• Title/Summary/Keyword: design-Based Education

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Strategic Model Design based on Core Competencies for Innovation in Engineering Education

  • Seung-Woo LEE;Sangwon LEE
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.141-148
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    • 2023
  • As the direction of education in the fourth industry in the 21st century, convergence talent education that emphasizes the connection and convergence between core competency-based education and academia is emerging to foster creative talent. The purpose of this paper is to present the criteria for evaluating the competency of learning outcomes in order to develop a strategic model for innovation in engineering teaching-learning. In this paper, as a study to establish the direction of implementation of convergence talent education, a creative innovation teaching method support system was established to improve the quality of convergence talent education. Firstly, a plan to develop a teaching-learning model based on computing thinking. Secondly, it presented the development of a teaching-learning model based on linkage and convergence learning. Thirdly, we would like to present educational appropriateness and ease based on convergence learning in connection with curriculum improvement strategies based on computing thinking skills. Finally, we would like to present a strategic model development plan for innovation in engineering teaching-learning that applies the convergence talent education program.

A Study on the Wed Based Design Education -Mainly on Usabilities and Problems- (Web 기반 디자인 교육에 관한 연구 - 그 유용성과 문제점을 중심으로 -)

  • 최영옥
    • Archives of design research
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    • v.15 no.2
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    • pp.253-266
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    • 2002
  • Web Based Instruction has its theoretical background in constructivism paradigm of education. According to social changes called information era and thanks to the sophisticated internet mechanism the constructivism in education has been dominant paradigm. In this paradigm information and knowledge are not merely given by a instructor facing the loaners. This system of instruction has n almost every field of discipline introduced. This article aims to examine how far WBI and constructivism are applicable for design education. Richard Branchia predicted that the learner oriented instruction method would become the dominant education system. He stressed an interactivity of the teacher and students. Upon this can the applicability of WBI for design education be affirmed. Furthermore, there is a dozen of successful cases like www.cyberartcenter.com) (www.digitalyeil.co.kr)', http://www.schooleweb.co.kr/, htp://www.startstudy.co.kr/among many others. This article suggests several ways to solve the problems web based design education faces, including the lesson should inevitably combine the outline and of online study.

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Factors Influencing Learning Satisfaction of Migrant Workers in Korea with E-learning-Based Occupational Safety and Health Education

  • Lee, Young Joo;Lee, Dongjoo
    • Safety and Health at Work
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    • v.6 no.3
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    • pp.211-217
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    • 2015
  • Background: E-learning-based programs have recently been introduced to the occupational safety and health (OSH) education for migrant workers in Korea. The purpose of this study was to investigate how the factors related to migrant workers' backgrounds and the instructional design affect the migrant workers' satisfaction with e-learning-based OSH education. Methods: The data were collected from the surveys of 300 migrant workers who had participated in an OSH education program. Independent sample t test and one-way analysis of variance were conducted to examine differences in the degree of learning satisfaction using background variables. In addition, correlation analysis and multiple regression analysis were conducted to examine relationships between the instructional design variables and the degree of learning satisfaction. Results: There was no significant difference in the degree of learning satisfaction by gender, age, level of education, number of employees, or type of occupation, except for nationality. Among the instructional design variables, "learning content" (${\beta}=0.344$, p < 0.001) affected the degree of learning satisfaction most significantly, followed by "motivation to learn" (${\beta}=0.293$, p < 0.001), "interactions with learners and instructors" (${\beta}=0.149$, p < 0.01), and "previous experience related to e-learning" (${\beta}=0.095$, p < 0.05). "Learning environment" had no significant influence on the degree of learning satisfaction. Conclusion: E-learning-based OSH education for migrant workers may be an effective way to increase their safety knowledge and behavior if the accuracy, credibility, and novelty of learning content; strategies to promote learners' motivation to learn; and interactions with learners and instructors are systematically applied during the development and implementation of e-learning programs.

