• Title/Summary/Keyword: 교과목개발

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Development of Syllabuses for Biological Nursing Science Subjects based on Learning Outcomes: Structure and Function of Human Body, Pathogenic Microbiology, Pathophysiology, and Mechanisms and Effects of Drugs (학습성과를 기반으로 한 기초간호학 교과목의 강의계획서 개발: 인체 구조와 기능, 병원미생물학, 병태생리학, 약물의 기전과 효과)

  • Park, Hyunju;Kim, Yun-Kyung;Kim, Joo Hyun;Jeong, Jae Sim;Choi Kwon, Smi;Hong, Hae Sook
    • Journal of Korean Biological Nursing Science
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    • v.17 no.2
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    • pp.188-210
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    • 2015
  • Purpose: The purpose of this study was to develop syllabuses of basic nursing science subjects (Structure and Function of Human Body, Pathogenic Microbiology, Pathophysiology, and Mechanisms and Effects of Drug) based on learning outcomes. Methods: We developed a 3-phase plan to develop the syllabuses. In the first phase, The Korean Society of Biological Nursing Science (KSBNS) held a workshop in May, 2013 in which professors who are in charge of basic nursing science subjects shared opinions about learning outcomes. As a result, initial prototype syllabuses came out. In the second phase, revised syllabuses based on learning outcomes were presented and discussed in the conference held by KSBNS in November, 2013. In the last phase, a research team who taught basic nursing science subjects finalized the syllabuses during the meetings. Results: Syllabuses of 4 basic nursing science subjects were developed. Conclusion: These syllabuses of 4 subjects need to be disseminated throughout nursing colleges. Further revision needs to be made according to the circumstances and context of each school.

A Survey for the Development of a 3D Printing Related Course in Fashion Design Department (3D 프린팅 관련 교과목 개발을 위한 기초 연구 - 전문대학 패션디자인과를 중심으로 -)

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.33-47
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    • 2017
  • The purpose of this study is to provide fundamental data for the development of new course on 3D printing in the fashion design department. In order to investigate the perception of and educational needs in 3D printing, the data were collected from 266 students (female 68.8%, male 31.2%) majoring in fashion design aged 18-25 living in the capital area. The results of this survey showed that when investigating perceptions of 3D printing, it was found that 68.8% of answerers had indeed heard of 3D printing. Regarding the path they came to know about 3D printing, mass media such TV was the most frequent answer (54.6%). On the other hand, to the question asking about their intention to take the subject if given, approximately 71% said "Yes". Also, if a modeling class were given, the division that they wanted to explore most in the fashion industry was fashion jewelry. Finally, to the question asking interest in starting a business, 71.1% answered that they had interest. Out of those that answered that they had interest, when questioned about in which field they wanted to start a business, the most frequent answer was fashion online shopping mall. Finally, NCS-based 3D printing courses were suggested in the Fashion Design area. As 3D printing techniques are actively applied to the fashion industry overseas, creative education is needed through the integration of fashion and 3D printing technology by introducing 3D printing related programs in colleges.

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The Effects of Team-Based Learning on Outcome based Nursing Education (성과기반 간호교육에서 팀기반학습 적용의 효과)

  • Oh, Hyo-Sook
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.409-418
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    • 2015
  • This study was performed to develop and evaluate the effects of Team-Based Learning(TBL) on cardiac problem in adult nursing. The study measured problem-solving ability, critical thinking disposition, academic achievement and, class satisfaction for learning outcomes of course. Pretest-posttest design with nonequivalent control group was utilized to analyze the effects of TBL. Experimental group and control group each consisting of 52, 54 participants was picked from the junior students. The experimental group was given the TBL for 6 hours and control group was given a lecture and case-based announcement class. In results, significant improvements were found in problem-solving ability(F=5.92, p=.017), and class satisfaction(F=5.80, p=.018). Critical thinking disposition and academic achievement of experimental group were improved than those of control group, but there were not statistically significant difference.

Effects of Convergence-based Simulation Education on the Problem Solving Ability, Self-Efficacy and Performance Confidence of Core Fundamental Nursing Skill for Nursing Students (융합시뮬레이션 교육이 간호학생의 문제해결능력, 자기효능감 및 핵심기본간호술 수행자신감에 미치는 효과)

  • Lee, Hyun-Jung
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.44-50
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    • 2020
  • This study was performed to examine the effect of convergence-based simulation education on the problem solving ability and self-efficacy and confidence of core fundamental nursing skill performance for nursing students. A non equivalent control group post-test only design was utilized(experimental group(n=97), control group (n=87)). Data were analyzed using independent t-test, Chi-square test and Pearson's correlation. The scores of the problem solving ability(t=-2.04, p=.043) and confidence of core fundamental nursing skill performance(t=5.31, p<.001) were higher than those of the experimental group than control group. It is necessary to find ways to iterative and convergent research that verifies the continuous development and effectiveness of various courses.

