• Title/Summary/Keyword: 교육프로그램 설계

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The use of an educational program for elementary mathematical thinking Effects (교육용 프로그램의 사용이 초등학교 수학적 사고에 미치는 영향)

  • Lee, Won-Jong
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.258-260
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    • 2012
  • 본 논문은 교육용 프로그램이 학업성취도에 유의미한 영향을 미치는지 알아보고자 설계되었다. 실험은 서울특별시에 위치한 I초등학교 4학년 2개 학급 총 60명을 연구 대상으로 하여 각각 실험집단과 통제 집단으로 나누었다. 실험처치는 2011년 9월부터 10월까지 실험집단에는 스크래치 프로그램을 활용한 교육을, 통제집단에는 교실에서 판서 수업을 진행하였다. 측정한 결과 실험집단에서 유의미한 결과가 나타났다.

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Development and Implementation of a Travel Education Program in Home Economics to Improve Subjective Well-being of Middle School Students (중학생의 주관적 웰빙 향상을 위한 가정과 여행 교육 프로그램의 개발 및 실행)

  • Shin, Ji Hye;Park, Mi Jeong
    • Journal of Korean Home Economics Education Association
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    • v.35 no.2
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    • pp.91-110
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    • 2023
  • This study aimed to develop and implement a home economics education program with a travel theme for middle school students and investigate whether it improves their subjective well-being. The ADDIE design model was used to develop and implement the home economics education program titled 'Happiness Travel with You and I'. The program consisted of six sessions focusing on time management, dietary life, and housing life. The 'Happiness Travel with You and I' program was implemented for first-year male and female students at middle school B in Cheongju City. The results revealed that the program reduced negative emotions in adolescents and positively influenced their perception of the value of life. Students rated the program highly in terms of satisfaction with class content, class interest, and recognition of the importance of the class. This study is significant as it is the first attempt to test the effect of a travel-themed home economics education program and suggests the expansion and promotion of travel and leisure education in the field of home economics education.

Design and Development of STEM Program Based on Robotics Engineering Educational Model (로봇 엔지니어링 모델 기반 STEM프로그램 설계 및 개발)

  • Park, Jungho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.177-189
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    • 2013
  • According to a comparison study of international academic achievements, Korean students showed high academic achievements in science and mathematics, whereas their learning motivation appeared relatively low. Therefore, this work developed the robot-based STEM integrated education program reflecting an engineering class model. The title of the program is determined as 'animals' which are included in one section of the fourth grade science curriculum, are friendly to students, and are effective for robot application. Robot-based STEM program is consisted of three areas: robot education, subject-related course learning, and engineering education. The STEM program was reviewed by 14 teachers. The study result presented that regardless of knowledge of robot, most teachers gave positive response to program goal, composition of contents, application of robot.

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A Design and Implementation of Graphic Component for Function Learning in Mathematics (수학과 함수 학습을 위한 그래픽 컴포넌트 설계 및 구현)

  • Shin, Woo-Chang;Kim, Kap-Su
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.51-59
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    • 2007
  • There is the meager level of applying computers to mathematics education. It is because the effective mathematics educational softwares and the various contents that make students' spontaneous participation through the interaction with computers are insufficient. As a solution to solve it, we design and implement the graphic component, graphic entities and function types that are supported in the component was identified through analyzing the mid/high school curriculum, using a simple script language to invoke the functionality of the component improves reusability and extendability. The component can be used to produce the mathematics educational softwares and contents easily that need the facility to draw various functions and geometric figures.

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A study on the Proposal of Interior Design Education Program Using BIM (BIM을 적용한 인테리어디자인 설계 교육프로그램 제안에 관한 연구)

  • Ha Seung-Beom
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.427-433
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    • 2024
  • BIM was activated by applying it necessarily to the government ordered construction of more than a certain amount of money in architecture and construction field of Korea before and after 2010. An architectural education using BIM at college in Korea has been doing in accordance with this trend but is not too different from the existing interior design studio. Also, a new design curriculum based on BIM that provides a digital design concept and a digital working environment is increasingly being demanded in modern society. A digital-based design process is required not only in the field of architecture but also in the field of interior. Therefore, this study suggests the prototype of the interior design studio based on the field practice can apply BIM design, not the unfamiliar interior design studio pursued in the field practice to understand easily the environment of interior design process BIM is essentially seeking.

