• Title/Summary/Keyword: Educational learner

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Study on the Structure and Contents Analysis of America New School Library Standards Sets Standards for the 21st-Century Learner (미국 학교도서관 기준 관련 문서 "21세기 학습자를 위한 기준"의 구조와 내용 분석에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.40 no.3
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    • pp.203-223
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    • 2009
  • The standards for school library in America affected school library policy in US as well as worlds. The America standards for school library established by NEA for the first time in 1920. After the first standard established, America standards revised about 10 times to accommodate educational and technological changes. The Americas new school library standards 'empowering learners: guidelines for school library media programs' established by AASL in 2009. The guidelines are relevant to the 'standards for the 21st-century learner', 'standards for the 21st-century learner in action'. The guidelines expected to affect US as well as school library policy of worlds. Thus, this study aimed to analyze the 'standards for the 21st-century learner' and 'standards for the 21st-century learner in action'. The standard for 21st-century learner offer vision for teaching and learning to both guide and beckon our profession as education leaders. They will both shape the library program and serve as a tool for library media specialists to use to shape the learning of students in the school. The standards for the 21st-century learner in action offer how are AASL's new learning standards, the standards for the 21st-century learner, incorporated into the school library.

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Development of Impression Management Education Program for Career Women (직장 여성을 위한 인상관리 교육프로그램 설계)

  • Hwang, Jung-Sun;Lee, Yoon-Jung
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.97-111
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    • 2022
  • The purpose of this study is to systematically develop an impression management education program for career women by applying the Educational System Development Model [ESD] (Kwon, 1997) based on the research results of Hwang and Lee(2019) on social attractiveness. Since the previous impression management education programs were generally developed by content experts, few of them were developed systematically by considering the learner characteristics, clearly setting the educational goals, and structuring the contents accordingly. In this study, 'social attractiveness' defined by Hwang and Lee (2019) was considered as the educational goal of the impression management education program. In particular, this study focused on the design stage of the ESD model, set teaching goals based on the components of social attractiveness derived from previous studies, and conducted an analysis of teaching activities, the establishment of the educational goals at the specific function level, allocation of time, and establishment of an evaluation plan. The research process was intended to improve the learners' social image directly related to success through a systematic educational program designed to enhance the social attractiveness of working women with various hands-on activities and information. The impression management education program designed in this study has the educational advantage of a learner-centered education program configured to meet the needs and goals of career women. In addition, based on the ESD model, the sub-factors necessary for impression management were identified, and the curriculum was configured to reflect them through mutual communication between the instructor and learners. Therefore, this education program meets the basic requirements of impression management education necessary for career women and is expected to contribute to enhancing the social attractiveness of working women.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.

Development and Evaluation of the Educational Program Regarding Life Safety for Children of Low Grade Elementary Schools (초등학교 저학년 아동의 생활안전 교육프로그램 개발 및 효과연구)

  • Doo Kyoung-Ja;Yoon Yong- Hee
    • Journal of the Korean Home Economics Association
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    • v.44 no.4 s.218
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    • pp.75-86
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    • 2006
  • The purpose of this study was to develop and evaluate the educational program of life safety for low grade elementary school students. The objectives of the life safety education were established, and the contents and instructions of the educational program were organized according to the needs of the 560 children and their mothers. Both experimental and control groups were evaluated before, immediately after and 3 weeks after the education in terms of knowledge about safety, attitudes and behaviors. The results of this study were as follows: 1. Twelve contents for safety education consisted of safety for electronic games, playing facility, mobile exercise machines, elevator/escalators, traffic and prevention for injury, pricking/cutting, collision/fall/slippery, drowning, burning, electric shock, food toxicity and child missing/sexual harassment/kidnapping. 2. The score of knowledge for safety, attitude, and behavior of the experimental group was improved after the post-tests. Thus, the educational effects were demonstrated to be significant in all evaluation sections.

The development of Metadata Prototype for Educational Game (교육용 게임을 위한 메타데이터 프로토타입 개발)

  • Yoon, Sean-Jeang;Yoon, Tae-Soo
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.3-13
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    • 2008
  • We think that it is important to develop the metadata for educational game. Because they are applicable to game contents, separate learning sources and studying components in the game-based LCMS. But markets of eduainment and educational games are newborn field, so systematic development of metadata is not advanced yet. Therefore in this paper, we first established the design process of educational game metadata, and then according to the rule, we suggested this as a prototype. And we defined the extracted data as metadata for educational game through inspection of an expert group. If these metadata prototype are operated by adopting through standardization stage of public institutes, we can provide the convenience of searching, managing and recycling these metadata to learner, instructor and the developing institute. And we can also expect the prevention of overlapping investment.

