• Title/Summary/Keyword: 과제수행능력

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A Study on Reformation of the Teacher Certification Examination in the field of Construction Engineering Education (건설공학 교육분야 중등임용시험 개선방안에 관한 연구)

  • Hwang, Min-Jeong;Park, Wan-Shin;Jang, Young-Il
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.257-272
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    • 2011
  • The field of Construction Engineering leads 1970's industry of the Korea. As a result of development of construction technology, It secure national competitiveness winning overseas contracts many kinds of plant, building and so on. In this situation, it is the most important task to cultivate and select construction teacher to train construction education and to foster construction skilled workers be going into the field of construction. This Study attempts to offer useful implications about the improvement of the Teacher Certification Examination through analyzing that will have a strong influence and be a standard in educational direction to cultivate construction teacher.

Case Study for Test of Practical Competency in ICT (정보통신 실무역량 평가에 대한 사례연구)

  • Shim, Jang-sup;Jeong, Jea-hun;Ihm, Seung-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.67-70
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    • 2015
  • This paper describes a one of HRD Program focus on ICT technology called TOPCIT as that companies and higher education providers voiced the need for a standardized, objective competency index that can reinforce the on-site competency of college students majoring in ICT/SW. And reduce the gap between the viewpoints of industrial and academic circles regarding the qualifications of a competent specialist in ICT field. For this reason, T.OPCIT developed and evaluated a performance-evaluation-centered test designed to diagnose and assess the competency of ICT specialists and SW developers critically needed to perform jobs on the professional frontier. This TOPCIT concept has been promoted not just in KOREA but in many ASEAN countries, e.g Thailand, Nepal, Bhutan, Philippines, Mongolia and Cambodia during the ICTD-USO Forum organised by ITU-ASP.

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Development and Application of PBL-Based Teaching Materials for Information Communication Ethics Education (PBL기반 정보통신윤리교육 수업자료 개발 및 적용)

  • Hwang, Jae-In;Shin, Jae-Han
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.33-41
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    • 2012
  • The purpose of this study was to examine the effectiveness of problem-based learning(PBL) of information communication ethics on the problem-solving skills of fifth- and sixth-grade elementary school students about information communication ethics and their attitude. The findings of the study were as follows: First, the PBL-based teaching materials for information communication ethics could serve to stir up the interest of students by letting them face problem situations caused by the disfunction of the information society. Second, a wide variety of teaching-learning activities including cooperative learning and discussion were implemented while the selected students performed the given problem-solving tasks, and the activities had a very good effect on PBL-based information communication ethics education. Third, PBL-based information communication ethics education could be one of effective ways to boost not only the problem-solving skills of students but the teaching interest and capability of teachers.

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An Analysis on Teaching and Learning Spatial Sense in Elementary School Mathematics. (초등학교에서 지도하는 공간감각 내용에 관한 고찰)

  • Lee, Chong-Young
    • School Mathematics
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    • v.7 no.3
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    • pp.269-286
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    • 2005
  • The purpose of this paper is to study the spatial sense that is introduced for the first time in our 7th mathematics curriculum. For this purpose, we first investigated the factors of the spatial sense ability and with this factors, we analyze the errors those was founded in elementary school students' carrying out tasks related to the spatial sense, and the contents of elementary mathematics textbook. From the analysis, we found that the teaching topics in the spatial sense is disagreed with the students' learning level and for each similar topics is cut off into not adjacent grades, connecting these topics to each other and to the other traditional geo-metric topics is not easy. we must consider this findings in the future revision of mathematics curriculum.

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The Effects of Task-Oriented Training Program on Balance, Activities of Daily Living Performance and Self-Efficacy in Stroke Patients : A Pilot Study (과제 지향적 훈련프로그램이 뇌졸중 환자의 균형, 일상생활동작 수행능력 및 자기효능감에 미치는 영향 : 예비연구)

  • Choi, Jinuk;Kang, Soonhee
    • Journal of The Korean Society of Integrative Medicine
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    • v.1 no.4
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    • pp.15-24
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    • 2013
  • Purpose : The purpose of this pilot study was to examine the effects of task-oriented training program on balance, activities of daily living(ADL) performance, and self-efficacy in stroke patients. Method : Two subjects with stroke in experimental group participated in the task-oriented training program, while two subjects with stroke in control group received traditional rehabilitation therapy for 4 weeks, 30 minutes per session, four times per week. The task-oriented training program consisted of four tasks with 4 difficulty levels. In two groups, balance was examined with using the Berg Balance Scale(BBS), ADL performance was examined with using the Modified Barthel Index(MBI), and Self Efficacy was evaluated with using the Self-Efficacy scale(SES) before and after 4-week training. Result : After 4 weeks training, all scores of measurement variables increased in both the experimental group and the control group, but the average rates of change differed between the two groups. After the training program, the scores of BBS, MBI, and SES in experimental group increased to 11.4%, 9.9%, 15.4%, respectively than pre-training. Conclusion : According to the results of this study, task-oriented training program might be proposed as a intervention to improve balance ability, ADL performance, and self-efficacy in stroke patients.

