• Title/Summary/Keyword: Skills for using Technology

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학습성과 수행평가를 위한 루브릭 개발과 적용에 관한 연구 (A Study on the Development and Application of Rubrics for Performance Assessment in Terms of Promoting Program Learning Outcomes)

  • 신민희
    • 공학교육연구
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    • 제15권5호
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    • pp.108-118
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    • 2012
  • The purpose of this study was to provide analytic rubrics for measuring teamwork(PO6), communication and presentation skills(PO7), and life-long learning(PO8) based on theoretical concepts of performance assessment and rubrics. Also, this study analyzed data about performance assessment and rubics from courses offered through college of engineering. Participants were 34 senior engineering students who took the course 'Technical writing and presentation'. In the second week of the course, students were given the pre-test instrument which was developed for measuring students' understanding of program outcomes for this study. After performing project activities using rubrics, students were encouraged to complete the post-test instrument and the reaction questionnaire during the ninth week. The data were analyzed by using SPSS 14.0 and Microsoft Excel. The research findings are as follows. First, to promote and evaluate program learning outcomes appropriately, performance assessment-based on rubircs should be implemented. Second, in the reaction questionnaire about the rubircs, students answered that using rubircs for performing the project was very useful for understanding the performance procedures and assessment criteria. Third, the mean of understanding of program outcomes of students in post-test was significantly increased than in the pre-test(p<.0001). From the findings, performance assessment and rubrics should be used as evaluation tools at course levels in terms of promoting program learning outcomes for engineering education.

농어민의 모바일 인터넷 이용과 디지털 격차에 관한 연구 (A Study on the Mobile Internet Use and Digital Divide of Farmers and Fishers)

  • 김승환;성욱준
    • 정보화정책
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    • 제27권3호
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    • pp.19-38
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    • 2020
  • 본 연구는 농어민의 모바일 인터넷 이용에 있어서 나타나는 디지털 격차의 탐구를 목적으로 한다. 이를 위해 먼저 농어민의 기술에 대한 태도, 물리적 접근성, 활용기술이 모바일 소셜미디어 이용에 미치는 영향을 분석하였다. 또한 농어민 간 인구·사회·경제적 요인에 따른 디지털 격차를 파악하였고, 특히 겸업·전업 농어민 간의 모바일 인터넷 이용에서의 격차와 그 원인을 분석했다. <2018 디지털정보격차 실태조사>를 이용한 실증분석 결과, 태도, 물리적 접근성, 콘텐츠 관련 기술이 모바일 소셜미디어 이용에 유의미한 영향을 미쳤다. 또한 연령과 거주 지역에 따라서 디지털 격차가 발생했다. 겸업·전업 농어민 간에도 모바일 소셜미디어 이용에 있어서 유의한 차이가 났는데, 이러한 차이는 신기술의 대한 태도로 인해서 발생했다. 이러한 결과를 통하여 본 연구에서는 농어민의 디지털 격차 해소를 위해서 농어민 정보화 교육, 낙후 농어촌 지원, 전업 농어민을 위한 기술 지원 등의 정책적 시사점을 제시하였다.

Applying Information and Communication Technologies as A Scope of Teaching Activities and Visualization Techniques for Scientific Research

  • Viktoriya L. Pogrebnaya;Natalia O. Kodatska;Viktoriia D. Khurdei;Vitalii M. Razzhyvin;Lada Yu. Lichman;Hennadiy A. Senkevich
    • International Journal of Computer Science & Network Security
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    • 제23권2호
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    • pp.193-198
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    • 2023
  • The article focuses on the areas of education activities in using techniques for teaching and learning with information and communication technologies (ICTs), researching and analyzing the available ICTs, gearing the technologies to the specific psychological and pedagogical conditions, independently building and modeling ICTs, enlarging and developing their use in the learning environment. The visualization of scientific research has been determined to be part of the educational support for building students' ICT competence during teaching and learning and is essential to the methodology culture. There have been specified main tasks for pedagogy technologies (PTs) to develop the skills of adaptability to the global digital space in students, their effective database operation and using the data bases as necessary elements for learning and as part of professional training for research. We provided rationalization for implementing the latest ICTs into the Ukrainian universities' curricula, as well as creating modern methods for using the technologies in the learning / teaching process and scientific activities.

