• Title/Summary/Keyword: Digital program convergence education

Search Result 414, Processing Time 0.02 seconds

An Examination on the Concept of Visual Literacy as a Basis for Convergence Education Programme (융복합교육 프로그램을 위한 기반으로서 시각적 문해력(Visual Literacy) 개념 검토)

  • Park, Gun-Kyu;Kim, Won-seok
    • Journal of Digital Convergence
    • /
    • v.14 no.12
    • /
    • pp.397-403
    • /
    • 2016
  • This research reviews the concept of Visual Literacy which is the critical base for performing convergence-style educational program of fine arts. The Visual Literacy means the ability to understand and properly deal with the visual information given to the agent such as the literacy to the written language. It is beyond doubt that the necessity of the Visual Literacy is raised because there is different visual information through new media for the entire life of young generation. Therefore, the Visual Literacy is the base for performing convergence-style education when it comes to performing convergence-style educational programs. It covers the communication abilities to utilize new media and exchange visual information one another.

Development of a C-Language Learning Tool using Console Wrapper (Console Wrapper를 활용한 C언어 학습도구 개발)

  • Hwang, Giu-Duck;Choi, Sook-Young
    • Journal of Digital Convergence
    • /
    • v.7 no.3
    • /
    • pp.113-122
    • /
    • 2009
  • The majority of programming education in the learning place attaches importance more to grammar, memorization of the imperative sentence and explanation of the program language itself than the specific way to use the target language. In addition, it is mainly used to teach theoretical knowledge based on the text. Consequently, current programming education has not interested learners in the programming learning and has not improved their ability in programming problems of the real world. We therefore developed a learning tool of C-language, which is based on the Console Wrapper. The purpose of proposing the learning tool was to make the programming education break from the typical theoretical learning and to let learners be interested in the programming education. By using the dynamic screen instead of the static console screen, the learners could enjoy learning the program. As a result of this study, we could know that the programming education using our learning tool is more effective than the typical C language programming education.

  • PDF

An Exploratory Study on Component of Invention Education Program to Building an Entrepreneur in Digital Age (디지털시대의 창업가 육성을 위한 발명교육 프로그램 방향에 관한 탐색적 연구 - 창업아이디어 개발중심으로 -)

  • Kim, Yeon-Jeong;Park, Ki-Ho
    • Journal of Digital Convergence
    • /
    • v.8 no.2
    • /
    • pp.55-68
    • /
    • 2010
  • This study identifies perceived importance and relative education necessity of entrepreneurship education program of university students. This research examine the major 5 factors of invention education program and identified the improvement of relative invention education program relation to entrepreneurship process. The sample survey of this research are 125 university student respondents and 5 invention entrepreneurs are participated. Research methods used means, percentile, frequency and factor analysis. Major findings are as follows; the selected course category of factor analysis categorized the understanding of invention concept, invention and management, invention and creativity, invention and patent and invention exercise. The mean value of perceived importance that invention and management, invention exercise, invention and creativity, invention concept and invention and patent are in order. But the perception of invention entrepreneurs to patent, management, creativity, invention exercise and invention concepts are in order. And the sub invention program's necessity degree relation to 'management and exercise' are higher than others. This study suggested that invention education program reinforcing the invention management and student takes interesting patent contents which accepted exercise program with easy.

  • PDF

The Effect of a Convergence Multi-cultural Nursing Education Program on Cultural Competence and Empathy for Nursing Students (융복합 다문화 간호교육 프로그램이 간호대학생의 문화적 역량과 공감능력에 미치는 효과)

  • Lee, Grace Chang-keum;Park, Yeon-Suk;Lee, Hye-Kyung;Lee, Keum-Jae
    • Journal of Digital Convergence
    • /
    • v.13 no.12
    • /
    • pp.337-346
    • /
    • 2015
  • Purpose: The purpose of this study is to identify the effect of a convergence multicultural nursing education on cultural competence and empathy for nursing students. Method: This used a total of 85 samples with an experimental group and a control group and pre-and post-testing. The samples comprised of 85 third-year nursing students enrolled in the BSN program were divided into an experimental group (n=45) from college J and an control group (n=40) from college K. Results: The experimental group of students who attended a convergence multicultural nursing education program increased the level of cultural competence and empathy significantly. But the control group of students who did not receive multicultural nursing education program had no significant increase. Conclusion: The study proves that a convergence multicultural nursing education program has a positive impact on the improvement of cultural competence and empathy for nursing students.

A Study on Essential Body of Knowledge and Education Certification Program for Information Security Professional Development (정보보호 전문인력 양성을 위한 필수요구지식 및 교육인증 프로그램)

  • Kim, Jung-Duk;Baek, Tae-Suk
    • Journal of Digital Convergence
    • /
    • v.9 no.5
    • /
    • pp.113-121
    • /
    • 2011
  • As the importance of information security grows, the demand of professionals in information security field is continuing to increase. In developing as information security professionals, however, there are practical problems to be solved in advance. This study defines the body of essential knowledge(EBK) for information security professional development; on the other hand, this study suggests a education program as a multidisciplinary major based on the EBK.

