• Title/Summary/Keyword: environmental skills

Search Result 296, Processing Time 0.029 seconds

Rejuvenation of woody plants (목본식물(木本植物)의 재유령화(再幼齡化))

  • Yi, Jae-Seon;Moon, Heung-Kyu
    • Journal of Forest and Environmental Science
    • /
    • v.7 no.1
    • /
    • pp.7-21
    • /
    • 1990
  • Without scientific understanding of the phase change and the rejuvenation in woody perennials, many tree breeders have successfully rejuvenated and multiplied mature trees of some tree species, i.e., Eucalyptus, Pseudotsuga menziesii Sequoia sempervirens, Pinus radiata, Pinus pinaster, Quercus virginiana, Hedera helix, Juglans, apples, grapes, and so on. Practical techniques discussed to rejuvenate the old trees include grafting to younger stock, growth regulator treatment, pruning, repeated cutting, and in vitro culture. However, a combination of skills mentioned is recommended for rejuvenation of the mature propagation material. It is strongly required to develop a morphological and/or biochemical indicator system to judge the juvenility.

  • PDF

A Study on the Development of Education for Sustainable Development of Understanding Programme (지속가능발전 이해 교육 프로그램 개발 연구)

  • Ji, Seung-Hyun;Nam, Young-Sook
    • Hwankyungkyoyuk
    • /
    • v.20 no.3
    • /
    • pp.76-88
    • /
    • 2007
  • The purpose of this study is to develope education for sustainable development of understanding programme. The results of this study are as follows. Firstly, this programme is intended to enhance an university student's basic understanding, core skills and viewpoint of sustainable development. Secondly, the programme contains 10 modules, organised in four thematic sections. Each module is made up of two or three activities that are supposed to encourage adult learners in their mature understanding of sustainable development. Thirdly, there are three key teaching-learning strategies such as a case study, story telling and project study. These teaching-learning methods play a key role in the learning process. In conclusion, it is expected to indicate the goal and the value of the sustainable development clearly, and to provide the related information and knowledge constantly and systematically in the learning for sustainable development. Thus, it would be possible to enhance learner's awareness and attitudes towards sustainable development.

  • PDF

The Future of Commercial Space (상업공간의 미래)

  • 노정호
    • Archives of design research
    • /
    • v.3 no.1
    • /
    • pp.83-93
    • /
    • 1990
  • The constant evolution of society, culture and scientific technology, coupled with changes in life style and behavioral patterns, has led mankind to peroeive diverse needs for space. Particularly, the rapid structural change in the field of marketing has entailed changes in techinques for construction and presentation of space for an improved marketing environment. To satisfy such new, diverse needs for space, interior designers will have to redefine the "mankind and environmen( concept and examine their design methodology anew. The question of how to design available space for a certain purpose will remain a daunting task for designers in the future, as it has been in the past. In the pursuit of convenience and conformity to mankind's surroundings, every nation has, in common with other nations, basic design elements, design skills and other factors. In designing camercial space in a particular region, it is essential, however, to have a proper understanding of the social economic and cultural context indigenous to that region, as well as the impact on environmental and ecological change and marketing strategy. This study discusses design metholdology for the comming camercial space on the basis of the space concept and current status in Korea, with major emphasis on Korea's regional characteristics.

  • PDF

A Study on Industry and Learner's Demand-Based Curriculum Development on Nursing Education : A Case of P University (산업체 및 학습자 수요 간호 교육과정 개발에 관한 연구 : P 대학의 사례)

  • Shin, Hwa-Jin
    • Journal of Korean Clinical Health Science
    • /
    • v.4 no.4
    • /
    • pp.769-781
    • /
    • 2016
  • Purpose. The purpose of this paper was to analyze the educational needs of industry which will hire learner and to develop curriculum to meet the demand. Methods. This study was a descriptive research based on survey results. In each questionnaire, the number of responses and ratios were measured to determine the priorities of the questionnaire items and the education demand was evaluated based on these priorities. Results. The core competency keywords for nurses in industry are knowledge, technology, and communication. In the industry needs for curriculum development, the importance of education to be strengthened for nurse training was found to be core basic nursing skills, nursing process application ability, communication ability, creative nursing problem solving ability, personality and foreign language ability. Conclusion. This study has laid the groundwork for the development of competency based curriculum based on environmental factors and reducing the problems of mis - matching between industry and education.

