• Title/Summary/Keyword: Digital Talents

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A Study on Development of Customized Education and Training Model Using Online Learning Platform (온라인학습플랫폼을 활용한 맞춤형 교육훈련 모델 수립방안에 관한 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Lee, Sookyoung
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.75-86
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    • 2019
  • Globally, the change in higher education is gradually moving toward a trend that seeks a change in innovative higher education through the revitalization of digital-based education. Accordingly, this study designed a customized education model based on e-learning that can be used in undergraduate education and development of lifelong vocational skills. The use of online learning platforms and the expansion of education are major factors that change the overall higher education system as the form and content of curriculum changes around the world. In order to establish a customized education model using online learning platform, this study analyzed major overseas advanced education cases and selected the basic direction of customized learning as personalized learning, competency based learning, and training for talents leading the 4th Industrial Revolution. Then, FGI was conducted for undergraduate and lifelong vocational ability development experts. As a result, a customized education model using an online learning platform was derived from a degree-type model available in undergraduate education and a non-degree-type model available in the field of lifelong vocational ability development, and each operation strategy was suggested.

A Study on the Policy Directions for the Development of Skill Convergence in the Post-COVID19 Era (포스트코로나시대 융합인재양성을 위한 정책방향연구)

  • Kim, Eun-Bee;Cho, Dae-Yeon;Roh, Kyung-Ran;Oh, Seok-Young;Park, Kee-Burm;Ryoo, Joshua;Kim, Jhong-Yun
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.247-259
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    • 2021
  • This study aimed to look for educational ways to prepare for the future society for education and people of talent who will lead the post-COVID-19 era. To this end, the factors necessary for the type of future talent in the post-COVID-19 era were identified by analyzing Big data. Based on the deducted factors composing the type of talent in the post-COVID-19 era, policy direction according to the emergence of the post-COVID-19 era were deducted through the interviews with the group of experts and delphi survey, and on the basis of this, this study sought for"a plan for the educational change in line with cultivation of people of talent in the post-COVID-19 era. The results of this study are as follows. First, through the big data analytics and analysis of the interviews, convergence, ICT utilization ability, creativity, self-regulated competency and leadership were found to be the factors necessary for the type of talent in the post-COVID-19 era. Second, it considered the innovation of digital education system and the support for vulnerable classes as the issue for cultivation of people of talent in the post-COVID-19 era. Third, the most important policy with regard to the educational direction for cultivation of people of talent in the post-COVID-19 era was cultivation of convergence talents. Convergence is a very important variable in the post-COVID-19 era since it creates new values by connecting things that are separated from each other. Hopefully, this study will build a basis for competency development, education and training in preparation for the post-COVID-19 era.

Exploration of AI Curriculum Development for Graduate School of Education (교육대학원 AI교육과정 개발 탐색)

  • Bae, Youngkwon;Yoo, Inhwan;Jang, Junhyeok;Kim, Daeyu;Yu, Wonjin;Kim, Wooyeol
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.433-441
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    • 2020
  • The advent of the intelligent information society and artificial intelligence education for fostering future talents is attracting the attention of the education community, and the AI graduate course for teachers is also being opened and operated. The curriculum of the AI education graduate school, which was established this year, is self-contained considering the conditions of each university. Are organized. Accordingly, this study seeks to explore the direction of curriculum development so that AI curriculum that can be more effective and enhance educational value in the graduate school of education can be developed in the future. Based on the Backward design, the AI curriculum proposed in this study includes Bloom's digital taxonomy, Bruner's spiral curriculum composition principle, and three elements such as 'content domain', 'level', and 'teacher learning method'. It was intended to consist of. Based on the direction of AI curriculum development suggested in the study, we hope that the AI curriculum of domestic graduate schools of education will be more substantial, and this framework will be revised and supplemented in the future to be used in the composition of the AI curriculum in elementary and secondary schools.

Pedagogical Conditions for Formation of Design Competence of Qualified Workers with the Use of Information Technologies

  • Slipchyshyn, Lidiia;Honcharuk, Oksana;Anikina, Inessa;Yakymenko, Polina;Breslavska, Hanna;Yakymenko, Svitlana;Opria, Ihor
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.79-88
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    • 2022
  • Modern production requires production staff who have design competence, experience and skills to work in various types of work integrated into professional activities. Possession of digital design methods significantly expands the opportunities for professional activities of qualified workers. The purpose of our study was to study the impact of pedagogical conditions on the formation of design competence of future qualified workers in a group work. We have identified a set of pedagogical conditions that promote the development of professionally oriented artistic and technical creativity of workers in the conditions of curricular and extracurricular activities, which include motivational-target, procedural-semantic, organizational-technological, and subject-oriented. It is shown that the formation of design competence is determined by motivational, informational-active and reflection criteria, which are aimed at motivational-value, cognitive, operational-active, creative, social and emotional components of this competence. The methodology of the research is highlighted, which includes the use of the following methods: determination of the personality's motivational sphere in order to identify strong and weak motives of students activity; multiple intelligence to identify students talents in the direction of practical intelligence, which is important for design competence; determining the level of creative activity to identify manifestations of students creative abilities; identifying the type of students innovative thinking in order to develop motivation for success; factor-criterion model, developed on the basis of a qualimetric approach, which is used to identify the level of design competence formation in accordance with its components. The results of the study showed that the creation of separate pedagogical conditions in the institution of vocational education and training (VET) had a positive impact on the development of design competence, which shows the potential of artistic and technical design in the development of professional creativity of future qualified workers taking into account the environmental approach.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.