수경재배 프로그램을 통한 지적 장애학생의 직업적응력 증진 (Improving Work Adjustment Skills in Students with Mental Retardation Using Hydroponics Program)

  • 주병식;박신애;손기철
    • 원예과학기술지
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    • 제30권5호
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    • pp.586-595
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    • 2012
  • 본 연구는 실제 재배농가에서 실시되는 엽채류 수경재배를 이용한 원예치료 프로그램을 통해 지적 장애학생의 직업적응력을 향상시키고자 실시하였다. 직업적응훈련모델과 제 7차 특수학교 직업교과과정 농업교과의 경제작물영역에서 수경재배의 특성과 기초적인 이론을 바탕으로 엽채류(상추, Lettuce (Lactuca sativa L. 'Asia Heuk Romaine')) 수경재배를 이용한 원예치료 프로그램(총 22회기)을 개발하였다. 인천광역시 K구에 위치한 특수학교 전공과에 재학중인 1-2학년 지적 장애학생 14명(남 10명, 여 4명)을 대상으로, 학교와 가까이 위치하고 있는 인천시 K구에 위치한 채소류 전문생산농가에서 실시되었다. 본 프로그램은 2011년 9월부터 12월까지 주 2회(회기 당 평균 60분) 전공과 교육과정 내 실습교육의 일부로 진행되었다. 수경재배를 이용한 원예치료 프로그램의 효과를 검증하기 위해서 담임교사 또는 원예치료사가 원예치료 프로그램 실시 전과 후에 실험에 참여한 장애학생들을 대상으로 신경근육발달능력(McCarron assessment neuromuscular development), 정서적 행동능력(emotional behavioral checklist), 대인관계전략(interpersonal negotiation strategies), 직업 흥미도 검사(KEPAD pictoral vocational interest test)를 실시하였다. 그 결과, 수경재배를 이용한 원예치료 프로그램 실시 후에 지적 장애학생들의 운동능력(P= 0.002), 정서적 행동능력(P= 0.00), 대인관계전략(P = 0.05)이 유의하게 향상된 것으로 나타났다. 그러나 직업 흥미도에 대한 통계적 유의성은 나타나지 않았다. 결론적으로, 본 수경재배를 이용한 원예치료 프로그램은 지적 장애학생들의 직업적응력 증진에 영향을 미치는 운동능력과 정서적 행동능력 및 대인관계전략에 긍정적인 효과가 있는 것으로 조사되었으며, 수경재배는 대체로 단순하고 쉬운 작업과정으로, 지적 장애인의 직업영역으로써 적합하며, 직무수행에 있어서도 비교적 어려움이 적은 직종이라 판단된다. 추가적으로 직업적응력 증진을 위해 실제 현장에서 다양한 종류의 엽채류를 재배하는 수경재배 프로그램의 개발 및 적용이 필요할 것이다.

핵심기본간호술 실습교육이 간호학생의 임상수행능력에 미치는 영향에 관한 융합연구 (Convergence Study on the Effects of Core Fundamental Nursing Skills Education on Clinical competence)

  • 박공주
    • 융합정보논문지
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    • 제9권11호
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    • pp.47-54
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    • 2019
  • 본 연구는 핵심기본간호술 실습교육이 간호학생의 임상수행능력에 영향을 미치는 요인을 알아보기 위한 서술적 조사연구이다. 자료수집은 G도에 소재한 전문대학 간호학과 3, 4학년 학생 169명을 대상으로 수집하였으며, 수집된 자료는 SPSS 25.0 프로그램을 활용하여 t-test, ANOVA, Pearson's correlation coefficient, multiple regression으로 분석하였다. 핵심기본간호술 경험은 수행자신감(r=.446, p<.001)과 정적상관관계를 임상수행능력(r=-.206, p=.001)과 부적상관관계를 수행자신감은 임상수행능력(r=-.346, p<.001)과 부적상관관계를 갖는 것으로 나타났다. 본 연구에서 임상수행능력에 미치는 영향 요인은 수행자신감(${\beta}=-.317$, p<.001)으로 나타났으며, 임상수행능력 설명력은 11.3%인 것으로 나타났다. 따라서 간호대학생의 원활한 실습교육을 위해 임상수행능력 향상을 위한 효과적인 실습교육 프로그램이 필요할 것이다.

물리 모델 분석을 통한 상호 작용형 스키시뮬레이터 동작인식 시스템 개발 (The Development of Interactive Ski-Simulation Motion Recognition System by Physics-Based Analysis)

  • 진문섭;최준호;정경렬
    • 대한기계학회논문집 C: 기술과 교육
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    • 제1권2호
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    • pp.205-210
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    • 2013
  • 본 연구에서는 스키 시뮬레이터의 사용자 감응형 제어를 위한 물리모델과 동작인식 시스템의 개발되었으며, 스키 선수의 자세 변화에 따른 스키 슬로프 상에서의 거동과의 부합성 확보를 위하여 실제 현장 실험데이터의 회귀분석을 통해 동작인식 시스템에 사용될 파라미터 및 관계식을 도출하였다. 개발된 물리모델 기반 스키 동작 인식 시뮬레이터는 실시간으로 Kinect 장치를 사용하여 사용자의 관절별 질량을 분석하여, 정확한 체중심을 추정하고, 시뮬레이터 하드웨어에서 적용할 수 있도록 힘, 속도, 가속도에 대한 피드백을 전달하도록 구성되었다. 본 연구결과는 스키시뮬레이터의 인식모듈로 사용되었으며, 물리모델 기반 가상 스포츠 시뮬레이터 제작에 응용 할 수 있는 자료로 활용될 것이다.

