• Title/Summary/Keyword: Digital Talents

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The Effects of Writing Programs on College Students Using Flipped Learning for Training Convergence Talents (융합인재 양성을 위한 플립러닝을 활용한 글쓰기 프로그램의 효과)

  • Bang, Sul-Yeong;Je, Nam Joo
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.13-24
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    • 2021
  • This was a one-group pretest-protest pre-experimental study designed to find out the effects of writing programs on college students using flipped learning for training convergence talents with complex problem solving skills. Data were collected from 27 C university students in G-do, from September 1st to October 30th, 2020. Analysis was done using IBM SPSS 25.0 for frequency (percentage), average, standard deviation, and paired t-test. The study showed that self leadership was enhanced by an average of 0.45 points (p<.001), metacognition by 0.87 points (p<.001), goal orientation by 0,77 points (p<.001), and creativity by 0.51 points (p<.001), so was statistically significant. The study demonstrated that writing programs using filpped learning had the effect of improving complex problem solving skills. so the results are expected to be used as basic data for the development of educational programs for traning convergence talents with problem solving skills at university-level. Also, for current college students that can freely access the online environment, development of various e-learning classes that apply flipped learning is needed.

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Effects of Implementation and Application of Realistic Digital Contents

  • Han, Ji-Woo
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.147-152
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    • 2019
  • This study aims to explore the understanding of and the interest in realistic digital contents and examine their effectiveness, by implementing and applying VR around the science subject in middle schools. It organized each group of two for cooperative activities, in order to implement VR for 52 middle school students located at Y-county, who understood study contents and agreed to participate in the study. Then, it implemented and applied realistic digital contents regarding a change in the science geosphere and many kinds of forces, by extracting and designing them. As they implemented and applied VR around contents interest in science subject. VR assisted lessons made statistically significant differences in understanding and effectiveness of realistic digital contents. It will provide basic data used to cultivate future talents who can prepare for a change in the educational paradigms along with the fourth industrial revolution and adapt to the future knowledge-based society.

A Case Study on Necessity of Universal Computer Science Education in Elementary Schools to Nurture Digital Talents (디지털인재 양성을 위한 초등학교의 보편적 정보교육 도입의 필요성 연구)

  • Choi, Moonseok;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.209-218
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    • 2022
  • The government of South Korea discusses ways to expand computer science education to solve the digital divide. In-service elementary school teachers are also aware of the need for computer science education, with 77.3% of those who responded positively to the expansion of computer science education. The participating elementary school in this study has conducted computer science education for more than an hour per a week since the 1980s. As a result of a survey, the proportion of students taking private education was 16.2%. It shows 50.3% lower than 66.5% of other surveys conducted in 2021, which means the effectiveness in reducing private education when continuous computer science education is being conducted in the school system. In the case study analysis, teachers pointed out that the instructional content varies by instructors due to the absence of the national curriculum. The parents recognized the importance of computer science education but did not know the learning content and mentioned the necessity of the national computer science education curriculum. It means that computer science education should provide a universal educational opportunity as an independent subject in elementary schools for nurturing future talents.

Program Develope and Class Design for Convergence ICT and Character Education (ICT와 인성교육 융합 프로그램 개발 및 수업설계)

  • Lee, Myung-Suk;Jang, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.9-18
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    • 2016
  • ICT is still lacking relevant studies and efforts even though it needs to be accompanied by character education. Against this backdrop, this study has developed and operated an education program that combines ICT with character education and conducted surveys on its accomplishments. The research findings are as follows. The analysis of theme-based correlations has revealed that individual's character has not significantly affected character for others and global character and that building character for others have made a significant impact on establishing global character with a high level of correlations. Therefore, I have found that a program involving a group of people together such as team-based task has a positive effect on fostering problem-solving talents with global leadership. It is hard to obtain tangible results in character education in a short period of time but I would like to contribute to laying the foundation for cultivating and fostering talents equipped with global leadership while respecting oneself and caring for others in everyday life through these classes. There is a study on convergence of character education and different subjects, left behind of this study.