Community-based career education app development for university students (대학생을 위한 공동체 기반 진로교육 앱 설계)

  • Oh, Dongju;Kim, Jin Suk;Park, Su-Hong
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.387-403
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    • 2021
  • The purpose of this study is to design a community-based career education app for college students. Currently, career education in universities has various problems. First, career education is not systemized, second, satisfaction of participating students is not high, and third, competency-based career education is not conducted. Designing a community-based career education app for college students will solve the problem of lack of college career education instructors and increase the satisfaction of students participating in career education. To this end, core values were derived through the results of demand surveys, literature analysis, and network text analysis for college students, and a prototype of the app was devised according to the design of the rapid prototype. The career education program to be used in the app was designed by dividing online and offline activities so that university students can execute them in units of learning communities. Through the first and second usability evaluation and expert evaluation, the final prototype was designed and the app screen was designed.

Conceptualizing the Realistic Mathematics Education Approach in the Teaching and Learning of Ordinary Differential Equations

  • Kwon, Oh-Nam
    • Research in Mathematical Education
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    • v.6 no.2
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    • pp.159-170
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    • 2002
  • The undergraduate curriculum in differential equations has undergone important changes in favor of the visual and numerical aspects of the course primarily because of recent technological advances. Yet, research findings that have analyzed students' thinking and understanding in a reformed setting are still lacking. This paper discusses an ongoing developmental research effort to adapt the instructional design perspective of Realistic Mathematics Education (RME) to the teaching and learning of differential equations at Ewha Womans University. The RME theory based on the design heuristic using context problems and modeling was developed for primary school mathematics. However, the analysis of this study indicates that a RME design for a differential equations course can be successfully adapted to the university level.

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A Study on Development of Universal Fashion Design for Handicapped Children (휠체어 장애아동을 위한 유니버설 패션디자인연구)

  • Bae Ji Hae;Choi Jeong Wook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.101-114
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    • 2024
  • Currently, in Korea, the number of handicapped children receiving inclusive education in general schools is expanding. In the inclusive education field, the most important tasks are personal needs support, such as toilet assistance, meal assitance, and support for wearing and taking off various assistive devices. A significant portion of the support work in the actual education field is related to clothing. Therefore, it is necessary to research and develop universal fashion designs for handicapped children at school where inclusive education is implemented. To achieve this aim, this study analyzed the concepts, principles and, characteristics of universal fashion design through theoretical research and established research principles. In this study, two fact-finding surveys were conducted. Next, a total of 10 universal fashion designs were proposed considering both the preceding survey results and the principles of universal fashion design Among them, the four designs that were considered most suitable were selected for universal fashion design through F.G.I (Focus Group Interview) analysis conducted by experts. The four selected designs were made by referring to the size framework based on the '6th Human Body Size Survey Report of Korea'. The completed experimental clothes were proposed as the final universal fashion design for handicapped children by conducting external evaluation through a virtual clothing system and real clothes.

Design and Implementation of Educational Activity Based Groupware for Elementary School (초등학교 교육활동 기반 그룹웨어의 설계 및 구현)

  • Kim, Yung-Sik;Kim, Young-Bok;Yoo, Seon-Tack
    • Journal of The Korean Association of Information Education
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    • v.4 no.1
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    • pp.12-23
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    • 2000
  • Education using the internet, such as a virtual school and distance education, has been limited to the studies of content and method in learning, It has been less studied to make advantage of internet with regard to school administration, teachers' research, and efficient communication within a school. Therefore, it is suggested to implement groupware which can be used in a school environment. For this purpose, this study attempts to design and implement groupware on that purpose. The main content consists of 7 areas: introduction of the school(including children's room), notice room, working room, room for educational materials, individual information, parents' room, internet journey. The basic tool for a groupware is implemented on Windows NT 4.0 Server and subsequent IIS 2.0. DB management based on SQL Server 6.5 makes it enable to manage various information.

