• Title/Summary/Keyword: Learner needs

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Beauty Education of University Considering the Characteristics of Generation Z (Z세대의 특성을 고려한 대학의 미용교육)

  • Oh, Seo-Hyun;Nah, Ken
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.153-159
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    • 2019
  • With the development of related industries, there is a growing demand for the training of beauty professionals. At a time when there is a growing social interest in Cosmetology, there is a need to review functional Beauty Education. Generation Z, born after 1995, has the characteristics of a 'Digital Native' and is expected to be the main driver of future consumption. This study is intended to propose the orientation of Beauty Education of University considering the characteristics of the digital generation, Generation Z, in an era of declining school-age population. The results from the preceding and literary studies are as follows: First, Generation Z regards cosmetology as fun tool for self-realization. Second, Beauty Education of University should be designed as a creative curriculum combined with psychology, philosophy, aesthetics, etc., as well as acquiring professional skills. Third, it is believed that the learner-centered Beauty Education method using mobile video contents will be effective. Since the discussion of Beauty Education considering the characteristics of Generation Z is still in its early stages, further research on the direction of Education needs to be made in the future.

A Study on a Case Applying Learner-Centered Flipped Learning for Coding Classes (코딩수업을 위한 학습자 중심의 플립드 러닝 적용 사례 연구)

  • Lee, Ae-ri
    • Journal of Practical Engineering Education
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    • v.9 no.1
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    • pp.23-30
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    • 2017
  • This is a study on a case applying flipped learning to coding classes that is a college liberal arts course. A required coding class for the students who do not major in computers needs a teaching method differentiated from a coding education for training experts. The present study presented a flipped learning teaching model for the coding education of non-major students, and observed its effect and possibility. Flipped learning enables learners to learn with on-line contents anywhere and anytime they want and concentrate on practice education based on what they learned during class. Accordingly, the study sought for the solution to maximize the efficiency of teaching and learning through flipped learning. A pre and post surveys after applying a flipped learning to a practical class confirmed that the students taught using flipped learning were more positively assessed in learning satisfaction than those taught using a traditional method, and that in academic achievement as well, flipped learning was more effective.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Spudsville: Designing a Minecraft Game for learning teaching English as a Second Language (스퍼드빌: 제2언어로서의 영어학습을 위한 마인크래프트 게임 설계)

  • Baek, Youngkyun;Kim, Jeongkyoum;Sam, Eisenberg
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.143-157
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    • 2022
  • The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners' needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville's effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.

Research on Establishment of Contract-Based Department and Its Curriculum Development in Work-Study Parallel Program (일학습병행제 계약학과 신설에 따른 교과과정 개발 연구)

  • Park, Dongkyou;Choi, Hwan Young
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.377-385
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    • 2022
  • As a kind of industry-university cooperation, the contract-based department for nurturing the employers that meets the needs of industrial society has started for about 20 years. In particular, interest in contract departments as part of the SMEs' human resource development support is increasing with the newly starting government, so it is expecting that the number of new contract departments will increase for the time being. The purpose of this study is to identify the characteristics of each contract department according to the learner type and contract method, and to suggest procedures and considerations for the establishment of re-education-type and third party contract-type contract departments suitable for SMEs. In particular, the authors would like to present the case of K University for how to design the curriculum to create a virtuous cycle by harmoniously reflecting the position of the operating institution as a supplier and the requirements of many companies as consumers.

Design and Implementation of a Data Visualization Assessment Module in Jupyter Notebook

  • HakNeung Go;Youngjun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.167-176
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    • 2023
  • In this paper, we designed and implemented a graph assessment module that can evaluate graphs in an programming assessment system based on text and numbers. The assessment method of the graph assessment module is self-evaluation that outputs two graphs generated by codes submitted by learners and by answers, automatic-evaluation that converts each graph image into an array, and gives feedback if it is wrong. The data used to generate the graph can be inputted directly or used from external data, and the method of generatng graph that can be evaluated is MATLAB style in matplotlib, and the graph shape that can be evaluated is presented in mathematics and curriculum. Through expert review, it was confirmed that the content elements of the assessment module, the possibility of learning, and the validity of the learner's needs were met. The graph assessment module developed in this study has expanded the evaluation area of the programming automatic asssessment system and is expected to help students learn data visualization.

Hybrid Learning-Based AI Education System Design Model (하이브리드 러닝 기반 AI 교육 시스템 구성)

  • Hong, Misun;Bae, JinAh;Park, Jung-Hwan;Cho, Jungwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.188-190
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    • 2022
  • We propose how to configure the AI education system based on the purpose of hybrid learning and the teaching-learning principle. Based on the four components of hybrid learning, we have designed the system conceptual diagram and DB configuration diagram for on-line and offline learning environments for effective AI education. The proposed AI education system model in this paper is expected to be a foundation for maximizing the effectiveness of AI education according to the level and needs of learners and building a more effective learner-centered learning environment in cultivating computational thinking in AI education.