Requirement Analysis and Design of an Engineering Certification Program, CEA System (공학교육인증프로그램 운영 효과 증진을 위한 CEA시스템의 요구분석 및 설계)

  • Jeon, Ju-Hyun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.225-226
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    • 2017
  • 이공계 위기론을 해결하기 위해 ABET주도로 시작된 공학교육인증은 우리나라에도 도입되었으며 성과중심교육을 기본철학으로 하는 공학교육인증에서 프로그램 학습성과의 평가는 매우 중요하다. ABEEK에서 강조하고 있는 교과기반평가(Course Embedded Assessment, 이하 CEA)는 그 유용성에도 불구하고 학습성과 연계와 코스 연계 등이 전산시스템으로 지원되지 않아 교육현장에서 잘 반영되지 않는 문제점이 있으며 이로 인해 인증을 위한 자체평가보고서 작성시 PD교수들의 어려움이 있다. 이에 운영자들의 의견을 반영하여 CEA평가 시스템을 구현하기 위한 사용자 권한 중심의 요구분석과 시스템 설계를 진행 하였다.

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Design of Art Based STEAM Education Program with EPL (EPL을 활용한 예술교과 중심의 STEAM 교육 프로그램 설계)

  • Jeon, SeongKyun;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.215-217
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    • 2013
  • 21세기 지식 정보 사회에서는 다양한 학문 분야의 영역을 넘나드는 융합적이고 창의적인 사고를 하는 통섭적인 인재가 필요하다. 이에 우리나라에서는 STEAM 교육을 강화하고 있는 추세이고 관련된 연구도 활발히 이루어지고 있다. 그러나 대부분 과학중심의 STEAM 교육이 이루어지고 있는 실정이다. 예술을 통해 얻는 교육적 가치를 고려해 볼 때 STEAM 교육에서 예술을 보조적 수단으로 여기는 경향은 개선되어야 한다고 생각한다. 이에 본 연구에서는 스크래치와 로봇을 활용한 예술 교과 중심의 STEAM 교육 프로그램을 설계하고자 한다.

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The Development and Application of Practical Education Program for the Acquisition of Semiconductor Equipments Maintenance Technology (반도체 설비 maintenance 기술력 확보를 위한 실무 교육 프로그램 개발 및 적용)

  • Chae, Soo;Choi, Eun-Sun
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.30-37
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    • 2009
  • The purpose of this study is the development and application of practical education program for the security of semiconductor equipments maintenance technology. For securing the semiconductor equipments maintenance technology, this study aims to research on the Training and Development. The main field of HRD is about the Training and Development. We develop the practical education program applying the ADDIE Model to conduct the education training. This developed program tests the education training on the officers of Samsung Electronics, the maker of semiconductor. By the test, we hope to provide the technology education program focusing on the practical experiences of systematic and effective companies.

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An Analysis of the AHP of the Lifelong Education Program based on the Six Classification Scheme (6진 분류에 따른 평생교육 프로그램의 AHP 분석)

  • Han, Sang-Hoon;Park, Myeung-Sin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.995-1005
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    • 2015
  • This study is to analyze the AHP of the lifelong education program per each domain of six classifications. According to this study result, the relative importance of the lifelong education program per each domain is as following: Literacy education, Vocation and Workforce education, Citizen Participatory education in descending order of importance. As for the relative importance of the lifelong education program per each subcomponent is Expended literacy, Fundamental Life Skill, Workforce Continuing Education in descending order of importance. The results of this study can be used in lifelong educators of education and training and lifelong education, designed, theoretically realistic lifelong education programs development and management of educational practice field, provides many implications for the development of lifelong learning as practical implications.

Development of Copyright Education Program using Digital Storytelling in Creative Experience Activities (창의적 체험활동에서 디지털 스토리텔링을 활용한 저작권 교육프로그램 개발)

  • Heo, SaeRom;Chun, Soek-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.119-122
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    • 2014
  • 인터넷과 스마트폰의 보편화로 디지털 저작물의 생산이 고품질 콘텐츠로 연계되어 발전함에 따라 저작권은 오늘날 국민의 재산을 지키고 문화산업 등 21세기 산업을 성장시키는 원동력이자 국가경쟁력의 원천으로 주목받고 있다. 이와 같이 저작권의 중요성이 커짐과 동시에 전 세계적으로 저작권 교육의 중요성도 강조되고 있다. 하지만 현재 한국에서는 초등학생에게 적합한 저작권 교육 체계 및 수업 방법에 관한 연구가 미비하여 저작권 교육이 잘 이루어지지 못하고 있는 실정이다. 이에 본 연구에서는 교육현장에서 활용할 수 있는 저작권 교육의 새로운 방안을 제시하고 학습자 주도의 디지털 스토리 제작 과정을 경험하는 디지털스토리텔링을 기반 저작권 교육 프로그램을 설계하였다. 본 연구에서 구현한 디지털 스토리텔링 기반 저작권 프로그램을 통해 초등학교 학생들의 저작권에 대한 인식 및 의식 확대와 저작권 보호 실천 의지 강화를 기대하며 초등학교에서의 효과적인 저작권 교육활동이 이루어지길 기대한다.

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