농업인의 혁신기술 수용 및 저항 요인과 농식품 ICT 융복합사업 확산의도와의 관계 (The Relationship between Adoption of Innovation and Diffusing Intention for ICT Convergency Industry among Farmers)

  • 김덕현;황인택;이승현
    • 농촌지도와개발
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    • 제22권1호
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    • pp.43-54
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    • 2015
  • This study explored the effects of adoption of innovation and resistant attitude on farmers' perspectives and also was deigned for developing prompt spread of ICT and facilitating stronghold support center in the convergence agricultural field. To closely examine the variation for exploitation intent of stronghold support center in the ICT convergence agriculture, 110 farmers who had experienced introduction for ICT hybrid environmental control system were participated in the study using the questionnaire. The results revealed the several findings. Firstly, there was no significant differences between the self-efficacy such as confidence of application technology for farmers and adoption of innovative technique (p=.075). Secondly, suitability of using ICT hybrid environmental control system showed a significant difference in the adoption of innovation (p=2.750) while complexity of using ICT hybrid environmental control system indicated the negative effects on the adoption of innovation (p=3.591). Thirdly, introduction cost of ICT hybrid environmental control system showed the negative effects in the adoption of innovation (p=2.278), whereas adoption of innovation indicated a significant difference in the stronghold support center in the convergence agricultural field (p=5.500). Finally, resistance of ICT adoption of innovative technique revealed the negative effects on the stronghold support center in the ICT convergence agriculture. This study, therefore, demonstrated that educational assistance for acquiring ICT technique, suggestion of influences for productivity, and development for skills were needed to extend ICT convergence technology. Additionally, the study indicated the strategies related with promotion as well as ways of minimizing introduction cost.

Bioimage Analyses Using Artificial Intelligence and Future Ecological Research and Education Prospects: A Case Study of the Cichlid Fishes from Lake Malawi Using Deep Learning

  • Joo, Deokjin;You, Jungmin;Won, Yong-Jin
    • Proceedings of the National Institute of Ecology of the Republic of Korea
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    • 제3권2호
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    • pp.67-72
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    • 2022
  • Ecological research relies on the interpretation of large amounts of visual data obtained from extensive wildlife surveys, but such large-scale image interpretation is costly and time-consuming. Using an artificial intelligence (AI) machine learning model, especially convolution neural networks (CNN), it is possible to streamline these manual tasks on image information and to protect wildlife and record and predict behavior. Ecological research using deep-learning-based object recognition technology includes various research purposes such as identifying, detecting, and identifying species of wild animals, and identification of the location of poachers in real-time. These advances in the application of AI technology can enable efficient management of endangered wildlife, animal detection in various environments, and real-time analysis of image information collected by unmanned aerial vehicles. Furthermore, the need for school education and social use on biodiversity and environmental issues using AI is raised. School education and citizen science related to ecological activities using AI technology can enhance environmental awareness, and strengthen more knowledge and problem-solving skills in science and research processes. Under these prospects, in this paper, we compare the results of our early 2013 study, which automatically identified African cichlid fish species using photographic data of them, with the results of reanalysis by CNN deep learning method. By using PyTorch and PyTorch Lightning frameworks, we achieve an accuracy of 82.54% and an F1-score of 0.77 with minimal programming and data preprocessing effort. This is a significant improvement over the previous our machine learning methods, which required heavy feature engineering costs and had 78% accuracy.

Job Competence of College Students in Korea: An Expansion of Core Competence Theory

  • Park, Cheol Kyun
    • Asian Journal of Innovation and Policy
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    • 제4권1호
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    • pp.55-75
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    • 2015
  • The purpose of this study is to find what competence determines the employment of college students using data from the K-CESA (Korea Collegiate Essential Skills Assessment) of a Korean university during 2009-2014. This test comprises of 6 categories of competence: self-management, global readiness, interpersonal relationship, resource/information/technology handling, communication and comprehensive reasoning. In addition to these competences, we add the comprehensive variable, grade point average. In order to identify the qualities of employment, employment was classified into 3 types: all employment, employment in decent jobs and employment in the top 500 companies. Results are as follows: For all employment and decent jobs, GPA and comprehensive reasoning were the meaningful variables. However in case of the top 500 companies, interpersonal relationship was added. Based on the analysis, this study suggests the fundamental concepts of college students' job competence: job specific competence, job basic competence, and basic competence.

Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • 제4권2호
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    • pp.154-162
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    • 2015
  • This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.