• 제목/요약/키워드: Education model

검색결과 9,370건 처리시간 0.035초

제 4차 산업혁명시대의 공과대 여학생 역량분석을 반영한 교수법 모델 (A Pedagogical Model Reflecting on Competency Analysis of of the Female Engineering Students in the Fourth Industrial Revolution)

  • 백란
    • 공학교육연구
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    • 제20권2호
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    • pp.57-62
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    • 2017
  • The purpose of this study is to develop an educational model based on the capacity analysis of college students. In order to measure the learning ability of female science and engineering students, we used various tools to derive core competencies. The competency element of human resources implementation, the element of learning achievement area in the undergraduate education actual condition survey, and the analysis of the learning achievement elements of the engineering certification program were analyzed and the development of teaching method was searched to find ways to increase the competence of female students. In addition, we developed a model that can apply the development of pedagogy in the curriculum to the liberal arts, majors, and comparative courses, and presented the internship in field experience area, the improvement of on the spot learning, and teaching method and guidance to enhance the female students' competence. Also, as a case study of the proposed teaching method, new curriculum of 'Understanding of Big Data' which is the basis of the fourth industrial revolution technology in the second semester of 2016 was developed and applied to the education model. The results of this study are very positive, and we can expect the effectiveness of the new education model to enhance the learning ability and capacity of female students.

가정과 교육에서의 창의성 교수를 위한 이론적 고찰 (The Theoretical Inquiry for Teaching Creativity in Home Economics Education)

  • 류상희
    • 한국생활과학회지
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    • 제10권2호
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    • pp.215-224
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    • 2001
  • Creativity is a trait necessarily demanded in highly industrial and information oriented society. Accordingly, we should develop creativity through school education. The purpose of this study is to inquire a conceptual model and teaching method for developing creative problem solving skills in home economics education which can work at a platform for the curriculum developer. Although many definitions of creativity consider cognitive aspect more, personal or affective aspect is heavily involved with creativity. Therefore, creativity is a dynamic system which cooperates many contrasting and dialectic components in personal and cognitive aspects. The function of creativity is dependent on diverse environmental system. Environments influence on the extent of the development of creativity. Thus, the person-situation interaction model devised by Woodman and Schoenfeldt, integration of cognitive, affective, and situational aspects, is suggested as a conceptual model for teaching creativity in home economics education. The practical reasoning teaching model is suggested as a teaching method for developing creative problem solving skills in home economics education. The components of creative problem solving which involved with practical reasoning process are general knowledge and skills, specific knowledge and skills, divergent thinking skills, motivation and motives, and critical thinking skills.

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주제중심 프로젝트 모형을 적용한 해양분야의 STEAM 교육 설계 및 효과 분석 (Designing of STEAM Education in the Marine Field Applied with the Thematic Project Model and an Analysis of its Effect)

  • 최성봉
    • 수산해양교육연구
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    • 제25권4호
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    • pp.915-927
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    • 2013
  • This study aimed to discover the affective ability of students by applying a thematic project model concerning the marine field unit of science for third grade middle school students from among diverse methods of realizing STEAM education. Also, based on this, STEAM education is a new type of learning including the process of exploring by oneself, presenting, discussing and mutually evaluating by becoming an independent person in learning As the results of the study are as follows: First, the STEAM class applied with a thematic project model was discovered to promote a learning attitude toward science by learners. Second, the STEAM class applied with a thematic project model was shown to be effective in improving the self-directed learning characteristics of learners. Third, STEAM education applied with a thematic project model was found to promote learners' motivation for learning science. This may be an effective method for learners who have felt difficulty in the science curriculum or have not been interested in the curriculum by triggering voluntary motivation.

Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • 대한한의학회지
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    • 제43권4호
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.

교육용 적응적 하이퍼미디어 시스템의 사용자 모형 개발 (Development of User Model for an Educational Adaptive Hypermedia System)

  • 유정수
    • 정보교육학회논문지
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    • 제8권4호
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    • pp.547-554
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    • 2004
  • 교육은 적응적 하이퍼미디어 시스템에서 가장 큰 응용분야이다. 사용자 모형은 적응적 하이퍼미디어 시스템분야에서 매우 중요한 부분이다. 본 논문에서는 학습자의 수준에 따라 다양한 학습 내용을 제공할 수 있도록 신경회로망 기법을 이용하여 사용자 모형을 개발하였다. 개발된 사용자 모형의 성능평가를 위해 웹기본 개념, 멀티미디어, HTML에 관한 내용을 학습하는 하이퍼미디어를 가지고 시뮬레이션 결과 학습자의 수준에 따라 다양한 컨텐츠를 제공함을 알 수 있었다.

