• 제목/요약/키워드: IT education process

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한국 의사의 역사적 정체성 형성 (The Formation of the Historical Identity of Korean Doctors)

  • 여인석
    • 의학교육논단
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    • 제23권2호
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    • pp.75-79
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    • 2021
  • In modern society, doctors are a representative example of professionals-that is, doctors are members of an occupation with high barriers to entry. For doctors, long-term education, training, and licensing are factors that make it difficult to enter medical practice. These external characteristics, which have mainly arisen in the modern era, play an important part in the professional identity of doctors. Nonetheless, the core of the doctor's identity is the identity of the healer. In today's Korean society, the universal identity of doctors as healers results from a combination of the special historical identity of professionals with high entry barriers. Korean society currently demands a high level of ethical awareness from doctors. These demands are partly derived from the nature of the practice of medical care, but they also reflect demands for strong social responsibility as professionals. It is difficult to cultivate professional ethics simply by imposing legitimate virtues, presenting an ideal model, or emphasizing moral education that is not fully realistic. A deep-rooted sense of professional ethics stems from a clear awareness of professional identity. Education plays an important role in the formation and awareness of doctors' professional identity, and various types of content and methods can be used in education. However, since the identity of an entity is formed through the process of historical experience, it is thought that the historical process of the formation of doctors as a profession should be included as an important part of education.

예비교사를 위한 게임 프로그래밍 교육모델 4E 개발 (Development of Game Programming Education Model 4E for Pre-Service Teachers)

  • 성영훈
    • 정보교육학회논문지
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    • 제23권6호
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    • pp.561-571
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    • 2019
  • 프로그래밍 교육은 일반적으로 문제분석 과정, 알고리즘과 프로그래밍을 통한 자동화, 일반화 과정을 포함하고 있어 학습자의 컴퓨팅사고 향상에 좋은 소프트웨어 교육방법이다. 그러나 초보자의 경우 명령어 사용법에 대한 이해, 알고리즘 작성과 프로그래밍 구현단계에서 어려움을 겪는 것으로 나타났다. 본 연구에서는 예비교사들의 프로그래밍 교육을 위해 게임 프로그래밍 교육모델과 교육과정을 개발하였다. 4E 모델은 공감단계, 탐색단계, 강화단계 및 평가단계로 구성되었다. 또한 각 단계별로 게임 핵심 요소와 핵심 명령어 블록들을 학습할 수 있도록 구성하였다. 예비교사가 프로그래밍 명령어 활용에 대한 이해를 돕기 위해 예제 학습, 자기 게임 생성 및 팀 기반 프로젝트 형태로 구성된 3단계 교수학습 방법을 제시하였다. 15주간 교육과정으로 적용하고 검증한 결과 설계한 모델, 예비교사들의 블록 프로그래밍 역량 인식 등에서 유의미한 결과를 보였으며 제출한 결과물에 대한 컴퓨팅사고 수준도 높은 결과를 보였다.

창의성 증진을 위한 가정과 교수-학습에 관한 연구 (A Study on Teaching and Learning to Improve Creativity in Home Economics Education)

  • 권유진;신상옥
    • 한국가정과교육학회지
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    • 제10권2호
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    • pp.57-65
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    • 1998
  • The purpose of the study is to search for on teaching and learning to improve creativity in home economics education. It has been important for students to formulate and solve problems about home and family through creative thinking, home economics educators have to provide these teaching and learning methods. This research's methods were to search the importance of creativity in home economics education and the relevance between home economics and creativity, then to find the problems of some recent creativity education and formulate the assumption for creativity education in home economics education. Finally, it was presented the examples of teaching and learning to improve creativity. In above the process, we have to recognize as belows; 1. The teaching and learning methods in home economics education need the creativity for formulating problems and finding the elements which effect on practical problems. 2. It is properly selected to some teaching and learning methods in home economics education, and many methods to improve creativity may be included the assumptions for self-realization and moral responsibility.