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Improvement and Educational Effectiveness of Fashion Consumption Trend Analysis Class Based on IC-PBL (IC-PBL 기반의 패션 소비트렌드 분석 수업 개선 및 교육적 효과)

  • Jaekyong Lee
    • Journal of Fashion Business
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    • v.27 no.5
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    • pp.121-134
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    • 2023
  • With the development of information and communication technology, interest in new educational approaches that can enhance the learning performance of learners with improved information literacy skills is increasing, and universities are actively promoting educational innovation to foster the talents required by society. In the field of fashion studies education, which is closely related to the fashion industry, there is a strong need to develop field-linked educational programs that reflect the trends in the industry and changes in the educational system. The purpose of this study was to introduce industry-coupled problem-based learning (IC-PBL) to the course "Understanding Fashion Consumption Trends" for non-fashion majors to reflect the current needs and strengthen the educational effectiveness of the learners through a survey. A seven-step curriculum (introduction to the class, practitioner's problem, learner's problem analysis, organizing concepts related to variables, information collection and scenario writing, presentation and scenario proposal, and evaluation) not only enhanced learners' understanding of fashion consumption trends and the fashion industry but also greatly amplified learners' satisfaction with the class. The results of the survey showed that the seven-step curriculum was effective in increasing learners' self-directed learning ability, problem-solving ability, and confidence in learning. Self-directed learning ability was stronger than other factors, consistent with the core principle of problem-based learning to empower learners to take the initiative and promote self-directed learning. Each factor analyzed was positively correlated.

Development and Validation of a Global Citizenship Education Teaching-Learning Plan and its Effects on Fostering the Global Citizenship Competencies of Elementary School Students (세계시민역량 함양을 위한 초등 가정과 세계시민교육 교수·학습 과정안 개발 및 효과 검증)

  • Kwon, Boeun;Yu, Nan Sook
    • Human Ecology Research
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    • v.62 no.2
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    • pp.351-368
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    • 2024
  • The objectives of this study were to develop, implement a home economics education teaching-learning plan and assess its effects to enhance global citizenship competencies among upper elementary school students. The ADDIE model was employed for learner needs analysis, instructional design, development and implementation. This was followed by assessments of global citizenship competencies and class satisfaction. Based on an analysis of the core ideas associated with an area of "Living Environment and Sustainable Choice," four practical problems were designed: What actions should I take for the rational management of living resources? What actions should I take to ensure consciousness of the need to respect diversity in daily life? What actions should I take to maintain a safe and healthy living environment? What actions should I take to make sustainable choices? Based on these four practical problems, four lesson topics were developed in accordance with both the voyeur's and the critical perspectives, resulting in a total of 8 sessions. The subsequent delivery of an 8-session class on global citizenship education in home economics yielded significant improvements in the global citizenship competencies (knowledge, skills, attitudes, and willingness to act) of 37 elementary school students immediately after the sessions. The significance of this study lies in its focus on the core ideas of the revised 2022 curriculum, thereby offering directions for the development of global citizenship education within the curriculum.

The effect of adult learners' motivation to participate in hair education and program satisfaction on lifelong learning happiness index (성인학습자의 헤어교육 참여동기와 프로그램 만족도가평생학습 행복지수에 미치는 영향)

  • Lim Soon Ja
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.367-372
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    • 2024
  • It was intended to explore the relationship between motivation for participation in hair education, program satisfaction, and lifelong learning happiness index for adult learners at the Lifelong Education Center, and to provide basic data for revitalizing lifelong education programs. Today, universities have conditions as a comprehensive educational institution with practicality that can meet various and high-quality lifelong educational needs. The university-affiliated Lifelong Education Center plays a role in ensuring the right to learn for all citizens as well as fulfilling the social service function and greatly expanding educational opportunities, which is one of the essential functions of universities, by making good use of the excellent transfer material resources of universities. Adults should now seek professional self-identity through retraining, and respond flexibly to various social situations such as increasing roles, expanding responsibility, and uncertainty in the job and employment structure toward professional socialization in the professional world The subject of the study was to collect data by distributing 90 questionnaires to adult learner hair education subjects in G area, and 85 copies were finally used for SPSS 26.0 for Windows analysis, excluding questionnaires with insufficient responses. The survey period was from November 1 to December 27, 2023. First, it was found that adult learners' motivation to participate in hair education has an effect on the lifelong learning happiness index. Second, it was found that adult learners' satisfaction with the program of hair care workers has an effect on the lifelong learning happiness index. Through this study, it is judged that it is necessary to understand what can maximize the high lifelong learning happiness index, and to meet the learning needs of modern people living in the age of 100, increase their potential, help them design a second life, contribute to self-realization and society, and help them have steady, self-directed lifelong learning opportunities.