• Title/Summary/Keyword: prototype curriculum model

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Development of the Prototype Curriculum of Foodservice Systems Management Education based on Competency-Based Education Principles (능력중심교육 원칙을 응용한 급식경영관리 교육 모형의 개발)

  • Yoon, Ji-Young
    • Journal of the Korean Home Economics Association
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    • v.40 no.10
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    • pp.1-16
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    • 2002
  • 본 연구는 한국 영양사를 위한 급식경영관리교육의 필요성을 파악하고, 4년제 식품영양학과에 적용 할 수 있는 능력중심교육 원칙(competency-based education)을 응용한 급식경영관리 교육 모형 개발에 목적을 두고 있다. 본 연구는 각 분야의 급식경영전문가 설문조사$\longrightarrow$영양사 설문조사$\longrightarrow$4년제 대학 식품영양학과 교과과정 검토$\longrightarrow$급식경영관리 교육 모형 개발 등의 순으로 진행되었다. 급식경영전문가 설문조사를 통하여 한국영양사에게 필요한 47개 급식경영관리 수행능력을 결정하였으며, 이를 토대로 영양사 설문조사 (응답자수: 484, 회수율: 65%)에서는 위 수행능력의 중요도와 교육정도에 대한 영양사들의 인식을 알아보았다. 그 결과, 급식경영관리 수행능력이 현재와 미래의 영양사 업무수행에 있어 매우 중요하다고 인식하고 있는 반면, 교육은 불충분하다고 대답하였다. 교육 불충분의 이유로는 급식경영관리 분야의 과목 부족, 실무위주 교육의 부족 등을 지적하였다. 교과과정 검토 결과 61개 과목 중 8과목(13%)만이 급식경영관리와 관련된 과목으로 나타났다. 두 가지 설문조사 결과와 교과과정 검토 결과를 토대로 하여 본 연구에서는 능력중심교육 원칙을 응용한 급식경영관리 교육 모형을 개발하였다. 개발된 교육 모형은 급식경영관리 전문 교육가에 의해 실행 전 평가 및 검토를 거쳤으며, 내용구성, 적용성, 형식 분야의 평가 결과 모든 분야에서 5.0 만점의 평균 4.6점을 획득하여 한국 영양사의 효과적인 급식경영관리 교육과정 개발에 유용하게 쓰일 수 있을 것으로 기대된다.

A development of creative capstone design process by product and mold design (제품 및 금형 연계 창의 캡스톤 디자인 교육과정에 관한 연구)

  • Kim, Kyung-A;Han, Seong-Ryeol
    • Design & Manufacturing
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    • v.13 no.4
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    • pp.45-50
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    • 2019
  • The fourth industrial revolution calls for an integrated talent by improving working-level skills within the big framework of creativity and convergence. Therefore, university education focuses on solving the problem of practical ability education by improving employment ability. Based on this improvement in practical skills, this study is based on the field-based design curriculum of Capstone. Currently, the Capstone Design Course is being implemented at most universities, extending its scope to the fields of engineering, humanities, social studies and arts. However, there is a limit to the core concept of Capstone design education and capacity education developed in line with the foreign educational environment and applied directly to our nation's university education. In terms of overseas cases, the core focus is to develop practical, design, and prototype capabilities by forming a team among all grades and multidisciplinary institutions to support the capital and manpower of the industry. However, the nation's industrial linkage and curriculum have difficulties in carrying out multi-disciplinary education. In this study, students were asked to team up and solve the challenges that the industry needs based on the expertise acquired in the lower grade curriculum by applying majors and 3D printing through the first and second semester courses of the fourth grade to address these limitations. In addition, business skills for the process of creativity and leadership experience in our country through a suitable design capstone class to review the efficiency of education by applying a model. In order to achieve the purpose of Capstone design subject, the goal setting, class model composition, class model application, verification and evaluation, and final class model development procedures were carried out. Through this process, it will be used as a basic material for educating design class capstone design.

A Study on E-Commerce Curriculum (전자상거래 교과과정에 관한 연구)

  • Byun, Dae-Ho
    • Information Systems Review
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    • v.4 no.1
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    • pp.111-130
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    • 2002
  • The Internet is changing or even eliminating old organizational schemes, including education. A growing number of universities and graduate schools are creating curriculums to reflect these changes. Business schools have prepared their students for a corporate world to offer some E-commerce courses. While E-commerce courses are proliferating in computer and information science schools, they are also spreading to other university departments including law and advertising. The objective of this paper is to suggest a prototype E-commerce curriculum for E-commerce departments. First, we survey and compare the E-commerce curriculum offered in many universities. Second, we provide the new E-commerce curriculum model for Korean universities. E-courses are classified as three knowledge areas of E-commerce courses such as business, technology, and core. We prioritize E-courses selected and rank their importance through an exploratory study for suggesting the undergraduate or graduate curriculum.

ADPM 기반의 실기 수업을 위한 저작 시스템의 프로토타입 개발

  • 구정모;한병래
    • Journal of the Korea Computer Industry Society
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    • v.5 no.2
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    • pp.301-310
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    • 2004
  • The Current 7th Curriculum for Computer Education emphasized the class of practice oriented, student oriented. But it is very hard because of many students, poor environments, insufficiency of the teaching model. So ADPM will gives our help. a ADPM based practical class using ebook synchronized with video files give a little student's wating time for answering, much student's learning efficiency, much student's voluntary learning custom, a individualized learning. And this study developed the prototype to support the ADPM. This prototype will make up for the weak points in authoring systems, which they are a wizard type program, capturing video file, synchronizing video files. And it will improve a practical class.

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The Design of the Educational Computing Course for Early Childhood Teacher (유아 컴퓨터 교사를 위한 교육과정 개발에 관한 연구)

  • Kim, Young-Hee
    • The Journal of Korean Association of Computer Education
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    • v.8 no.3
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    • pp.19-28
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    • 2005
  • The purpose of the research is to examine design of the educational computing course for early childhood teacher. It was based on a development of the early childhood and unification of the computer activities in the curriculum. For these purpose, a number of literatures for the early childhood computer activities and teacher's want of the computer training were reviewed. In a result, it was made prototype of the educational computing course for early childhood teacher. Then, It was corrected and strengthened since then answered by 15 national kindergarten teacher located in Taejon. Based on these quality analysis, we designed a curriculum model for educational computing course for early childhood teacher. The developed the educational computing course for early childhood teacher would help the teachers to have critical attitude and necessary skills to access useful information using a computer and to appropriately respond to the changing educational environments by adopting computers in schools.

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A Study on the Educational Effects of Interactive Cyber Home Study (상호작용적 사이버가정학습의 교육적 효과에 관한 연구)

  • Song, Tae-ok
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.33-42
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    • 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.

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

A Developing a Teaching-Learning Model of Software Education for Non-major Undergraduate Students (비전공 학부생 대상의 SW 교육을 위한 교수-학습 모델 개발)

  • Sohn, Won-sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.107-117
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    • 2017
  • here are many cases that take a software education as a required course for non-major students in university curriculums. However, non-major students are experiencing various difficulties in the process of learning programming languages, and there is also the opposite opinion in terms of their effectiveness. In this study, we developed a design based software education model (DBSEM) and curriculum to solve these problems and applied it to undergraduate non-undergraduate students for the last 8 years. In the proposed method, we provide a specialized educational tool such as 'block-based programming tool', but developed 'core module' and 'concept learning module' for computational thinking and applied 'prototype design module' and coding strategy based on it. As a result, non-major undergraduates could easily learn block-based scripting tools and acquire core concepts of computational thinking.