• Title/Summary/Keyword: IT 활용 교육

Search Result 6,123, Processing Time 0.03 seconds

An Overview of Research Trends in 'Aesthetic Science-Education': Focused on Bibliographic Analysis Using Bibliometrix Package in the R Program (미적 과학교육 연구 동향 분석 -R 프로그램의 Bibliometrix 패키지를 활용한 상세 서지분석을 중심으로-)

  • Kyungsuk, Bae;Jun-Young, Oh;Jaehyeok, Choi;Yejin, Moon;Yeon-A, Son
    • Journal of The Korean Association For Science Education
    • /
    • v.42 no.5
    • /
    • pp.543-555
    • /
    • 2022
  • This study aims to identify the trends in 'Aesthetic Science-Education' research through bibliographic analysis and provide future implications for research in this field. To this research, 100 studies were extracted using the search function of the Web of Science provided by Clarivate Analytics. Detailed bibliometrics was analyzed using the Bibliometrix package of the R program. As a result of the analysis, the average number of papers increased from 1993 to 2022, and academic journals in which related papers were published were evenly distributed locally. As a result of keyword analysis, papers with top citations, author collaboration networks, and literature co-citation networks, Aesthetic Science-Education could be classified as inducing aesthetic experience by integrating art in science education, and categories using 'formalist aesthetic' and 'emotional response'. The implications derived from this study are as follows: first, the aesthetic aspects of science should be actively studied to emphasize 'Agency' and 'Active Learning' in future science education. Second, it is necessary to develop a new approach to science education by further utilizing the 'formalist aesthetic' of science in science education. Third, the aesthetic aspect of science can change the perception of the Nature of Science of teachers, pre-service science teachers, and students. Fourth, it is necessary to discover implications for utilizing aesthetic aspects in science education through extensive research on the aesthetic aspects of science for teachers, students, and pre-service teachers. This study is meaningful because it provides an overview of the 'Aesthetic Science-Education' research to realize the above implications.

A Study on the Difference of Computational Thinking and Attitude according to Left and Right Brain Preference (초등학교 로봇 활용 교육에서 좌우뇌선호에 따른 컴퓨팅사고력, 로봇에 대한 태도의 차이)

  • Noh, Jiyae
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.4
    • /
    • pp.327-335
    • /
    • 2020
  • This study intends to examine the effects of education using robot on computational thinking and attitudes according to left and right brain preference. To execute the study, 17 elementary students at A youth training center in Seoul were selected to participate in the education. And the mean difference was analyzed using matched pair t-test and Mann-Whitey U test. As a result, after participating in the education, there was some statistical significance found in the scores to test student's computational thinking, but not statistical significance on the attitudes. Furthermore, there was no significance found in computational thinking or attitude according to the left and right brain preference. The purpose of this study can be found in that it expands the understanding of education using robot by verifying the efficacy and analyzing differences according to left and right brain preference.

A Study on the Computer Graphics Education in Network Environment (네트워크를 활용한 컴퓨터그래픽스교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
    • /
    • v.11 no.3
    • /
    • pp.79-88
    • /
    • 1998
  • This research was carried out with emphasis on merits of computers as an education medum. Network technologies make collaboration as easy as they work in the same space. It is generally considered that education should be done with adequate contents and effective methods. But, the methods used in computer graphics education are not different from others, and this fact makes a low efficiency. To improve the education environments, design education program is developed. This is designed on the basis of LAN, and partially on the web. The library where design materials for study are stored and the gallery where design works done by students are exhibited are modules that utilize web technologies. Communication between students will become easy by using whiteboard and feedback from various kinds of user will be done by uploading design works on the web. But the program can be used only in the computer oriented subjects now, so further study should be carried out to broaden the scope of design education.

  • PDF

A Study on the Development of Curriculum Content Structure for Information Literacy Education (정보활용교육을 위한 교과 내용 체계 개발 연구)

  • Park, Juhyeon;Kang, Bong-suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
    • /
    • v.52 no.1
    • /
    • pp.229-254
    • /
    • 2021
  • The purpose of this study is to construct contents of elementary and secondary education which will be included in the information literacy education and to obtain basic information and implications necessary for developing new textbooks. For this study, three types of previously developed textbooks for information literacy education were analyzed, and curriculum content structure, and textbook structure of the draft version of the textbook 'Media and Information Life' developed in 2019-2020 were analyzed. The analysis results are as follows. the information literacy education textbook applied the information problem solving process model and contained the contents of print, and digital media and the media literacy necessary for democratic citizens, but it was necessary to add the types of libraries and media in sequence. Second, library, media, information, and reading literacy were major learning elements that made up the contents of the information literacy curriculum. Third, the "media and information life" textbook needed to present subject competencies, generalized knowledge, content system, and achievement standards in accordance with the system of the 2015 revised curriculum. In addition, social discussion was needed to derive the name of the information literacy curriculum.

Software Education Class Model using Generative AI - Focusing on ChatGPT (생성형 AI를 활용한 소프트웨어교육 수업모델 연구 - ChatGPT를 중심으로)

  • Myung-suk Lee
    • Journal of Practical Engineering Education
    • /
    • v.16 no.3_spc
    • /
    • pp.275-282
    • /
    • 2024
  • This study studied a teaching model for software education using generative AI. The purpose of the study is to use ChatGPT as an instructor's assistant in programming classes for non-major students by using ChatGPT in software education. In addition, we designed ChatGPT to enable individual learning for learners and provide immediate feedback when students need it. The research method was conducted using ChatGPT as an assistant for non-computer majors taking a liberal arts Python class. In addition, we confirmed whether ChatGPT has the potential as an assistant in programming education for non-major students. Students actively used ChatGPT for writing assignments, correcting errors, writing coding, and acquiring knowledge, and confirmed various advantages, such as being able to focus on understanding the program rather than spending a lot of time resolving errors. We were able to see the potential for ChatGPT to increase students' learning efficiency, and we were able to see that more research is needed on its use in education. In the future, research will be conducted on the development, supplementation, and evaluation methods of educational models using ChatGPT.

