• 제목/요약/키워드: Team-teaching

검색결과 331건 처리시간 0.023초

정보환경의 변화와 대학도서관의 발전방향 (Changing information environment and academic libraries)

  • 강숙희
    • 한국도서관정보학회지
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    • 제24권
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    • pp.189-219
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    • 1996
  • Information technology will inevitably and profoundly alter every aspect of university life. New information technologies are creating new patterns in the research and teaching, with networks enhancing information sharing and data transmission. The revolution in information technology requires that universities integrate information technology with their traditional missions of teaching, research, and public service. Enhanced mode of information access and changing information-seeking behaviors suggest the need for new library services. New technologies have opened up many new services options for libraries. The nature of and potential for new information services suggest that libraries should become better connected with other campus units. Some of these issues will no doubt be addressed by the a n.0, pplication of new technologies and by building campus information infrastructure. An important element of the needed change for enhancing the library information services is the integration of the libraries and computing centers. Libraries and computing centers deal with the same commodity-information and delivering information. For the sake of scholarship and research, the two must devise an integrated a n.0, pproach to delivering the common commodity. Computing centers have special skills in system development and telecommunications. Libraries have good human interface skills and skills for organizing knowledge. Together they could be a particularly productive team. Noting this, some universities have created new information service units which unify the present-day computing, library and telecommunication functions. Existing models range from true merging to situations where some cooperative activities are being conducted. The purpose of this study is to suggest the direction in developing of information services in academic libraries by examining the changing information environment and trends of integrating libraries and computing centers. This paper inquires into the changing information environment, the impact of imformation technology on universities and libraries, some casses of integration of academic libraries and computing centers, and effects of integration of two and suggests the developing direction of information services in academic libraries.

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플립러닝 기반의 임상치위생학 교육과정 개발 및 적용 사례연구 (A case study on the development and application of flipped learning based clinical dental hygiene curriculum)

  • 정수라;김미선;김은정;최용금
    • 한국치위생학회지
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    • 제20권2호
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    • pp.155-166
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    • 2020
  • Objectives: The purpose of this study is to prove, through the design and operation of a teaching learning model for clinical dental hygiene and practice III, the effectiveness of the flipped learning PARTNER model. Methods: A professional council was formed, composed of three professors of dental hygiene and one professor of education; each member was an expert with a Ph.D. From December 2018 to February 2019. Results: Learning preferences for the clinical learning hygiene curriculum based on flip learning showed that it had higher accessibility than traditional teaching methods. Subjects' motivation to learn was improved through flip learning, their critical thinking ability was improved through active discussion and flip team discussion, and their self-directed learning ability was also improved. Participation increased through flipped learning, and subjects' skill abilities showed their highest score by improving their performance through the whole lecture. A high satisfaction of 4.54 out of 5 points was achieved. Conclusions: It was confirmed that the development and operation of a flipped learning-based clinical hygiene curriculum can provide an effective and satisfactory learning process.

교과 연계성 강화를 위한 학습주제 중심의 통합 정보활용교육과정에 관한 연구 (A Study of the Thematically Integrated Information Literacy Curriculum for Strengthening its Relationship with Curricula)

  • 송기호;김태수
    • 정보관리학회지
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    • 제25권3호
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    • pp.41-64
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    • 2008
  • 본 연구에서는 학습주제의 연결망 구조와 스캔 및 클러스터 분석을 통해서 추출한 정보활용교육의 표준 학습주제를 가지고, 교과 교육과정과의 연계성을 갖춘 통합 정보활용교육과정을 개발하고자 하였다. 그리고 개발한 통합 정보활용교육과정의 실제 운영을 위한 교수-학습모형을 설계하였다. 본 연구에서는 정보활용교육과 교과 교육과정의 공통성 분석을 위해서 간학문적 성격을 갖는 정보활용교육의 학습주제를 분석기준으로 활용하였다. 공통성 분석결과 다음과 같은 특징을 발견하였다. 첫째, 제1학습주제(기초 학습기술과 인성 영역)가 속한 정보사회, 도서관, 정보기술, 협력기술 영역은 교과 교육과정과 연계성이 높게 나타났다. 둘째, 정보활용교육의 핵심 영역인 제2학습주제(정보문제 해결능력 영역)는 교과 연계성이 낮게 나타났다.

