• Title/Summary/Keyword: Educational Goal

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An Evaluative Study of Health Education Programs for Community-based Hypertension Control in Public Health Centers (보건소 고혈압관리 교육사업의 평가적 연구)

  • Lee, In-Sook
    • Research in Community and Public Health Nursing
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    • v.15 no.4
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    • pp.517-527
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    • 2004
  • Purpose: This research is to find a solution for educational work on high blood pressure control in public health centers by analyzing their current status. Method: It analyzed data from 133 public health centers that had been doing educational work on high blood pressure, through a questionnaire. Also, it developed recommendations by converging opinions from an expert group made of 25 people with nominal group technique. Result: The educational methods of public health centers did not make any approach to get to the goal of the work. The mass media education and campaign activities for the general public had just temporary and passive propensities. In education for patients, it did not use appropriate methods to present management techniques for diagnosis process of patients, medication management, self monitoring BP, and risk factors. Pocket book for monitoring high blood pressure was not focused on self-recording for self-management. The expert group recommended that educational materials for adults should be developed focusing on treatments and observance of risk factors through daily living, and those for children should be focused on basic understanding about diseases, and life style. Conclusion: Presenting direction and strategy of fundamental education work is needed for public health centers by giving them standard educational guidelines of managing high blood pressure nationally, and it is desirable that fundamental frameworks of educational materials should be developed and distributed by professional groups nationally.

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Pattern Examination of Students' Achievement Goal by Cluster Analysis (군집 분석을 이용한 학생들의 성취 목적 양식 조사)

  • Jeon, Kyung-Moon;Park, Hyun-Ju;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.25 no.3
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    • pp.321-326
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    • 2005
  • The purpose of this study was to identify distinctive achievement goal patterns of students and examine their influence on learning strategies (deep/surface) and science achievement. Cluster analysis procedure was performed to classify students on the basis of task, performance, and performance-avoidance goal scores. The results produced 3 clusters of students with different achievement goal patterns: high task goal (cluster 1), high task-high performance goal (cluster 2), and low task-low performance goal (cluster 3). One-way ANOVA results revealed that the scores of cluster 2 were significantly higher than those of clusters 1 and 3 in deep learning strategy. The science achievement test scores of clusters 1 and 2 were higher than those of cluster 3. Looking at surface learning strategy, however, the test scores of cluster 3 were significantly higher than those of clusters 1 and 2. The educational implications of these findings are discussed.

Educational Effects of an Instructional Model for Engineering-Centered Convergence Project (공학중심의 융합프로젝트 교수학습모형의 교육적 효과)

  • Choi, Ji Eun;Jin, Sung-Hee;Kim, Hale
    • Journal of Engineering Education Research
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    • v.21 no.1
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    • pp.3-13
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    • 2018
  • The purpose of this study is to propose a teaching and learning model that can effectively manage convergence education, which is one of the concerns of university education, at the level of course. The pre-collaborative instructional design stage is to prepare the operation of the convergence project course. It shares the common goal and establishes a team of relevant professors to set up the actual convergence project topic and establishes cooperation relationships with industry or community as needed. In the convergence project activity, students will be able to understand the learning objectives, learning activities, evaluation methods, and explain the subject of the convergence project by proceeding with the whole orientation. Students organize teams of interest and conduct learning and design activities on convergence technologies and present their results. In the educational improvement activities, professors will share the lesson process and results and discuss improvements through the improvement seminar. As a result of analyzing the effectiveness of the proposed convergence project based teaching and learning model, the convergence project experience has improved the cooperative self - efficacy for the learners and the results were confirmed that students perceived to achieve the expected learning goal and satisfied with their experience.

Reconsideration on the Affective Goals in Mathematics Education (수학 교육의 정의적 목표에 대한 재고)

  • Kim, Sun-Hee;Kim, Ki-Yoen
    • Journal of Educational Research in Mathematics
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    • v.21 no.2
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    • pp.149-163
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    • 2011
  • While the affective aspects are emphasized in the current mathematics curriculum in Korea, it is just indicated a superficial degree. Therefore in this study, based on consideration for internal representational system theories, a dynamic viewpoints of self-system processes, socio-constructivist perspectives, and motivation theories, we discuss the meaning of affective competency, the motive of mathematics learning, mathematical identity of students, social environments and affective experiences, then we suggest an affective frame in mathematical learning. Hereby, we suggest what should be considered in affect instructions and the alternative goal of mathematical education in affective aspects.

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Exploring of trends and understanding to apply Serious Games for education and training (Serious Games 활용을 위한 이해와 동향)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.107-118
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    • 2008
  • The world is changing fast from the information society to the knowledge society as the amount of knowledge exploded over through development of the information communication technology. Much efforts to use serious fames for students' learning is being made actively via international and domestic. It is expected that the results of this study would suggest how to utilize serious games in learning and training. The purpose of this study is to totally understanding of serious games that made to achieve educational goal based on specific character of game in which make flow, goal achievement, satisfaction. For this, introduce the game-based learning model to apply education and training, and trends development of serious games.

