윤마병;김학성
    • 한국융합학회논문지
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    • 제9권10호
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    • pp.217-228
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    • 2018
  • 본 연구는 초등학교 수학-과학 교과 내용을 중심으로 인문과 예술, 공학, 기술, 디자인의 교육 자료를 다양한 주제로 융합하여 영재교육을 위한 STEAM 프로그램을 개발하였다. 2015개정 교육과정에 적합한 초등학교 수학-과학 교과의 성취기준과 교과 내용을 분석하여 4단계 STEAM 교수-학습 모형을 적용하여 3시간 블록타임의 16차시 융합교육 교수-학습 프로그램을 구안했다. 개발 프로그램의 타당성을 검증하고, 현장 적용을 위해 개발과 시범 적용 과정에서 4명의 교육 전문가 패널이 참가하여 평가하였고, 그 결과를 반영하여 융합교육 프로그램을 완성했다. 수학-과학 교과를 중심으로 여러 교과를 통합하여 디자인과 메이킹, 감성 기반의 16차시 영재교육 프로그램을 초등학생들에게 시범 적용한 결과 창의적인 설계와 디자인, 적극적인 참여와 협동학습, 재미있는 수업활동(게임, 만들기 등)으로 융합교육의 목적과 가치를 달성할 수 있었다. 개발된 융합교육 영재 프로그램은 초등학교 정규 수업 시간과 창의적 체험활동, 영재학급 수업 등에서 적용한다면 학생들의 과학적 창의성, 예술적 감수성, 디자인 감각 등을 함양할 수 있는 실질적인 융합교육 콘텐츠가 될 것이다.

국립민족학박물관의 전시·교육·운영·지역연계프로그램에 관한 조사 연구 (A Study on the Exhibition·Education·Operation Regional Linkage Program of the National Museum of Ethnology)

  • 박진아;정아영;공순구
    • 한국실내디자인학회논문집
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    • 제23권5호
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    • pp.146-156
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    • 2014
  • This study investigated and analyzed the exhibition, education, operation, and regional linkage program around a case of the National Museum of Ethnology in Netherlands, Germany, Mexico, England, and Japan to suggest necessary directions when constructing the national museum of ethnology of Korea. Interview by visiting the site and email interview were conducted for the investigation and suggestions according to the analysis are as follows. 1) It is necessary for the exhibition program to suggest a comparison exhibition by continent, and to be specific, occupation, style of living, representational culture, religion and view of the world, relation of power, and development culture are essential for the culture contents. 2) The education program needs to be constructed based on the age and level, and specific education program was suggested in this study. 3) Managing library, restaurant, cafe, and museum shop is essential for the operation program, additional service operation was suggested to cover additional financial areas, and professional research workers and professor manpower are necessary. 4) The regional linkage program needs to be composed by considering special qualities of the country and region, and needs to satisfy the expected effect of the local community and local residents.

패션분야 융합인재 육성을 위한 캡스톤 디자인 교육프로그램 학습 모형 개발 - NCS 패션분야 중심으로 - (Educaction program development applying capstone design for convergence talent development in the fashion field)

  • 김신우;김영인
    • 한국의상디자인학회지
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    • 제21권4호
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    • pp.195-211
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    • 2019
  • In this paper, Capstone Design Education Program Learning Model was developed and recommended in order to foster convergent talents armed with practical competences and real cooperative capabilities. In this era of convergence and creativity, the fashion world needs human resources with cooperative skills and true professional abilities. A case analysis, an in-depth interview, and 1,2 test method were used for data acquisition and analysis. The summary of this study is described below. First, this program needs to complement the NCS fashion design learning module. Second, material changes to creativity and practical competencies - knowledge, skills, and attitudes - of the students are assessed after applying Capstone Design to the NCS fashion design learning model. Third, the process of converging fashion curriculum with IT and electronic technology, developing a fashion design learning program, and applying the Capstone Design was tested to prove the effectiveness of convergent fashion design education. Among the changes observed between the trial and control groups, it was confirmed that sub-factors of creative personality, i.e. self-assurance and openness, were increased along with knowledge, core competences including communication capability, and self-directed learning capability. The greatest improvement on the technological side was observed in IT literacy while ability to respond to changes was also increased. Besides, effects were demonstrated in behavioral factors such as initiative, spirit of challenge, experience, and openness. Lastly, the Capstone Design Education Program Learning Model was proposed in order to foster convergent talents in the fashion world.

가구 오토캐드 인터넷 강좌 운영을 통한 교육효율성 제고방안 연구 (A Study on Measures to Improve Educational Efficiency through the Operation on AutoCAD Internet Lecture for Furniture)

  • 이영춘
    • 한국가구학회지
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    • 제24권2호
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    • pp.131-139
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    • 2013
  • The efficiency of internet lectures has been proved in many areas, and its significance and role theory has been consistently mentioned in the fields of furniture design education that demand a large amount of educational contents and practice in visual education. However, it reveals weaknesses without satisfying the demand owing to various realistic issues. In this study, the significance and developmental process of internet lecture as well as its effect after the development in terms of the education on furniture design were analyzed by counting some development cases of internet educational program in relation with AutoCAD educational course, a computer design program for furniture design. Also through such analysis, it intended to promote the development of design education by assessing the merits and problems, assignments to be supplemented, and utilization of the educational course development.