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Exploration of Chinese-Korean Cooperative Multimedia Design Education

  • Jiang, Zheng-Qing;Lee, Dong-Hun
    • International Journal of Contents
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    • 제5권4호
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    • pp.69-74
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    • 2009
  • This paper has done a study of Chinese-Korean cooperative multimedia design education. Sino-Korean school of multimedia was set up by Shanghai University of Engineering Science (SUES) and Korea Dongseo University in October 2002. We have created "3.5+0.5 Teaching Model". In this model, Chinese and Korea professors take courses together. Firstly, paper points our the Chinese government policy background of Chinese-Foreign Cooperation in running schools and the development of Chinese-Korean cooperative multimedia design education in SUES. Secondly, by analyzing the multimedia design industry to understand the Chinese multi-media design education. Thirdly, paper made in-depth studies for "3.5+0.5 Teaching Model" so as to draw the experience of successes and problems. Through analysis of "Questionnaires for students' learning and living conditions in Dongseo University in 2009" by spss 16.0, paper made a research of mode of "A semester studying in Korea". Finally, paper points out the development direction of Chinese-Korean cooperative multimedia design.

소하천 물 환경교육 프로그램 개발 - ENVISION을 중심으로 - (Development of Water Environmental Education Program Using Streams - Focused on ENVISION -)

  • 김정화;이두곤
    • 한국환경교육학회지:환경교육
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    • 제20권4호
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    • pp.12-26
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    • 2007
  • The purpose of this research is to develop a water environmental education (EE) program using streams, based on the core ideas of ENVISION and materializing elements that were extracted in this research. This research realized the elements and presented a model of the water EE program using a local stream. First, this research developed a basic model of a water EE program using streams by extracting 10 materializing elements and realizing the elements in 4 stage-procedural model. The 10 materializing elements were 1. experiencing the process of inquiry, 2. inquiring local environments, 3. self-directing learning and mutual interaction with colleagues, 4. collecting real data and interpreting, 5. utilizing the ICT(information and communication technology), 6. inquiring with the view point of the 'Environmental Studies for EE', 7. inquiring with the watershed concept, 8. inquiring with the integrating and the holistic view point, 9. pursuing the macroscopic understanding about environment, and 10. connecting the real world phenomena with the environmental concepts and theories. This research materialized these 10 elements in 4 stage model, following the previous ENVISION research, which are 1. preparing stage and visual assessment, 2. writing the report of the inquiry plan, 3. collecting the real data in the environment and performing the investigation, and 4. presenting the inquiry results. Second, with using this basic model, this research developed and presented a model of the specific water EE program using a case stream called 'Baig Cheon' stream, which is a local stream. This research is considered to have a considerable meaning in developing a EE program with ENVISION ideas for the watershed concept and inquiry with environmental science using local streams. The developed model can help the professional development of teachers and teacher education of water EE.

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Application of Total Quality Management in Developing Quality Assessment Model: The Case of Vietnamese Higher Education

  • NGUYEN, Quyen Le Hoang Thuy To;NGUYEN, Du Van;CHU, Ngoc Nguyen Mong;TRAN, Van Hong
    • The Journal of Asian Finance, Economics and Business
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    • 제7권11호
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    • pp.1049-1057
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    • 2020
  • The shift from elite education to mass education in Vietnam has met the demand for education for everybody as well as for quality human resource talent for an emerging nation. Under the resource constraint, understanding the quality dimensions of education and its priority level is important for effective and efficient policies. This study was carried out using both qualitative and quantitative methodologies to develop quality criteria and a ranking model. Two rounds of in-depth interviews were conducted with fifteen experts in the field, who were rectors, employers, and recruitment specialists to develop the quality framework applied in Vietnamese universities under total quality management (TQM), starting from the input of the senior secondary school leavers, through a teaching process to the output. The first round of interviews were unstructured questionnaires designed to explore the main factors in quality assessment model. The second round affirmed the experts' agreement on the assessment model. Then, fuzzy logic was applied to rank eight criteria in the quality assessment model into priority order: cost, teaching and administrative staff, leadership, curriculum, student-related factors, internationalization, admissions, and campus. The results are critical for identifying the necessary actions to enhance the education quality and to further research on the optimal quality model.

직업교육훈련을 위한 플립러닝 기반 교육모델 개발 (Development of Flipped Learning-based Educational Model for Vocational Education and Training)

  • 위영은;정효정;임정연
    • 한국콘텐츠학회논문지
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    • 제19권1호
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    • pp.37-46
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    • 2019
  • 본 연구의 목적은 직업 교육훈련을 위한 플립러닝 기반 교육모델을 개발하는 데 있다. 이를 위하여 선행 연구를 토대로 해당 직종에서의 플립러닝의 정의, 단계별 주요 학습활동, 운영 전략을 포함하는 교육모델을 도출하였다. 또한 HRD 및 직업교육훈련 전문가를 대상으로 적용 모델에 대한 타당도를 확보하기 위하여 2차례에 걸쳐 델파이 조사를 실시하였으며 유효성이 확인되었다. 최종적으로 개발된 직업교육훈련을 위한 플립러닝 교육모델은 사전학습-본학습-사후학습의 3단계로 구성되며, 사전학습 단계는 온라인 강의 수강-간단한 과제 수행, 본 학습 단계는 도입활동-능동적 학습활동 및 코칭-디브리핑 강의, 사후학습 단계는 개별 성찰-추가과제 수행 활동을 포함한다. 본 연구를 통해 개발한 교육모델은 직업교육훈련의 목표에 따라 유연하게 확장가능하며, 연계성과 훈련성과 향상에 초점을 두고 개발되었다.

메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구 (A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology)

  • 전주희;김마리;김보경;강규리
    • 공학교육연구
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    • 제26권6호
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.