A Literature Review of the Influence of Education and Training on Organizational Performance: Focusing on Studies Using the Human Capital Enterprise Panel (HCCP) (교육훈련과 조직성과 간의 영향관계 문헌분석: 인적자본기업패널 (HCCP) 활용 논문을 중심으로)

  • Moon, Dongchul;Han, Jiyoung;Park, Jiwon
    • Journal of Practical Engineering Education
    • /
    • v.14 no.2
    • /
    • pp.393-404
    • /
    • 2022
  • This study attempted to examine the effect of education and training on organizational performance based on HCCP research through the systematic review of previous studies. For this, 29 papers used HCCP data were selected and analyzed, and the research results are as follows. First, the research results showed that education and training had a positive effect on non-financial performance such as organizational commitment and job satisfaction, and financial performance such as sales and operating profit. Second, in order for education and training to affect organizational performance, job satisfaction, organizational culture, and education transfer were found to be important factors. Third, for effective transfer of education and training, it is necessary to establish a system that can be applied to the field after education and training, finally, it suggested the need for research to be conducted to reveal the practical effectiveness of education and training by measuring the degree to which education and training contributed to financial performance more closely.

Analyzing Training Program for Hospital Coordinators (병원코디네이터 교육프로그램 분석연구)

  • Yang, Hye-Jung;Suh, Won S.
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.530-539
    • /
    • 2013
  • It is needed to provide a supplicated and standardized training program for hospital coordinators to boost their competencies as professionals. The purpose of this study was to propose a standardized training program for hospital coordinators especially trained at private institutions. Using DACUM method, with 11 professionals, we first developed competencies required for hospital coordinators. They were service mind, attitude, MOT(Moment of Truth) & phone-call etiquette, communication skill, customer behavior, basic medical terminology, insurance, computer skills, etc. Finally, we proposed a standardized training program for hospital coordinators which covers 16 subject areas.

A Effect of Cooperative Learning using Module Card for SW Education in Elementary school (SW 교육에서의 모듈 카드를 활용한 협동학습의 효과)

  • Jun, SooJin
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.2
    • /
    • pp.191-198
    • /
    • 2017
  • The purpose of this study is to design and apply cooperative learning using module cards for SW education for beginner and to analyze their effects and perceptions. Cooperative learning using 30 module cards consists of 3 activities and we applied it to elementary school students to verify the effectiveness of the learning. For the research analysis, we analyzed the pre-post motivation of SW education, the degree of satisfaction, interest level, and step recognition of the cooperative learning. As a result of the analysis, the learning motivation showed significant improvement in all areas of attention, relevance, confidence, and satisfaction. Students also found that the second stage of cooperative learning using module cards was the most interesting and the third was the most helpful.

경영 모의 게임의 교육 효과에 영향을 주는 성공 요인에 관한 실증적 연구

  • Kim, Sang-Su;Gwon, Dong-Hwan;Choi, Eun-Ji
    • 한국경영정보학회:학술대회논문집
    • /
    • 2008.06a
    • /
    • pp.417-427
    • /
    • 2008
  • IT기술의 발달은 사회 구성원들에게 기존의 방법과 다른 새로운 교육방법을 요구하고 있으며, 체험교육과 경험교육이 강조됨에 따라 웹 기반의 가상환경에서 체험교육을 할 수 있는 경영 모의 게임에 대한 중요성이 커지고 있다. 그러나 이러한 경영 모의 게임의 이점에도 불구하고 국내에서는 경영모의 게임의 활용도가 매우 낮은 편이며, 그 교육효과에 대한 실증적 분석도 미미하다. 따라서 본 연구에서는 경영 모의 게임의 교육효과에 영향을 주는 성공요인에 관해 실증적 분석을 수행 하였다. 분석을 위해 경영 모의 게임에 참가한 교육생을 대상으로 컨텐츠 특성, 참가자 특성, 교육환경 특성이 교육효과에 영향을 미치는가에 대한 통계분석을 수행 하였다. 통계 분석 결과, 컨텐츠 특성, 참가자 특성, 교육환경 특성은 게임의 교육효과에 영향을 미친다는 유효한 결과가 분석되었다. 통계적 분석 결과 도출한 성공 요인을 기초로 활용방안을 제시하였다.

  • PDF

The Development of a Model for Web-based Children's literature Education (웹 기반 아동문학 교육모형 개발)

  • 유정아
    • Journal of Korean Library and Information Science Society
    • /
    • v.34 no.3
    • /
    • pp.317-343
    • /
    • 2003
  • The purpose of this study is to develop a general model for web-based children's literature education and to validate the model. Both qualitative and quantitative methods were used for the analysis of this study. The findings of this research were three point. At First, the model of web-based children's literature education have five major components i.e., objects, construction of activity, display of activity, management of it, and evaluation of it. At second, the creative writing was revealed the core of the web-based children's education. The third, web-based children's literature activity can be followed by cyber learning community activities.

  • PDF