The purpose of this study is to investigate the seven-hour sexuality education program for senior high school girl students and apply it to them to find out how this program affects their sex-related knowledge, sexual attitudes, and the self-efficacy of sexual behavior practice. The ultimate goal of this study is that high school girl students are to prevent unwanted pregnancy, STD and AIDS, after attending this sexuality education program. A non-equivalent control group pretest-post test design was used for this study. The number of experimental group consisted of 80 girl students and the control group was composed of 80 girls, too. A total of 160 freshmen from two commercial girls' high schools were selected by a convenience sampling method. This study was carried out in commercial high schools located in Daejeon, Korea from July 15th to October 31st, 2002. To discover the need for sexuality education, the researcher surveyed with a pre-designed questionnaire to 160 girls from the two different commercial high schools. The sex education curriculum was developed on the basis of the need of high school girl students for sex education survey results and literature review and a teaching-learning planning model and health belief model. The experimental group was taught the sexuality education program for seven hours from October 19th to 23rd, 2002 and each period continued for 50 minutes. The SPSS(10.0) Windows statistics software was used to analyze the data, along with frequency, percentage, $X^2$-test, t-test, and paired t-test. The instruments' internal consistencies were tested by Cronbach's alpha coefficient. The results of this study were as follows: 1. The increment of sex-related knowledge score after seven hour sexuality education was significantly higher in experimental group (t=-10.88, p=.000). 2. The increment of sex-related attitude score after seven hour sexuality education was significantly higher in experimental group (t=-2.67, p=.009). 3. The increment of the practice of self-efficacy of sexual behavior score after seven hour sexuality education was significantly higher in experimental group(t=-4.95, p=.000). In conclusion, sexuality education programs based on high girl students' educational desire, characteristics of development, a teaching learning planning model, a health belief model were effective to improve sex-related knowledge, sexual attitudes and the self-efficacy of sexual behavior practice of commercial high school girl students. This result can contribute to expand the school nurse's role in the sex education area and to develop theory-based school health nursing.
Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. It function of 3D Software will take concrete shape gradually, which is after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure. Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. If function of 3D Software will take concrete shape gradually, which if after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure.
This study was to explore the domestic research trends, and education and operation cases concerned with Korean colleges in the fourth industrial revolution era. It was conducted through the analysis of 114 academic papers registered to the Korea Research Foundation, the newspaper articles, and the main 4-year university homepage from 2016 to April 2019. The results was as follows. Research papers have been increasing since 2016; research were conducted by humanities and social sciences as well as engineering academics interesting in research topics such as technologies, curriculum, and teaching and learning by mainly using quantitative research, literature research. As for the college education, reorganization of the undergraduate and majors centered on the science and engineering field, teaching and learning related with learner's participation and performance, and provide efficient academic affairs management and career guidance using Chatbot or Cloud computing. Industry-academia cooperation was focuses on the field of science and engineering. In future research, it is necessary to explore the research on college students' career and employment, the research on academic affairs management and infrastructure, the relational research considering the variables among college students and faculties, and the qualitative and mixed method approach.
The 2015 revised curriculum is structured around the core competencies of the 21st century, this is in line with the world's flow of education, such as OECD Education 2030. A future practical leading model was studied to provide a variety of creative teaching and learning experiences to elementary and Secondary students using intelligent information technology to cultivate core competencies such as ICT and computing thinking. In order for this practical model to stably settle the school field, the training was planned and operated to strengthen the creative convergence education capacity required by the teachers at the unit school through various types of the training. In particular, a nationwide administrators training program was operated for three years, reflecting the new curriculum, teaching and learning methods, and evaluation that can lead to future convergence talent training. In this paper, the perception of creative convergence education was investigated and analyzed considering the influence that administrators may have on the school field. Based on this, through the three-year operation results of the training, it was intended to establish a new training method for stable access to future creative convergence education under the post-corona era's social issues.
Purpose of study: This study aims to analyze the educational use of metaverses among pre-service nursing teachers at a university and explore the implications of designing and operating effective metaverse lessons. Research content and method: This study collected and analyzed data on the experiences and perceptions of 32 pre-nursing teachers enrolled in J University, a very small Christian-based university in Jeonju, Jeollabuk-do, Korea, who participated in a class using metaverses. And based on this, we analyzed the advantages, difficulties, and improvements of the class, differences from classes using Zoom, impressions of the class, and suggestions for effective classes. Conclusions and Suggestions: As a result of analyzing various aspects of perceptions and experiences of classes utilizing the metaverse, it was found that in order to conduct effective classes utilizing the metaverse, it is necessary to check the infrastructure for communication and devices before class, select a metaverse platform according to the goals and contents of the course, and build a space for educational activities. In addition, it was found that it is necessary to provide guidance on how to use the metaverse and conduct sufficient training before running classes with learner-centered teaching methods. In the future, it is expected that systematic research on the principles and teaching-learning models of classroom design using the metaverse will continue to be conducted.
The purpose of this study is to examine the effects of the teaching English factors on student's communicative competence and motivation by using animation at the College. To achieve this purpose, this study presented an effective integrative teaching model to develop students communicative competence. The study created animation based teaching English model by using the animation of Frozen and applied it to lectures. Using animation in the classroom was a creative English teaching technique involving authentic activities like English dram, English guide contest, and various communicative activities A case study on the use of the animation in English classes at was examined and the language teaching syllabus were provided. In order to investigate the motivation and proficiency of learners, the writer chose 79 students who took the lecture. The study discovered the students' motivation and proficiency in English improved significantly. The results of experiment are as follows: First, using animation in the English class was found to have meaningful influence student's intrinsic motivation to learn English. Second, using animation in the English class was found to be effective for developing student's English proficiency. Third, appropriate materials should be selected and applied it to the real classroom activities. In conclusion, one of disadvantages of learning is less communication and the authentic interaction in a real life, so that the integrative teaching methodology which is combined English content and English animation content is also the effective method to improve student's intrinsic motivations in the age of global village.