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학부-대학원 연계 지역문제해결형 수업설계 경험에 관한 연구 (A Study on the Experience of Designing Community Problem Solving Education based on the Undergraduate-Graduate Class Linkage)

  • 한경희
    • 공학교육연구
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    • 제23권5호
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    • pp.16-25
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    • 2020
  • This article aims to analyze the experience of designing and operating a class model linking undergraduate and graduate students in engineering education and suggest its development direction. To achieve these objectives, the undergraduate-graduate linked class model was applied to community problem-solving education and a case was analyzed. It also specifically presented the process of how we design the class model and what the actual operational performances and improvements are. This study found that undergraduate and graduate students could build integrated and horizontal cooperative relationships in their classes through undergraduate-graduate linked education and, particularly, graduate students could gain meaningful educational experiences. However, it was difficult to obtain tangible performances through the team activities of these students within a semester. In order for engineering colleges to operate undergraduate-graduate linked education, it would be necessary to provide a longer and more systematic educational environment and better curriculum. The study tried to seek specific tasks and ways to improve them.

고교생의 논리적사고력과 과학탐구 기능 사이의 상관관계에 관한 연구 (Relationships between Piagetian Congnitive Modes and Integrated Science Process Skills for High School Students)

  • 임청환;정진우
    • 한국과학교육학회지
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    • 제11권2호
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    • pp.23-30
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    • 1991
  • The purpose of this study is to investigate the interrelationships on integrated science process skills and Piagetian cognitive modes for high school students according to the different cognitive reasoning levels. About 509 high school students were randomly selected for the samples of this study. They were identified as concrete, transitional and formal operational stage with the scores of GALT(Group Assessment of Logical Thinking) developed by Roadrangka, Yeaney and Padilla(1982), and TIPS II(Test of Integrated Process Skills) developed by Burns, Wise and Okey(1983). The result of this study were showed that about 11.8% of the samples were in the concrete operational stage and about 24.4% of the samples were in the transitional stage, while about 63.8% of them were in the formal operational stage. It was also found that the achivement scores of the science process skills increase in accordance with the cognitive reasoning levels. The value of the correlation coefficient between science process skills and cognitive reasoning abilities was 0.49, which was significant at the 0.05 level. This finding seems to support previous research that the student's cognitive reasoning abilities appeared to have influenced student's scores of the science process skills No differences to the logical reasoning ability between male and female students according to each cognitive level were found except formal operational stage.

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ICT교육 기반의 사이버 의상디자인 교육과정 설계 (Design of Cyber Fashion Design Curriculum based on ICT Education)

  • 김이영;정은숙
    • 컴퓨터교육학회논문지
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    • 제8권6호
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    • pp.95-102
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    • 2005
  • 컴퓨터 및 정보통신 기술의 발달은 의류산업 현장 시스템에 많은 변화를 가져왔으며 교육현장에서도 양질의 의상디자인 전문 인력을 양성하기 위하여 컴퓨터를 활용한 다양한 교과가 개설되어있는 실정이다. 그러나 학습자의 ICT소양의 부족으로 인하여 교육내용 중 상당부분을 ICT교육에 할애해야 한다. 이는 초 중등 교육과정 및 대학의 교양교육과정에서 ICT교육이 제대로 이루어 지지 않았기 때문이다. 본 연구는 급변하는 산업 환경과 그에 따른 교육환경에서 의상디자인 전문 교육과정을 이수하기 위하여 학습자가 갖추어야 할 ICT소양능력을 규정하고, 그러한 ICT소양능력이 갖추어졌다는 전제하에 정보화 사회에 적합한 ICT를 활용한 의상디자인 교육과정을 설계하였다.

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창의성 교육 모델의 탐색 (An Exploration of Creativity Education Model)

