• Title/Summary/Keyword: 교육프로그램 설계

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A Study on the MIS curriculum directions and courses based on the MIS identity and IS core competency (MIS 정체성과 IS 핵심 역량 관점의 MIS 교육과정 방향 및 내용에 관한 연구)

  • Chang, Yun-Hee
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.253-270
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    • 2012
  • In a rapidly changing IT and business management environment the demand for competent IS personnels is increasing. However, it is ironic that the number of IT and IS majors has sharply decreased as well as the widespread skepticism of IS identity. This research suggests directions to differentiate MIS to other IT majors, diversify IS core competency and make general improvements in MIS curriculum. The research recommend the courses of IS Strategy and policy, ITA/EA, Global IT Management, Emerging Technologies, DW/DM, BI, IT Service Science, Project Management, IT Consulting and integrated capstone which are few in Kore universities. This research also stress the course of soft skills like business communication, team building, analytic/logical thinking, rational problem solving and so on as a important IS competency. The pedagogy of course is important, so the research recommend the internship, mentoring programme, lecturers in industry according to industrial - educational cooperation.

Effectiveness of Blended Learning at Corporate Education & Training Setting (기업교육에서 블렌디드 학습의 효과성에 관한 연구)

  • Suh, Soon-Shik;Kim, Sung-Wan;Lee, Hyun-Kyung
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.143-152
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    • 2006
  • The aim of this study was to analyze effects of a blended learning program based on case study approach and to suggest implications in appropriately evaluating blended learning in practices for corporate education and training. In order to achieve the goal, issues such as the ones related to blended learning including development and status quo of blended learning programs in the field of corporate education and training and operation models for the blended learning were reviewed. Then, the outcomes of a blended learning program were completely analyzed through systems approach. The methodology of the study was a mixed research method which was comprised of quantitative and qualitative approaches. The results of quantitative analysis showed that blended learning itself seemed to have significant effects on the leadership capability in general assessment and self assessment. The most viable effects of blended learning in leadership training are said to be actual change of actions and activities in leadership capability of the participants followed by changes in their job tasks contributing to improving the managerial performance of the company, good transfer to current job tasks, and implementation of the practice plans.

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A Study on Core Competency of Beginning Childhood Teacher in order to Correspond to the Future Society (미래사회에 대응하기 위해 초임 유아교사에게 요구되는 핵심역량 도출에 관한 연구)

  • Kim, Ok-Ju
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.267-277
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    • 2020
  • The purpose of this study is to analyze the needs of experts in childhood education field on what is the primary core competency of the beginning childhood teachers to cope with the future society. For this, the survey was conducted for 252 of teachers in charge, assistant directors, and directors who are currently working at the daycare centers and kindergartens in Busan and Gyeongsangnamdo. In order to derive the requirement and priority on the core competencies required to beginning childhood teachers, 3-step analysis method of paired t-Test, Borich Needs Model Analysis, and the Locus for Focus was used. As a result, seven sub-competencies of five competencies of cooperation, communication, self-improvement and development, vocational ethics, and emotional intelligence was identified as the core competencies required by priority to the beginning childhood teachers in order to cope with the future society. These results may provide the basic data for designing the competence and field-based curriculum in the teachers' training schools for pre-service childhood teachers.

A Study on the Cooperation Model of Subject Specialist Upbringing Plan : Focusing on the Role of the Subjects Related to Library (주제전문사서 양성을 위한 협력모형구축에 관한 연구 - 도서관 관련 주체들의 역할을 중심으로 -)

  • Chung, Jae-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.1
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    • pp.391-409
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    • 2007
  • This study aims to suggest the scheme of upbringing Subject Specialists based on the cooperative effort of the main bodies related to Libraries for bringing up and revitalizing plans. Only when all subjects in every sector cooperate hard, upbringing Subject Specialists can come true. To raise subject librarians, First, library-related organizations, groups, and associations have to play an important role in policies and financial support about Subject Specialists. Second, The academic world needs to plan and operate the various education programs for Subject Specialists. Finally, the libraries on the field Have to provide their members with motivation for being Subject Specialists, opportunities for education, and prepare the personage system including employment and compensation for Subject Specialists.

Development of a Web-based Courseware to Improve the Understanding of Numerical Concepts for Elementary Students with Learning Difficulties (초등학교 학습장애 학생의 수 개념 향상을 위한 웹 코스웨어 개발)

  • Jang, Jin-Guk;Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.8 no.2
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    • pp.141-153
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    • 2004
  • Pupils with learning impediments in elementary schools have difficulties in learning numerical calculations. Numerical concepts, the basis of numerical calculations, require repetitious exercises, and it has been widely reported that computer-mediated learning motivates the learners to concentrate on their learning for longer hours. The aim of the research is to develop and apply a Web-based courseware to experimental groups to improve learning numerical concepts of the learners with learning difficulties in elementary school and to discuss the effects of the results. The courseware is designed to improve the numerical concepts of the learners through many thought activities. The experiment shows effectiveness of the learning activities to improve learning numerical concepts for students with learning difficulties, categorized into two groups - an experimental group and a control group, and also it shows positive responses on improvement of their calculation ability.