An Educational MBL Platform Development with Remote Access Functionality (원격 제어 교육용 MBL 플랫폼 개발에 관한 연구)

  • Kim, Si-Kyung;Lee, Hee-Bok;Lee, Hee-Man
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.6
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    • pp.1388-1393
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    • 2007
  • The Microprocessor Based Laboratory Systems(MBL) with the remote access functional could put basic science experimental facilities together by providing a modem platform that the students can utilize simultaneously to learn basic physics, chemistry and biology, Our educator target platform combines a highly integrated 8-bit embedded Atmega128 processor and real time embedded OS (operating system), allowing plenty of headroom for follow-on basic science projects for students. The proposed MBL-NUTOS (Microprocessor Based Laboratory-NUT/OS) employed in the lab are available with internet base simulation capabilities, on public servers and students personal PCs, enabling the students to study at home and increasing the opportunity of accessing for the science laboratory facility.

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Correlations among Learning Self-efficacy, Confidence in Performance, Perception of Importance and Transfer Intention for Core Basic Nursing Skill in Nursing Students at a Nursing University (간호학생의 학습 자기효능감과 핵심기본간호술 수행자신감, 중요성 인식 및 전이동기의 관계)

  • Kim, Seon-Hee;Choi, Ja-Yun;Kweon, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.661-671
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    • 2017
  • The purpose of this study is to identify the correlations among learning self-efficacy, confidence in performance, perception of importance and transfer intention for core basic nursing skill in nursing students. The subjects of this study were 2nd grade students at a nursing university. The collected data were analyzed using SPSS 21.0 program. As a result, the transfer intention had a correlation with the learning self-efficacy (r=.49, p<.001), confidence in performance (r=.30, p=.006), perception of the importance (r=.31, p=.005). The results of this study suggest that further research is necessary to verify the causal relationship between the transfer intention and the related variables in order to develop an effective education program for promoting the transfer intention.

WBI Design and Implementation of 'Introduction to Computer Science' for Teaching-Learning Interactions (교수-학습 상호작용을 위한 전자계산일반의 WBI 설계 및 구현)

  • 이철호;배석찬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.537-540
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    • 2004
  • Development of Learning system and learning activity based on web in accedence with development of information communication technology are active. From teaming system with web, teaching-teaming data for student's leaning level is not systematic and interactions between students and teachers are insufficiency. Only result of teaming evaluation is showed not supply reason what is correct or not and there is no relationship or linking deeping teaming. In this paper, we tried to improve the interaction between teachers and students by analyzing study system through virtual system on high school's Introduction to computer science. And we designed and implemented the WBI system Using ASP, the system is maximize the effect of study related to further study. It will improve the feedback between the teachers and the students and help the learners enlarge the faculty of comprehension ability.

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Development of Software Course Model and Verification of its Effects to Foster Creative Competency of University Students (대학생의 창의역량 함양을 위한 SW교과목 운영 효과 검증)

  • Oh, Mi Ja;Kim, Mi Ryang
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.15-26
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    • 2018
  • This study aims to examine whether software education has effects on improving creative competency. To this end, the study designed software education lessons to strengthen creative competency for 15 weeks and developed assessment tools. Based on the designed lessons, the 15-week lessons were provided for university students, including a pre-test in the first week and a post-test in the 15th week. The result showed that there was a significant difference in the effects of the lessons, with the mean value of creative competency 0.31 point higher and p-value of 0.002 in the post-test than in the pre-test. The sub-factors of creative competency, including flexibility, originality, openness, and creative implementing skills showed significant differences with p-value all lower than 0.05.

Learning Outcomes of Design and Software Convergence Major for Engineering Education Accreditation (공학교육인증을 위한 디자인과 소프트웨어 융합전공의 학습성과)

  • Choi, Ji-Eun;Jin, Sung-Hee
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.51-63
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    • 2019
  • In the rapidly changing society since the Fourth Industrial Revolution, the cultivation of convergence talents that can solve complex problems is emerging as an important issue. The purpose of this study is to propose the core competencies required to establish the program learning outcomes of the engineering and education curriculum, which is the accreditation standard of engineering education proposed by ABEEK(Accreditation Board for Engineering Education of Korea). Case study methodology was applied to achieve the purpose of the study. The case of analysis is design and software convergence majors of domestic and foreign universities. The educational objectives and course syllabi were analyzed. As a result of the research, four core competencies to be achieved in the design and software convergence majors were derived in addition to the ten program outcomes presented by ABEEK. New core competencies are convergence ability, creative thinking, entrepreneurship, and design ability. The result of this study is expected to contribute to the development of the evaluation system for the convergence engineering education field.

An Exploratory Study on the Effectiveness of Non-face-to-face Flipped Learning: Focusing Learner's Experience and Perceived Learning Achievement (비대면 플립러닝의 효과에 대한 탐색 연구: 학습자 경험 및 인지된 학습성과 분석)

  • Park, Jiwon;Park, Min Ju
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.283-292
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    • 2021
  • As universities have operated non-face-to-face semesters due to COVID-19, although instructors applying flipped learning to their classes also have changed it into non-face-to-face ways, there is still a lack of exploratory research on effectiveness of the new form of flipped learning. In this study, we explored the effectiveness of the non-face-to-face flipped learning by analyzing students' learning experiences throughout FGI and survey. By doing so, we sought to provide in-depth insights for successful implications of non-face-to-face flipped learning classes ultimately. The findings showed that many learners positively evaluated non-face-to-face flipped learning in terms of interactions, including quizzes, team activities, and interpersonal interactions (e.g., Q&A, feedback) with professors in non-face-to-face flipped learning classes. The result of the survey also showed significant differences in the pre-post test regarding learner's perceived learning achievement. Based on these findings, the implications were discussed.