Factors affecting hand hygiene behavior among health care workers of intensive care units in teaching hospitals in Korea: importance of cultural and situational barriers

  • Jeong, Heon-jae;Jo, Heui-sug;Lee, Hye-jean;Kim, Min-ji;Yoon, Hye-yeon
    • 한국의료질향상학회지
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    • 제21권1호
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    • pp.36-49
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    • 2015
  • In Intensive Care Units (ICUs), where severely ill patients are treated, importance of reducing Hospital Acquired Infection (HAI) cannot be overstated. One of the simplest and most effective actions against HAI is proper hand hygiene (HH) behavior of Health Care Workers (HCWs). However, compliance varies across different cultures and different job types of HCWs (physicians, residents and nurses). This study aims to understand determinants of HH behavior by HCWs' job types in Korea. Qualitative analysis was performed based on Reasoned Action Approach style interviews with staff physicians, residents and nurses across 7 teaching hospitals. We found that all HCWs strongly believe HH is important in reducing HAI. There were, however, job type-specific HH behavior modifying factors; staff physicians stated feeling pressure to be HH behavior role model. Residents identified Quality Improvement team that measured compliance as a facilitator; a notable barrier for residents was senior physicians not washing their hands, because they were afraid of appearing impudent to their seniors. Nurses designated their chief nurse as a key referent. All participants mentioned heavy workload and lack of access to alcohol-based sanitizer as situational barriers, and sore and dry hand as deterrents to HH compliance.

4차 산업혁명 시대 기계공학 분야 엔지니어에게 필요한 역량과 교육에 관한 델파이 연구 (A Delphi Study on Competencies of Mechanical Engineer and Education in the era of the Fourth Industrial Revolution)

  • 강소연;조형희
    • 공학교육연구
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    • 제23권3호
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    • pp.49-58
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    • 2020
  • In the era of the fourth industrial revolution, the world is undergoing rapid social change. The purpose of this study is to predict the expected changes and necessary competencies and desired curriculum and teaching methods in the field of mechanical engineering in the near future. The research method was a Delphi study. It was conducted three times with 20 mechanical engineering experts. The results of the study are as follows: In the field of mechanical engineering, it will be increased the situational awareness by the use of measurement sensors, development of computer applications, flexibility and optimization by user's needs and mechanical equipment, and demand for robots equipped with AI. The mechanical engineer's career perspectives will be positive, but if it is stable, it will be a crisis. Therefore active response is needed. The competencies required in the field of mechanical engineering include collaborative skills, complex problem solving skills, self-directed learning skills, problem finding skills, creativity, communication skills, convergent thinking skills, and system engineering skills. The undergraduate curriculum to achieve above competencies includes four major dynamics, basic science, programming coding education, convergence education, data processing education, and cyber physical system education. Preferred mechanical engineering teaching methods include project-based learning, hands-on education, problem-based learning, team-based collaborative learning, experiment-based education, and software-assisted education. The mechanical engineering community and the government should be concerned about the education for mechanical engineers with the necessary competencies in the era of the 4th Industrial Revolution, which will make global competitiveness in the mechanical engineering fields.

Student Teachers and Beginning Teachers' Understandings of Scientific Inquiry

  • Flick, Larry;Morrell, Patricia-D.;Wainwright, Camille;Park, Young-Shin
    • 한국지구과학회지
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    • 제25권3호
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    • pp.160-175
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    • 2004
  • This study examined the knowledge and practices of scientific inquiry displayed by three student teachers and two beginning teachers at secondary levels. Observations using the instrument of OTOP designed by the research team of OCEPT (Oregon Collaborative for Excellent in the Preparation of Teachers) generalized similar teaching strategies of scientific inquiry between student and beginning teachers, such as using group work for students' first hand experience, using concrete materials for experimentation or visual tools for demonstration, using questions for factual knowledge mainly without opportunities to understand how scientific knowledge is constructed. Those scientific inquiry activities were very confirmative ones to follow the steps without opportunities of understanding nature of science or nature of scientific inquiry. However, all participants in this study hold knowledge of scientific inquiry envisioned by the National Science Education Standards [NSES] (NRC, 1996), where students identify their hypothesis, use critical and logical thinking, and consider alternative explanations through argumentation as well as experimentation. An inconsistent relationship between participating teachers knowledge and practices about scientific inquiry resulted from their lack of pedagogy skills of implementing it in the classroom. Providing opportunities for these teachers to reflect on their beliefs and practices about scientific inquiry was recommended for the future study. Furthermore, increasing college faculty interest in new teaching approaches for upgrading the content knowledge of student teachers and beginning teachers was recommended as a solution, since those teachers showed evidence of influence by college faculties at universities in their pedagogy skills.