Development process and limitations of science and technology manpower policy, and suggestions for future direction (과학기술인력정책의 발전과정과 한계, 미래 방향에 대한 제언)

  • Seongmin Hong;Eunhye Hwang
    • Journal of Technology Innovation
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    • v.31 no.3
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    • pp.111-138
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    • 2023
  • The purpose of this paper is to summarize the development process of major science and technology manpower policies and to derive desirable future policy directions in the policy environment of a paradigm shift in supply and demand. To this end, first, the development process of the science and technology manpower policy, which was promoted in earnest from the 2000s, with the topic of resolving the phenomenon of avoidance of science and engineering majors, was examined, focusing on the basic plan for supporting science and engineering majors. Next, we summarized the main contents and implications of the change in demand for science and technology personnel caused by digital transformation and the supply shock of demographic decline, that is, the paradigm shift in the supply and demand of science and technology talents. Based on this, the core direction of the future science and technology manpower policy was suggested to create a human-centered science and technology research ecosystem that promotes the continued growth and inflow of human resources, so that can be the foundation for the training and utilization of excellent science and technology talents.

A Study on Development of Integrated Sports Talents' Competency Model By Career Type (체육인재의 경력유형별 융합적 역량모델 개발 연구)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.423-433
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    • 2017
  • The purpose of this study was to develop a competency model by career type by designing the specified career paths through the analysis of career experience of the athletes in the professional sports field. For this purpose, career types were identified as sports administrators, judges, leaders, sports information analysts, and global sports talents based on literature analysis, career development type and path guide design, experts interviews. Competency candidates were derived from interviews and workshops on experts. In order to finalize the competency model, it was confirmed by completing the feasibility test of experts. As a result, it is divided into common competency, professional competency, and global professional competency. There are 6 common competencies such as global competence, OA utilization, 29 special competencies by 5 career types, and 2 global competencies like sports foreign affairs, job preparation for international sports organization and the sports league federation. Competency definitions and behavioral indicator were developed for all competencies and could be used to diagnose the competency level of sports talents and to establish career development academy programs based on the competency model.

Study on Factors Affecting Turnover Intention of Digital evidence analyst : Focus on Job stress, Job satisfaction, Organizational commitment (디지털증거분석관의 이직 의도에 영향을 주는 요인에 관한 연구 - 직무스트레스, 직무만족, 조직몰입을 중심으로)

  • Kim, Kyu-Rim;Kwak, Na-Yeon;Lee, Choong C.
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.1-10
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    • 2018
  • With advances in digital technologies digital crimes also rapidly have been increased. For this reason, the digital forensics has an important role in investigating digital crimes. In particular digital evidence analysts have been responsible for more workloads as much increased as it reflects an importance of their task. However previous researches have more focused on technology, not much on their work circumstance and behaviors. This study is to draw out factors affecting job stress and its effects on their turnover rate as it considers Job satisfaction, organization commitment. In this study, survey have been conducted targeting 124 personnel in National Police Agency and then the collected data were analyzed by using Smart PLS 3.0. This study have proved that causal relationship between job stress, satisfaction, commitment and job turnover respectively which is borrowed from organizational concepts. There will be theoretical and practical contribution to improve work circumstance and secure digital forensic talents as well.

Exploring How to Apply Curriculum-Type Capstone Design based on Design Thinking in the Digital Healthcare Field (디지털 헬스케어 분야 디자인씽킹 기반 교과형 캡스톤디자인 적용 방안 탐색)

  • Hwang, Yunja;Jung, Hyojung
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.261-270
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    • 2021
  • The purpose of this study is to develop a capstone design program by applying a design thinking methodology to the digital healthcare field to cultivate creative convergence talents with complex and practical skills and understanding of new technologies required in the era of the 4th industrial revolution. To this end, we analyzed the literature and previous studies in the field of digital healthcare and capstone design and proposed a capstone design model and application plan in the field of digital healthcare. The effectiveness was confirmed through expert review, and the effectiveness was analyzed by pilot application of the capstone design program. This is meaningful in that it can be used as an operation guide that can be used step-by-step when applying the capstone design in the digital healthcare field.