  • 강충열
    • 영재교육연구
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    • 제10권1호
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    • pp.1-32
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    • 2000
  • Although it is widely acknowledged that enhancing creativity is an important educational theme on which schools should depend and embody their educational goal and activities, how to do it can be characterized as 'piecemeal' without a whole picture of it. Thus, school practices of creativity education has been disoriented, discontinuous, short-term, and peripheral in nature. In this practical context, a theoretical model of creativity education was developed in ways in which several theoretical concepts based on research findings on a variety of aspects of creativity education were compiled and organized. The core of the model was creative problem solving process to which the goals and the mediating variables of creativity education were connected in relational fashion. By giving repetitive opportunities for creative problem solving geared to producing the results that are novel and useful for the individual as well as the socity, it was conceptualized that two educational goals could be achieved: a short-term goal of developing creative potential of the individual and the long-term goals of self-actualization of the individual and contribution to the society. It is also conceptualized that creative problem solving can be influenced in positive manner by several mediating variables: content knowledge and skills, creative cognition, creative motivation and attitudes, and creative environment. The creative environment is composed of psychological and physical conditions and provides a basis for creativity education. The former three variables are conceptualized as necessary conditions for the effectiveness and efficiency of creative problem solving, when provided appropriately. The four mediating variables ware conceptualized as mutually affecting so that the development of one variable influences positively that of the other, and vice versa. In terms of practical perspective of teaching creativity, developing creative potential, self-actualization, and contribution to society are the goals; creative problem solving process is the methodology; content knowledge and skills, creative cognition, and creative motivation and attitudes are the content; and creative environment is the condition of creativity education. The model is not yet perfect but needs further explorations to make it more detailed in clarifying various relationships. For instance, how the creative problem solving process can be differentiated in teaching various subject matters is yet to be explored. Thus, the model proposed in this study should be regarded as a general model of creativity education, and is relatively sound to be adopted in school practices since it is based on the theoretical as well as empirical study findings on creativity. However, the proposed model needs to be validated through empirical researches in real teaching settings.

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놀이개념으로 접근한 어린이과학관 전시공간 연출에 관한 연구 (A Study on The display of children science museum approaching to playing concept)

  • 최미옥;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 춘계학술발표대회 논문집
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    • pp.81-85
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    • 2004
  • It became new social interest for children to have their own appropriate physical, mental, social environment as one independent identity, In these social atmosphere, new design method and standard of children's residence, education, playing environment which can fill their desire. When home and school are the first places to meet the world and learn, museum and science hall are the representing places to provide education and entertainment, especially to preschoolers, they are the prior education system. it is the most important these science halls to give children potential familiarity of science rather than direct knowledge. Also these places should be stepping stones of the process of intellectual growth as foundation stones for future science education. On this research i will provide a direction to space planning of children's science hall, extended to children' museum studying display producing of playing conception, the necessary element of children's physical, mental, social behavior development process.

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A CASE STUDY: HOW TO ADDRESS THE CRITICAL ISSUE OF EMPLOYABILITY FOR CONSTRUCTION PROFESSION STUDENTS

  • Paul Watson;Richard Davis
    • 국제학술발표논문집
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    • The 2th International Conference on Construction Engineering and Project Management
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    • pp.346-355
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    • 2007
  • Employability is a critical issue in construction education. Employability is more than students obtaining employment upon graduation. The concept is far more ranging, and should encompass enabling students to acquire the knowledge, personal and professional skills and encouraging attitudes that will support their future development and employment. This paper describes two case studies relating to how the true concept of employability can be incorporated into the construction higher education curriculum. Case study 1 was a collaborative venture with contributions from a higher education provider, employers, students and a professional body (Association of Building Engineers). It outlines the whole process from course inception through to graduation and feedback. Thus it presents a valid model for other higher education providers of construction courses to adapt or adopt. Case study 2 outlines how the opportunity of a degree programme revalidation process was utilized to introduce modules which would enhance students' employability on graduation.

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ChatGPT가 한국 공학교육에 던지는 질문: 그 의미와 과제 (ChatGPT's Questions for Korean Engineering Education: Implications and Challenges)

  • 정한별;한경희
    • 공학교육연구
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    • 제26권5호
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    • pp.17-28
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    • 2023
  • Generative AI has arrived and it's here. Education, research, industry, and labor are all on edge about the changes it will bring. It is noteworthy that while there is a wide range of optimistic and pessimistic predictions about the impact of generative AI, there is more concern than hope when it comes to education. This paper focuses on the lack of discussion on the impact of AI in higher education. First, we reviewed the process of the emergence of generative AI and introduced how the impact of AI is being understood from various perspectives. Second, we classified work areas based on expertise and efficiency and analyzed the impact of AI on work in each area. Finally, the study found that the educational perception of generative AI and the way it is perceived for engineering education purposes can be very different. It also argued that there is a lack of active discussion and debate on areas that need to be specifically discussed around generative AI. This has led to a phenomenon known as professors' delayed indifference. We emphasized that it is time for a serious and realistic discussion on the connection and integration of AI and education.