재활간호학 교과목 내용 구성을 위한 기초조사 (The Educational contents of Rehabilitation Nursing)

  • 이명화;임난영;서문자;강현숙;김정화;서연옥;소희영;조복희
    • 재활간호학회지
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    • 제4권1호
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    • pp.118-123
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    • 2001
  • The purpose of this study was to provide fundamental data to propose further directions of education on rehabilitation nursing by investigating the adequacy of the educational contents of rehabilitation nursing. This study was a descriptive survey study. The data collected at 25 universities and 24 junior colleges through questionnaires to answer the research questions from August 10 to September 30, 2000. The questionnaire was consisted of 24 items. The contents of rehabilitation nursing education were developed by consulting with the rehabilitation nursing professionals. The results are as follows Rehabilitation nursing was taught as an independent class in 15 universities and 9 junior colleges. Most professors majoring in adult nursing (66.8%) were in charge of teaching the courses. For the adequacy of the teaching contents of rehabilitation nursing, conceptual bases for rehabilitation was the highest score (4.0), and interdisciplinary rehabilitation team, activities of daily living, clients of rehabilitation, nursing process in rehabilitation nursing, functional evaluation, movement and mobility, physical therapy, occupational therapy, sensation and perception, communication/language, eating and swallowing, bladder elimination, community based rehabilitation nursing, sleep, rest &, fatigue, bowel elimination, historical perspectives of rehabilitation nursing, sexuality, pulmonary rehabilitation, pain, cardiac rehabilitation, skin integrity, family care was ordered.

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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.

The development of a community-based medical education program in Korea

  • Yoo, Jung Eun;Hwang, Seo Eun;Lee, Gyeongsil;Kim, Seung Jae;Park, Sang Min;Lee, Jong-Koo;Lee, Seung-Hee;Yoon, Hyun Bae;Lee, Ji Eun
    • Korean journal of medical education
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    • 제30권4호
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    • pp.309-315
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    • 2018
  • Purpose: The introduction of community-based medical education would help improve the quality of primary care. This paper suggests learning objectives and an educational program for community-based medical education. Methods: The educational program was developed in a 1-day consensus workshop. Twenty experts, including faculty members from family medicine department of a college of medicine in Seoul and community-based preceptors, participated in the program. A needs-assessment survey was conducted among community-based preceptors before the workshop. Through this workshop, we derived learning objectives and a standardized curriculum for community-based medical education. Results: In the questionnaire before the workshop, community-based preceptors voiced concerns over the program's potential costs and the time required for teaching. The learning objectives and educational programs derived from the workshop's consensus were consistent with the characteristics of the primary care. Based on the results of this workshop, the joint expert team developed a standard educational program on two core topics: clinical teaching and mentoring. Conclusion: From this curriculum development process, participants could construct a more standardized curriculum for community-based medical education. Future studies are needed to evaluate the long-term outcomes of these educational programs, such as the learners' satisfaction and achievement.

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

  • 이현석
    • 디지털융복합연구
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    • 제17권11호
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    • pp.467-474
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    • 2019
  • 디지털콘텐츠 산업의 핵심 요소인 게임 애니메이션 영상은 그 수요의 확대에 따라 관련 인력 양성이 갈수록 전문화되고 있다. 게임 애니메이션 영상 분야의 교육은 창의적 사고와 융합적 태도 그리고 문제해결 능력이 중요시 되는 창의 융합 참여형 인재양성에 있다. 이에 본 논문은 게임 애니메이션 영상 분야 창의융합 참여형 인재 양성을 위한 프리프러덕션 중심의 PBSL(Project based Self Learning) 수업모형을 제시하고자 한다. 이를 위한 연구의 전개는 창의융합 인재의 구성요소와 프로젝트 수업의 특성, 그리고 관련 직무 역량에 대해 문헌을 중심으로 고찰하였으며, 이에 따른 PBSL수업모형의 핵심요소는 창의성, 융합적 태도, 자율성으로 분류 하였다. 이를 기초하여, 창의적 사고와 융합적 태도 그리고, 학생들의 자율성이 실현될 수 있는 프로젝트 형의 'Project Based Self Learning' 수업모형을 개발한다. PBSL을 적용한 D대학교 <콘텐츠워크?> 수업에 대해 사례분석하고, 설문조사를 진행한 결과 자율성 측면이 창의성과 융합적 태도에 비해 만족도가 높게 나왔으며, 이는, 학생 스스로 프로젝트 진행에 대한 자율성과 동기부여가 향상되었음을 알 수 있다. 다만, 만족도가 낮게 분석된 융합적 측면에 대한 추후 보완이 필요하다.