Convergence Learning Program based on Childhood's Sociopsychological Development and Design Thinking

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.176-183
    • /
    • 2020
  • This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.

A Study on the Relationship of Ship Automation System and Safety (선박운항시스템 자동화와 안전의 연관성에 관한 연구)

  • Kim, Bi-A;Lee, Jae-Sik;Oh, Jin-Seok
    • Journal of the Korean Society of Safety
    • /
    • v.22 no.6
    • /
    • pp.69-73
    • /
    • 2007
  • The recent huge maritime casualties and their environmental impacts showed that human error in ship navigation is one of the primary causes leading to accidents. In order to reduce maritime accidents and human errors in ship navigation, it is very important and urgent to improve the skills of navigators and develop advanced navigation support system for ship operations. For example, a SCMS(Ship Control and Management System), INS(Integrated Navigation System) and PCS(propulsion Control System) which are considered as a ship automation system was operated in ship. Furthermore, the most recent automation ships collision incidents warn us that only making automation ships alone is not sufficient for improving ship safety. Effective interaction between officer and ship automation system is essential for safety. In this paper, the interactive relationship between officer and the ship automation system was studied, then the research result for reducing maritime casualties will be presented.

Indigenous Knowledge on the Utilization of Medicinal Plant Diversity in the Siwalik Region of Garhwal Himalaya, Uttarakhand

  • Gaur, R.D.;Sharma, Jyotsana
    • Journal of Forest and Environmental Science
    • /
    • v.27 no.1
    • /
    • pp.23-31
    • /
    • 2011
  • Ever since the dawn of civilization, the ambient vegetation and the resources constituted major source of human existence for various substantial requirements. Our present knowledge on plant resources emerged from the traditional heritable knowledge descended from generation to generation. However, traditional knowledge pertaining to several aspects remained untapped from various remote localities or populations. Furthermore, with the present trends of excessive exploitation of natural resources and degradation of habitats, conservation and ecological management require coherence of traditional skills and modern approaches. Therefore, the present study is to record traditional plant based knowledge among the inhabitants of Siwalik region of Uttarakhand Himalaya. Extensive field survey was made for the collection of data on the medicinal aspects of plant species in the study area covering the parts of districts Pauri, Dehradun and Haridwar. During the course of study 130 plant species belonging to 65 families are reported, used as traditional medicine by the local inhabitants of this region.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.55-61
    • /
    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

A Study on the Influence of Flight Trainees' Stress on Flight Immersion and Abandonment

  • Seung Joon Jeon;Yun Sick Jung;Kyoung Eun Kim
    • Journal of the Korean Society for Aviation and Aeronautics
    • /
    • v.30 no.4
    • /
    • pp.191-198
    • /
    • 2022
  • Stress refers to various body reactions that occur when humans are stimulated by environmental conditions. The quality of education and flight skills can suffer if flight trainees are constantly subjected to high stress, even in the case of flight trainees, and as a result, it can harm becoming a pilot. It is therefore the aim of this study to identify stress factors (flight training, career, financial support, relationships with family and teachers) that student pilots face, to determine how these factors affect flight and academic immersion and abandonment, and to improve the quality of flight education.

Meta-Analysis of Cognitive and Affective Effects of Arduino-Based Educational Programs

  • Bong Seok Jang
    • Journal of information and communication convergence engineering
    • /
    • v.22 no.2
    • /
    • pp.153-158
    • /
    • 2024
  • This study aims to summarize the effects of Arduino-based educational programs through a meta-analysis. Eleven eligible primary studies were obtained through a systematic literature review and coded accordingly. The results are as follows: The meta-analysis revealed that the overall effect size for all the studies was 0.518. Analysis of the moderator variables indicated statistically significant differences between them. Regarding the learning domains, the results were ranked in descending order of the cognitive and affective domains. Within the cognitive domain, the effect sizes were ranked in descending order as follows: logical thinking, content knowledge, convergence competency, self-efficacy, computational thinking, and creative problem-solving skills. In terms of subject areas, the descending order of effect sizes was agriculture, STEAM, environmental science, practical arts, artificial intelligence, informatics, and computers. Regarding school level, the results were ranked in the following descending order: college, elementary school, middle school, and high school.