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설명가능한 인공지능기반의 인공지능 교육 프로그램 개발 (A Study to Design the Instructional Program based on Explainable Artificial intelligence)

  • 박다빈;신승기
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2021년도 학술논문집
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    • pp.149-157
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    • 2021
  • 2022년 개정 교육과정에 인공지능 교육 도입을 앞두고 인공지능을 학습 소재로 한 다양한 수업들이 개발되어야 하는 시점이다. 본 연구에서는 설계기반연구를 활용하여 설명가능한 인공지능을 기반한 인공지능 교육 프로그램을 개발하였다. 인공지능의 기초, 활용, 윤리 세 분야를 골고루 포괄하며 실생활 사례와도 쉽게 연결시킬 수 있는 설명가능한 인공지능을 핵심 주제로 설정하였다. 일반적인 설계기반연구(Design-based research, DBR)에서는 3차 이상의 반복적인 과정이 이루어지지만 본 연구 결과는 1차 설계, 적용 및 평가에 대한 결과를 바탕으로 연구가 진행되었다. 추후 학교 현장에 적용하여 3차 수정 및 보완을 바탕으로 더욱 완성된 설명가능한 인공지능을 주제로 한 프로그램을 개발하고자 한다. 본 연구가 학교 현장에 도입되는 인공지능 교육의 발전에 도움이 되기를 기대한다.

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

  • 허혜연;김기수
    • 대한공업교육학회지
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    • 제45권2호
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    • pp.131-158
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    • 2020
  • 이 연구의 목적은 형식교육의 틀 밖에서 실현되는 공학교육을 위한 비형식 공학교육 프로그램을 개발하고 적용하는데 있다. 이를 위하여 비형식 공학교육 프로그램을 개발하고 타당화하여, 참여자의 프로그램 참여 경험을 논의하였다. 개발된 비형식 공학교육 프로그램은 공학에 관심 있는 고등학생 학습자 90명에게 1박 2일 캠프 형식으로 적용하였고, 개방형 설문 및 심층 인터뷰로 목표 달성 여부를 확인하였다. 비형식 공학교육 프로그램의 목표는 실제 생활에서 공학, 공학 설계의 중요성 및 공학 설계 과정의 원리를 이해할 수 있으며, 다양한 지식과 도구를 활용하여 공학문제를 창의적으로 해결할 수 있도록 하는데 있다. 또한, 실제 사례를 통해 공학자가 하는 일을 이해하고, 자신의 진로를 설계할 수 있으며, 문제를 해결하는 과정에서 동료와의 협업을 통해 공학과 관련된 다양한 이슈를 공유하고 공학 주제에 대한 의사소통 능력을 기를 수 있어야 하는 것을 목표로 교육 프로그램을 개발하였다.

Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • 연구윤리
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    • 제5권1호
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    • pp.19-27
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    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

초등학생 자녀의 인터넷 사용지도를 위한 부모교육 프로그램 개발 및 효과 연구 (The Development of Parent Education Programs for Internet Use Guidance of Elementary School Children)

  • 류경희
    • 대한가정학회지
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    • 제47권8호
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    • pp.53-69
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    • 2009
  • Having developed a parent education program for guidance of internet-using children, we evaluated the effectiveness of this program. The program consisted of five two-hour sessions. It was test-run with nineteen participants, which included mothers of elementary school children. In the evaluation of the program, we employed so-called 'pretest-posttest control group design' which compares the difference in the parenting sense of competence, parents' sense of role satisfaction, parents' sense of insecurity, and parents' rearing attitudes between the experimental group and the control group. Program evaluation revealed that the parenting sense of competence and role satisfaction increased in the group that participated in the program compared to the non-participating group. Furthermore, the parents' sense of insecurity decreased and democratic rearing attitudes were fostered in the participating group.

한국 간호학박사교육의 역사적 흐름 (A Historical Trends of Doctoral Nursing Education in Korea)

  • 오가실;박영숙;이자형;오경옥;안양희;임지영
    • 한국간호교육학회지
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    • 제20권1호
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    • pp.93-107
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    • 2014
  • Purpose: The aim of this study was to identify historical backdrop leading to the introduction of the doctorate degree of nursing in Korea, and to explore trends of doctoral nursing education program. Methods: The research design was a descriptive study adopting a historical approach. Documentation data were collected through web sites and mail survey. The semi-structured interviews were conducted with 6 professors who were involved in the introduction of the doctorate degree of nursing. The outcomes of doctoral nursing education program were evaluated with a total of 1,153 dissertations' titles published from 1982 to 2007. Results: First introduced in Korea in 1978, doctoral nursing education program had steadily increased totaling 21 doctoral program in 2007. This resulted in a rapid increase in the number of doctoral students, but the number of faculty and the quality were not as satisfactory as expected. Many doctoral program had the missions or goals that fostered nursing scholars, theorists, and researchers, a trend that seems set to continue. The majority of dissertations utilized the experimental design (39.9%), others were qualitative design (21.6%), and survey design (19.0%). Conclusion: Doctoral education that is the hallmark of nursing scholarship is further elaborated in terms of academic tradition of nursing school in Korea.