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A Study on Effect of Learner Centered Mathematical Club Based on Mathematics History (수학사 기반 학습자 중심 수학동아리 효과 분석 연구)

  • Boo, Deok Hoon
    • Journal for History of Mathematics
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    • v.28 no.1
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    • pp.45-62
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    • 2015
  • This study assumes alternative character of the operation of mathematical club in middle school. The case that operated the voluntary mathematics club for one year was analyzed and the educational effect was considered. First, the examination instrument for choosing the members of mathematics club was developed and used. And, diverse teaching and learning materials for improving creativity and mathematical ability of the members were used. Second, the difference of learning result between the experiment group and control one who joined the activities of mathematics club was analyzed. Finally, mathematical club activity based on mathematics history appeared to be effective in improving academic achievement and mathematics exploration activity.

Design and Implementation of Web-based Education Program for Advanced Course of Information and Communication in College (전공심화과정을 위한 웹 기반 교육 프로그램의 설계 및 구현)

  • Jung, Yong-Ki
    • Journal of the Korea Computer Industry Society
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    • v.9 no.4
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    • pp.177-182
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    • 2008
  • Due to the computer developments and the expansion of data communications, many changes are done to educational environments in addition to the changes of the various social areas. In this paper, a learning system is developed, which adapts itself by checking the changing factors of the learner. The educator works as a overall project manager in this project learning system and the learner benefits from the user-oriented comparative study and pattern design performed in the domains of the internet and intranet.

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How Korean Learner's English Proficiency Level Affects English Speech Production Variations

  • Hong, Hye-Jin;Kim, Sun-Hee;Chung, Min-Hwa
    • Phonetics and Speech Sciences
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    • v.3 no.3
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    • pp.115-121
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    • 2011
  • This paper examines how L2 speech production varies according to learner's L2 proficiency level. L2 speech production variations are analyzed by quantitative measures at word and phone levels using Korean learners' English corpus. Word-level variations are analyzed using correctness to explain how speech realizations are different from the canonical forms, while accuracy is used for analysis at phone level to reflect phone insertions and deletions together with substitutions. The results show that speech production of learners with different L2 proficiency levels are considerably different in terms of performance and individual realizations at word and phone levels. These results confirm that speech production of non-native speakers varies according to their L2 proficiency levels, even though they share the same L1 background. Furthermore, they will contribute to improve non-native speech recognition performance of ASR-based English language educational system for Korean learners of English.

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A Study on Industry and Learner's Demand-Based Curriculum Development on Nursing Education : A Case of P University (산업체 및 학습자 수요 간호 교육과정 개발에 관한 연구 : P 대학의 사례)

  • Shin, Hwa-Jin
    • Journal of Korean Clinical Health Science
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    • v.4 no.4
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    • pp.769-781
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    • 2016
  • Purpose. The purpose of this paper was to analyze the educational needs of industry which will hire learner and to develop curriculum to meet the demand. Methods. This study was a descriptive research based on survey results. In each questionnaire, the number of responses and ratios were measured to determine the priorities of the questionnaire items and the education demand was evaluated based on these priorities. Results. The core competency keywords for nurses in industry are knowledge, technology, and communication. In the industry needs for curriculum development, the importance of education to be strengthened for nurse training was found to be core basic nursing skills, nursing process application ability, communication ability, creative nursing problem solving ability, personality and foreign language ability. Conclusion. This study has laid the groundwork for the development of competency based curriculum based on environmental factors and reducing the problems of mis - matching between industry and education.

A Critical Analysis of the Meaning of 'Good Instruction' ('좋은 수업'의 의미에 대한 비판적 검토)

  • Gim, Chae-Chun;Byeon, Hyo-Jong
    • Journal of Fisheries and Marine Sciences Education
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    • v.17 no.3
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    • pp.373-382
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    • 2005
  • The aim of this study is to analyze critically the meaning of 'good instruction'. In this article, the researchers emphasized the activities of teaching and learning as two essential elements of good instruction. The antecedent studies on good instruction have limitations in that they regarded good instruction as an instrument rather than valuable activity itself. This study consisted of three parts. Firstly, the researchers tried to clarify the meaning of good instruction underlying antecedent studies on instruction. Secondly, the researchers tried to analyze characteristics of good insturction suggested by antecedent studies. Thirdly, the researchers attempted to define a new meaning of good instruction. A new meaning of good instruction should be defined in accordance with characteristics of three commonplaces composing instruction such as teaching activity, learning activity and good interactions between teacher and learner. Good instruction can be defined as followings. Good instruction means an instructional activity which can change the student's meanings of experience as a result of interactions among teacher, learner, and educational materials.