Research on Cyber-terrorism preparation scheme (사이버테러 대응방안에 관한 연구)

  • Kim, Yeon Jun;Kim, Sang Jin
    • Convergence Security Journal
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    • v.16 no.3_2
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    • pp.33-42
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    • 2016
  • While evolving information-oriented society provides a lot of benefits to the human life, new types of threats have been increasing. Particularly, cyber terrorism, happen on the network that is composed of a computer system and information communication network, and the mean and scale of damage has reached a serious level. In other words, it is hard to locate cyber terror since it occurs in the virtual space, not in the real world, so identifying "Who is attacking?" (Non-visibility, non-formulas), or "Where the attack takes place?" (trans-nation) are hard. Hackers, individuals or even a small group of people, who carried out the cyber terror are posing new threats that could intimidate national security and the pace and magnitude of threats keep evolving. Scale and capability of North Korea's cyber terrorism are assessed as world-class level. Recently, North Korea is focusing on strengthen their cyber terrorism force. So improving a response system for cyber terror is a key necessity as North Korea's has emerged as a direct threat to South Korean security. Therefore, Korea has to redeem both legal and institutional systems immediately to perform as a unified control tower for preemptive response to cyber terrors arise from North Korea and neighboring countries.

A Study on Undergraduates' Citation Use and Plagiarism Awareness (대학생들의 인용 및 표절에 관한 인식연구)

  • Rhee, Hey-Young;Nam, Tae-Woo
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.3
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    • pp.175-198
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    • 2010
  • The study investigated undergraduates' citation use and plagiarism awareness. A questionnaire method was used and was given to undergraduates in a university located in Seoul. Upon investigation, undergraduates recognized the importance and the need of citation and were partly applying citations. However, upon further investigation of undergraduates' citation learning with citation questions, very few of respondents had knowledge of correct citation usage. Undergraduates mostly cited print materials and information from the internet. They used books in case of print materials and web materials provided by academic institutions. They suggested that the university should teach citation usage through a citation and plagiarism awareness program. It is necessary for library use education (information literacy education) as well as university to teach citation education including citation type and how to write it.

A Feasibility Study on Integrating Computational Thinking into School Mathematics (수학 교과에서 계산적 사고(Computational Thinking)교육)

  • Chang, Kyung Yoon
    • School Mathematics
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    • v.19 no.3
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    • pp.553-570
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    • 2017
  • The purpose of this study was to gain insights into investigating the feasibility on integrating computational thinking(CT) into school mathematics. Definitions and the components of CT were varied among studies. In this study, CT in mathematics was focused on thinking related with mathematical problem solving under ICT supportive environment where computing tools are available to students to solve problems and verify their answers. The focus is not given on the computing environment itself but on CT in mathematics education. For integrating CT into mathematical problem solving, providing computing environment, understanding of tools and supportive curriculum revisions for integration are essential. Coding with language specially developed for mathematics education such as LOGO, and solving realistic mathematical problems using S/W such as Excel in mathematics classrooms, or integrating CT into math under STEAM contexts are suggested for integration CT into math education. Several conditions for the integration were discussed in this paper.

The Acquisition and Development of the Korean Adverbial Particle -ey by L1 English Learners of Korean (제2 외국어로 한국어를 배우는 영어권 학습자의 한국어 부사격 조사 '-에 의 습득과 발달에 관한 연구)

  • Turker, Ebru
    • Journal of Korean language education
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    • v.28 no.4
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    • pp.337-366
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    • 2017
  • This study examines the acquisition of the multiple semantic functions of the Korean adverbial particle -ey by L1 American English learners of Korean as a second language at U.S. institutions. Participants at beginning, intermediate, and advanced proficiency levels (N = 45) were tested on the ability to interpret and produce five of the meanings of -ey, which they had been taught in formal classroom settings in the first semester of their Korean language learning. The results show different developmental trajectories for the particle's different semantic functions. The findings of a statistical analysis indicate that the beginning and intermediate proficiency learners had largely acquired the time, goal, and stative location meanings, but not the contact and unit meanings; the advanced learners demonstrated acquisition of all except for the unit meaning. The study suggests that in addition to factors such as semantic complexity and cross-linguistic influence, several other factors including L2 frequency, the availability of linguistic input, and instructional method also contribute to the acquisition of -ey.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.