The Journal of Korean Association of Computer Education
/
v.8
no.1
/
pp.33-42
/
2005
The purpose of this study is to develop MICHS(Models of Interactive Cyber Home Study) for effective cyber home study(CHS) and a prototype system to support realtime and non-realtime interaction tools such as chatting with users, to study a method to connect MICHS with selective curriculum, and to verify the educational effect of the model. MICHS consists of two models. One model is an educational system model, and another model is a teaching-learning model. The major results of this study are summarized as follows. In the viewpoint of learning achievement, there is no significant difference in achievement between the experimental group(33 leaners) and the comparative group(33 leaners), but this fact can be construed as the possibility that CHS is an alternative system of school education. The interests on CHS of learners in the experimental group were increased twice. This result means that the system of CHS for active interaction needs various and important interaction tools, and the educational vision of CHS. In the viewpoint of system operation, CHS needs higher system requirements such as 100 Mbps Fast Ethernet. If an old system can not process streaming services in request, it should be upgraded to a new system.
Journal of The Korean Association of Information Education
/
v.11
no.1
/
pp.29-38
/
2007
Computer programming in computer education draws much attention recently. Encouraged by the increased tendency of acquiring logical ability and creativity through learning, various attempts have been made to develop them through learning computer programming in the area of computer education as well. The fact that a computer program is the representation of a computer algorithm expressed in a computer language makes us realize that the devise of a logical method for a solution - i.e., the design of an algorithm - is the key to the solution of a problem. Recognizing the importance of computer algorithm would lead us to such a point that systematic investigations for directional establishment for algorithm education are necessary. We observe that researches on teaching computer algorithm have concentrated mostly on specific problems such as sorting and searching, which can be characterized as problem-dependent and individual. In this paper, the idea of conceptual algorithm is stated from the standpoint of conceptual types of problem-solving methods which are considered as problem-independent and collective. A novice approach to algorithm education based on the characteristics of types of conceptual algorithms is proposed for the purpose of developing systematic, problem-independent, algorithmic problem-solving capabilities of learners, which is widely different from the current methods of individual and problem-dependent algorithm education.
In this study, we developed an efficient in-service teachers training program, which could help the professional development of science gifted teachers. The characteristic feature of this in-service training program was to put great emphasis on interaction between fellow teachers. With this program, teachers could share their experiences and informations about gifted education. The program consisted of 4 interaction modules: 'the module of interaction at the pre-planning', 'the module of interaction in the small group', 'the module of interaction at the plan of application', 'the module of interaction at the practical exercise'. In this study, we analyzed the interaction between science gifted education teachers in 'the module of interaction at the pre-planning'. We analyzed the interaction between science gifted education teachers in 'the module of interaction at the pre-planning'. Each teachers got 17.2 correction opinions from peer teachers. They accepted 79.2% opinions among them and refused the other opinions (20.8% opinions). In the analysis of 'program process', the interactions for the improvement about 'the acquirements of knowledge and function' step were 41.9% and the interactions for the improvement about 'plan and exploration' step were 30.5%. In the analysis of 'program domain', the interactions about 'method of teaching and learning' were 41.9%. The interactions about 'program step' were 28.6% and the interactions about 'learning contentsh were 24.8%. With these results, we discussed the features of interaction between science gifted education teachers and proposed the improvement of in-service training program for elementary science gifted teachers.
The purpose of this study is to understand what two models of SOLO taxonomy and van Hiele theory suggest and find out what relation there is between the category system of the SOLO taxonomy and the thinking level of the van Hiele theory. The van Hiele theory describes in line of ranking level so that it may increase the teaching effects by putting together a class, which takes into consideration the students thoughts. The SOLO taxonomy focused on the response mode of the students rather than the thinking level or the developmental stage of them to pursuit the method that can describe the students understanding in depth quality-wise. Although the SOLO taxonomy and the van Hiele model seem to have different form and character from outside in terms of their goals, a closer examination reveals that the two stances have much in common and that the models are complementary. Although the van Hiele placed more focus on the thoughts, because the conclusion was based on the students responses, the van Hiele theory can be interpreted within the structure identified in the SOLO model. In this study, we have tried to understand how the response structure form the SOLO taxonomy and the thinking level of the van Hiele theory are related, based on the studies of Pegg and Davery1998). If you briefly look at them, there are following corresponding relation between the SOLO taxonomy and the van Hiele theory. a) The relational level(R) in iconic moe is van Hiele level 1. b) The multisturctural level(M$_2$) in the second cycle of concrete-symbolic mode is van Hiel level 2. c) The relation level(R$_2$) in the second cycle of concrete-symbolic mode is van Hiele level 3. d) The unistructural level(U$_2$) in the second cycle of formal mode is van Hiele level 4. e) The postformal mode is van Hiele levle 5. Though it would be difficult to conclude that these correspondences were perfectly done, if you look at their relation, you can see that the learning process of the students were not carried out uniformly. Therefore, by studying the students response structure, using the SOLO taxonomy, and identifying the learning cycle and understand the geometrical concept more in depth.
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