Development of a Home Economics Education Program for the Consumer Life Area to Enhance Artificial Intelligence Literacy in Middle School Students (중학생의 인공지능 리터러시 함양을 위한 가정과 소비생활 영역 교육 프로그램 개발)

  • You Jin Jung;Kyung Won Lee
    • Human Ecology Research
    • /
    • v.62 no.3
    • /
    • pp.517-530
    • /
    • 2024
  • This study aims to develop and validate a home economics education program focused on the consumer life area to enhance artificial intelligence (AI) literacy. To achieve this objective, a 10-session AI-consumer life integration education program was developed by analyzing literature on AI Literacy, AI curriculum, consumer education, and the home economics curriculum for the middle school consumer life area. The program's validity was assessed by nine teachers using a four-point Likert scale. The average scores for each item and the content validity index (CVI) were calculated. Based on expert feedback, the program was revised and improved accordingly. The expert validity assessment of the lesson plans, teaching materials and learning resources resulted in an average score of 3.78 for all items and an average CVI of 0.96. For the overall program, the expert validity assessment yielded an average score of 3.72 for all items and an average CVI of 0.97. Since the content validity index for all questions was above 0.78, the program demonstrated high validity across achievement standards integration, learning objectives, content and teaching methods, motivation, and volume areas. This confirms its effectiveness as an educational program for enhancing AI literacy. This study is significant in terms of defining and identifying the components of AI literacy, developing an AI-integrated program encompassing the entire consumer life area and confirming the suitability of the home economics curriculum for enhancing digital consumer competencies and promoting sustainable consumption. Additionally, it highlights the potential to integrate AI into the home economics and consumer life area.

Changes of Knowledges and Attitudes on Nutrition after 'NutriPlus Program', part of Convergence Education (융합교육 '영양 플러스사업' 후 영양지식과 태도의 변화)

  • Jang, Mi-Sun;Park, Hyun-Hee;Park, Eun-Hee;Park, Hae-Ryoung
    • Journal of Digital Convergence
    • /
    • v.13 no.5
    • /
    • pp.385-392
    • /
    • 2015
  • This study in A City was performed to target low-income families in NutriPlus Program, infants toddlers for parents' convergence education effects were analyzed. The subjects of the study was involved in parents' education level can be identified. During the same period before and after the evaluation of nutrition education to a total of 263 people were targeted. It is comprised of the infants of 61 and of the toddler 192. nutrition education, dietary life attitude of infants after the increase in the width of the scores were as follows : Less than high school group was $6.57{\pm}6.51$, Greater than college group was $4.57{\pm}6.09$ a, rather less than high school group showed a large increasing rate, which was statistically significant (p = 0.03). NutriPlus Program is growing due to low-income families to improve children's nutritional status and nutrition knowledge and dietary life attitude will have a positive impact on, part of convergence education. In addition, parents' education level, depending on, varied and effective nutritional education should be taken.

A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
    • /
    • v.18 no.4
    • /
    • pp.397-402
    • /
    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

The Effects of Education for Body Changes through Food Intake in Immersive Virtual Environments (몰입형 가상 환경 기반 음식물 섭취에 따른 신체 변화 교육 효과 분석)

  • Shin, Kwang-Seong;Ryu, Ji Hyun;Cho, Chungyeon;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.12
    • /
    • pp.1964-1967
    • /
    • 2021
  • Recently, to improve the effectiveness of education to learn from textbooks, immersive 3D environments such as virtual reality(VR) has been widely used for education. In this paper, in order to intuitively present education about content scenarios on changes in the human body according to food intake, we consist an immersive virtual reality environment to express the same life-size organs. The participants in our educational system showed higher results in all items compared to the existing textbook-based education such as immersion, understanding, and quality of education program. Also it was found the importance of interactivity to increase the effectiveness of immersive class.

Play and Education Program Development Based on the Instructional Systems Development (교수체제개발에 기초한 놀이교육 프로그램 개발)

  • Park, Hye-Jin;Kim, Kwi-Ok;Kim, Yong-Young
    • Journal of Digital Convergence
    • /
    • v.17 no.4
    • /
    • pp.19-27
    • /
    • 2019
  • The purpose of this study is to develop play education programs based on the instructional systems development (ISD). To achieve the goal, play education programs for elementary school students were developed based on the ADDIE model. Internal researchers, teaching design experts, and subject matter expert reviewed, modified, and developed play and education programs having three modules: design and scheduling, making a model, and preparing an exhibition. Students set up a program to realize the play space they want through collaboration with their peers. The program was applied to fifth grade elementary school students in Chungju for verification of the play and education program. At the end of the play education program, the FGI was conducted on 13 students to measure the overall value of the play education program, including its sustainability. Through these processes, we drew the effects and implications of the play education program and presented future research directions of play education and projects for elementary school students.