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A Study on the Usability of University Remote Lecture -Focusing on Zoom and Webex Meetings- (대학 원격강의 프로그램의 사용성 연구 -Zoom과 Webex Meetings를 중심으로-)

  • Shin, Jun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.403-408
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    • 2020
  • This paper is to evaluate the usability of two representative video meeting services currently used by university for research to improve the quality of university remote lecture. questionnaires based on Kano Model were designed and in-depth interviews were conducted to provide qualitative approaches. Screen-sharing functions, the one-dimensional functions was the most important function. and attractive functions had relatively diverse directions. For essential functions, there was a wide gap in quality due to user-specific equipment. The function in which other platforms exist or business-related was not important. Webex reacted negatively to the aging UI, while Zoom responded negatively to the unilateral mute function. In addition, the development direction was presented in five ways as a result of analysis of these results. under Corona-19 situation, I hope this study will lead to continuous research to make stepping stone for remoted educational development.

A study on e-Learning Model using TopicMap (토픽맵을 이용한 e-Learning 모델에 관한 연구)

  • Kwon, Oh-Sang;Moon, S.J.;Eum, Y.H.;Kook, Y.G.;Jung, K.D.;Choi, Y.K.
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10d
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    • pp.750-753
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    • 2006
  • e-Learning 분야는 정부, 기업, 학교 등 많은 조직에서 교육을 위한 수단으로 사용되어지고 있다. 이러한 e-Learning은 독립적인 운영플렛폼의 개발부터 웹 기반의 코스웨어(Courseware)까지 발전해왔다. 코스웨어는 컴퓨터 전달 체제를 통하여 교수-학습 과정을 촉진시켜 명시된 교수 목표 하에 학습자의 지식과 기능의 바람직한 변화를 목적으로 설계 및 개발된 교육용 소프트웨어와 데이터라고 할 수 있다. 또한 컴퓨터 언어 및 저작도구(Authoring Tools)를 이용하여 각 과목별 교육내용을 음성, 그림, 애니메이션, 동영상 등의 다양한 형태로 제시될 수 있도록 저작된 프로그램으로 주로 눈으로 보고 귀로 들으면서 학습하는 유형이다. 현재 코스웨어에서 제공되는 정보는 학습에 대한 정보와 교수정보 그리고 Client의 학습 진행 상황 등을 제공한다. 하지만 학습에 연관된 다른 학습이나 학습에 관련된 교수들의 전공정보, 또한 학습에 관련된 어플리케이션 등을 검색하려 할 때는 하나하나 따로 검색을 해야 하는 어려움이 따른다. 본 논문에서는 이러한 문제점을 해결하기 위하여 학습에 대한 목적과 관련학습, 관련교수, 관련연구, 관련 어플리케이션 등의 연관성을 토픽맵(TopicMap)을 이용하여 학습에 대한 더 정확한 정보를 쉽게 검색할 수 있게 한다. Client가 찾으려는 토픽을 중심으로 연관된 토픽과 카테고리를 나열하여 수작업으로 인한 검색시간과 잘못된 키워드 검색을 해결하였다.

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A study on the entrepreneurial intention determinants of university students (대학생들의 창업의지 결정요인에 관한 연구)

  • Hong, Jeong-Pyo;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.141-157
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    • 2014
  • This study explored the entrepreneurial intention of university students by empirical study on them and studied the various variables, which have impact on their entrepreneurial intention. The result of examination on the impact factors of each independent variable on entrepreneurial intention was as following. There were significant relation with individual ability in individual characteristics and with safety orientation, autonomy orientation, technology orientation and business orientation in career orientation. The examination result on the impact of entrepreneurial environment on entrepreneurial intention was as following. There was significant relation between individual network and entrepreneurial policy. It was also possible to find that a student, who received entrepreneurial education as one of control variables, has higher entrepreneurial intention than a student who did not receive entrepreneurial education. Especially, business orientation was the most significant factor on entrepreneurial intention among multiple significant variables. Therefore, diverse entrepreneurial education programs should be developed and supplied so that university students can create business idea of own and reinforce the design ability related to the business.

A Study on the Development and Effect of Number-Operation Games for Mathematical Creativity of Gifted Students (초등 수학 영재의 창의성 향상을 위한 수 연산 게임 개발 및 적용에 관한 연구)

  • Kim, Yong Jik;Cho, Minshik;Lee, Kwangho
    • Education of Primary School Mathematics
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    • v.19 no.4
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    • pp.313-327
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    • 2016
  • The purpose of this study is to develop the number-operation games and to analyze the effects of the games on mathematical creativity of gifted elementary students. We set up the basic direction and standard of mathematical gifted creativity program and developed the 10 periods games based on the mathematically gifted creative problem solving(MG-CPS) model. And, to find out the change of students' creativity, the test based on the developed program and one group pretest-posttest design was conducted on 20 gifted students. Analysis of data using Leikin's evaluation model of mathematical creativity with Leikin's scoring and categorization frame revealed that gifted students's creativity is improved via the number-operation games.

Design and Development of Digital Contents Authoring System for Cyber University Using Programing Skills (프로그래밍 기법을 활용한 가상대학 컨텐츠 제작 시스템 설계 및 개발)

  • Cho Sae-Hong
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.1-7
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    • 2001
  • The authoring systems for digital contents using multimedia technologies ate requested in many fields such as education, medical science, entertainment market e-commerce and etc. Especially, the emergence of cyber universities and the rapid expansion of on-line education market require the effective contents authoring systems, which have various functions to generate the qualified contents. Therefore, many systems arc developed and currently used. However, since the developed systems considered only the developer's convenience, the generated digital contents by using these systems are failed to draw tile users'(or learners') active interaction with contents. That is, since the users just watch the contents like watching a drama or a film, it causes many problems in delivering the contents effectively or in evaluating the users. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and continuous evaluation to the users.

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