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Development of Instructional Strategies and Contents by Cyber Education Types - Focused on Cyber Education for Employees of Health and Welfare (사이버교육 유형별 교수설계 전략 및 콘텐츠 개발 - 보건복지 종사자를 위한 사이버교육을 중심으로)

  • Jin, Sun-Mi;Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.205-211
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    • 2018
  • The purpose of this study is to classify appropriate content types according to the cyber education contents needed for employees of health and welfare and to develop contents based on specific instructional design strategies for each type. We divided the four types of content into instructor-led type contents, storytelling type contents, practice type contents, and case presentation type contents based on previous research and existing health and welfare cyber education contents. For each content type, a macro design strategies and a micro design strategies were derived, and contents were developed in accordance with the design strategies. Data were collected from 150 employees of health and welfare to analyze learning satisfaction. The average of learning satisfaction was 4.42. The results of this study will provide theoretical background and practical implications for the design and development of cyber education contents in health and welfare areas.

Effects of a Case-Based Sepsis Education Program for General Ward Nurses on Knowledge, Accuracy of Sepsis Assessment, and Self-efficacy

  • Kim, Bohyun;Jeong, Younhee
    • Journal of Korean Biological Nursing Science
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    • v.22 no.4
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    • pp.260-270
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    • 2020
  • Purposes: Sepsis is a critical condition in which nurses should detect clinical manifestations and provide early intervention to prevent unwanted serious conditions in the patients. The initial occurrence and management of sepsis take place in general units, but there is a lack of knowledge in nurses. The purpose of this study was to examine the effects of a case-based sepsis education program and compare the case-based education program with and without smartphone applications. Methods: A quasi-experimental pre-test-post-test design with a control group was used. We provided a case-based education program with and without smartphone applications to the nurses and tested the effects of the program on knowledge, the accuracy of sepsis assessment, and self-efficacy as outcome variables. A total of 60 nurses in general units participated. To test differences in knowledge, the accuracy of sepsis assessment, and self-efficacy regarding sepsis between the groups over time, a mixed-design ANCOVA was used for parametric analysis, and generalized estimating equations (GEE) were used for nonparametric analysis. Results: There were significant differences in knowledge, the accuracy of sepsis assessment, and self-efficacy between the groups and within the groups over time. The intervention groups treated with the case-based education program showed improved outcome variables compared to the control group. There was no difference between case-based education with the smartphone application or without the application. Conclusions: The case-based education improved knowledge, the accuracy of sepsis assessment, and self-efficacy in the care of sepsis by nurses working in the general wards. The results suggest that the case-based education program for nurses was effective and eventually improved patient health outcomes.

A Case Study on the Promotion of Instructional Design Competencies Among Preservice Home Economics Teachers in Class Using the Metaverse (예비 가정과교사의 메타버스를 활용한 교수설계 역량 증진을 위한 수업 사례연구)

  • Seong Youn Choi
    • Human Ecology Research
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    • v.62 no.1
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    • pp.81-100
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    • 2024
  • This paper presents a case study in which a lesson was designed and applied to enhance preservice home economics teachers' instructional design competence using the metaverse. For 15 weeks from March 6 to June 14, 14 students enrolled on the course 'Multimedia Home Economics Education' for preservice home economics teachers used the metaverse to engage in problem-based learning to solve instructional design problems in home economics classes. In accordance with the ADDIE design model, in the analysis stage, we assessed preservice home economics teachers' level of knowledge of lessons using the metaverse, and their perceptions of the possibility, necessity, and usefulness of using the metaverse in home economics lessons. In the design and development stage, lesson plans, questions for problem-based learning, assessment tools, and teaching and learning materials were developed. The implementation was conducted in parallel with training on understanding multimedia and the metaverse, and instructional design competence was evaluated through pre- and post-testing and reflection journals. The results revealed that the preservice home economics teachers acquired a good understanding of lessons using the metaverse, learned how to design lessons for self-directed learning by applying the metaverse to their home and classroom, and gained confidence in applying it to their teaching practice or in-service work. It is expected that the results of this study will be used as support materials for prospective and current home economics teachers to design home economics lessons using the metaverse, thereby expanding the horizons of home economics education.