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A Study on a Didactic Transposition Method and Students' Understanding for the Normal Distribution (정규분포에 대한 교수학적 변환 방식과 학생들의 이해 분석)

  • Shin, Bo-Mi
    • Journal of Educational Research in Mathematics
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    • v.22 no.2
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    • pp.117-136
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    • 2012
  • The goal of this study is to investigate a didactic transposition method of text books and high school students' understanding for the Normal Distribution. To accomplish this goal, framework descriptors were developed to analyse the didactic transposition method and interpret the students' understanding based on the Historico-Genetic process of the Normal Distribution, the meaning of the Normal Distribution as a scholarly knowledge and the results of previous studies on students' understanding for the Normal Distribution. This study presented several recommendations for instruction of the Normal Distribution according to the results of analysing the didactic transposition method and interpreting the students' understanding in terms of the developed framework.

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A Study on the Spatial Characteristics of Modern Architecture found from the Olin Library Competition - Focused on the Local Order and Morphological symbols - (올린 도서관 현상설계에서 나타난 근대건축의 공간적 특성에 관한 연구 - 장소적 질서와 형태적 상징을 중심으로 -)

  • Lim, Jong-Yup;Kim, Yun-Kyeom
    • Journal of the Korean Institute of Educational Facilities
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    • v.22 no.4
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    • pp.15-25
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    • 2015
  • The Olin Library in St. Louis was an important design competition for the United States in the 1950's, the rear of America's modern architecture. The participants of this competition were a variety of representative architects and groups of its time. With the library's functional rationality, the Olin Library competition was legible of the aspects of modern architectural flow. The competition required two demands. The first demand was absolute importance in character definition of place, which was to satisfy the site conditions approached from campus design. Secondly was related to interpretation of morphological symbolism in an architectural matter. The experiments of American modern architecture started to change its ideal goal gradually ; accommodating the altering public's code, at the same time, maintaining the original modern value was the reason to changing the ideal goal. As a turning point, the Olin Library should be understood as an important work, which divulged the value change of architectural interpretation.

Introduction of Smart-Management into the System of Public Management of Regional Development in the Context of Strengthening National Security of Ukraine

  • Ivashova, Liudmyla;Larin, Stanislav;Shevchenko, Nataliia;Antonova, Liudmyla;Yurchenko, Serhii;Kryshtanovych, Myroslav
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.369-375
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    • 2022
  • The article substantiates the need and shows the features of introducing SMART management into the system of public management of regional development in the context of strengthening the national security of Ukraine. Disclosed are such provisions as: goal-setting; state mission; state mission in Ukraine; goals of the Ukrainian state; strategic management priorities in Ukraine. Differences between the purpose of the organization and the purpose of the state are determined. The characteristic of the goal at the state level is given. The management standards in SMART management are characterized. The issues of the exhaustibility of existing SMART criteria are reviewed and it is proposed to supplement them with two such as: inspiration (inspiration) and ity (ethics). Two main principles are defined (evaluated (assessment), reviewed (review)), which must be observed when introducing SMART management into the system of public management of regional development in the context of strengthening the national security of Ukraine.

A Case Study of Successful Strategy for Self-Directed Learning Center of Educational Service Franchise - Focusing on the Case of Learning Center of Daekyo Noonnoppi - (교육 서비스 프랜차이즈의 자기주도 학습관 사업화 사례연구 - 대교 눈높이 러닝센터 사례를 중심으로 -)

  • Yoo, Dong-Keun;Hong, Jong-Pil;Hwang, Jae-Kwang
    • The Korean Journal of Franchise Management
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    • v.5 no.1
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    • pp.49-64
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    • 2014
  • The purpose of this work is to analyze successful business strategy of Daekyo Noonnoppi. Daekyo Noonnoppi, a franchise company of educational service, activated education business by establishing new way of providing education opportunity: self-directed learning center. They introduced not only the concept of learning center but also sustainable business strategies, which leads to remarkable success in the education business field. Daekyo Noonnoppi deployed three managerial concepts for study achievement: goal management, study management, and environment management. This Franchise company has three advantages of its success: Goal, Study and environment management: First, the goal management helps students to develop self-directed attitudes by making(appropriate) atmosphere which is able to build study goal and plan. In addition, this company provides information to their students to searches ways of study through the test reflecting their tendency. Furthermore, this company offers a variety of events for motivating study. Second, study management is helpful for students to develop holistic fundamental knowledge through its textbooks of this company and provides solutions and time management for study through 1 on 1 study advice. Third, environment management is used to making atmosphere to develop self-directed learning way for its students and provides spaces for students equipped with multimedia systems and cyber learning infrastructures.

A case study of education game - In the case of Jumbini 2 (mountain rescue operations) (교육용게임의 적용 사례 분석 - 줌비니2(산악구출작전)을 중심으로)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.459-465
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    • 2013
  • In this study, an educational game named "Jumbini 2: Mountain Rescue Operation" is compared and analyzed as a case of highly effective educational as well as significant popular game. In order to develop effective game software for education, stories and structure elements of the game are examined. Significant results are found on aspects of value and effect as an educational game, analyzing based on goal, rule, competition, challenge, fantasy, safety and fun, which are general elements for educational games.