• Title/Summary/Keyword: 교육프로그램 설계

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Designing public service design education program to strengthen public service competencies -Focused on the case of workshop for policy providers- (공공서비스 역량 강화를 위한 공공서비스디자인 교육 프로그램 설계 -정책공급자 대상 워크숍 사례를 중심으로-)

  • Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.101-110
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    • 2022
  • The purpose of this study is to design public service design education to strengthen the public service competencies of policy providers necessary in the changing service administration era and to confirm the effectiveness through empirical cases. Based on the theoretical research of public service and public service design, an educational program linking public service competency elements with public service design methodology was designed, and the effects through case studies and surveys demonstrated through workshops were confirmed. Team activities and practice-oriented methods and tools based on the contents of the public service design project were particularly effective in strengthening collaboration and communication competencies, and overall satisfaction was confirmed. The educational program model of this study is meaningful by presenting and demonstrating practical education linking public service competencies for policy providers, and future studies will subdivide and verify the effectiveness of competency-based education model design.

Designing Handheld Learning Tool Based On Cognitive Load Theory (인지 부하 이론에 기초한 PDA 기반 학습 프로그램 설계 연구)

  • Kim, Dongsik;Kwon, Sukjin
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.67-75
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    • 2007
  • The purpose of the study is to develop handheld learning tool based on design principles drawn from cognitive load theory. To optimize learner's cognitive load, the learning program should be developed for maximizing the effective load and(or) minimizing ineffective load. The principles, which were applied to developing the learning program, for minimizing the extraneous cognitive load, one of the ineffective loads, are modality, redundancy, split-attention, multimedia, and worked-out example. In this study, we will show possibilities for designing an effective mobile learning program.

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A Study on the Effects of Factors of Education and Training Program on Organizational Performance (교육훈련프로그램의 특성이 조직성과에 미치는 영향에 관한 연구)

  • Sung, ChaKyung;Lee, EunYoung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.305-310
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    • 2019
  • The purpose of this study was to empirically examine what effects of education and training program factors such as content, method, environment and instructor on learning satisfaction, job satisfaction and organizational performance. The education and training program factors like content, method and instructor were found to significantly affect learning satisfaction and job satisfaction. But environment for that program had no significant effect on any of both the satisfaction.

A Study on the Development of an Engineering-Management Program for the Revitalization of Science/Engineering Students (이공계 활성화를 위한 공학 경영 교육 프로그램 개발 연구)

  • Oh Kyong-Joo;Park Hee-Jun;Kim Woo-Ju;Leem Choon-Seong
    • Journal of Engineering Education Research
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    • v.9 no.1
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    • pp.20-31
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    • 2006
  • To enhance the competitiveness of the engineering college through cultivating market-oriented engineering students and to overcome the current 'science/engineering evasion' phenomena, this study proposes an engineering-management course and a strategy for its design and operation. Management ability and leadership is now a necessity for engineering students who will lead the society with their innovative science technology, yet such capacities can only be enhanced by providing a well organized engineering-management program. This study intends to introduce and propose development plans for Yonsei University College of Engineering's 'Techno-Yonsei' undergraduate engineering-management program. CEO's with an engineering background are increasing and in a society where cutting-edge technology is regarded as an invaluable asset, and where development and application of such technology is recognized as the key to securing competitiveness, the roles of 'engineering minded' CEO's are becoming indispensable. This study is significant in that it presents both the need and solution for a market-oriented engineering-management program in accordance to the social demands.

A Study in Program Development of Course Incorporated Education by Utilizing Robots in Elementary Schools (초등학교 교과통합 로봇활용교육 프로그램 개발에 관한 연구)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.35-44
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    • 2010
  • Robots have been recognized as effective tools to promote high level thinking such as creativeness and problem solving that are crucial in Intelligence & Information era. However, robot education in Korea is more concerned with assembling, traveling and programing, while robot education in foreign countries are incorporated with educational courses, being utilized in various ways. Essentially, robot is a multifunctioning device of planning, assembling, operation and problem solving. As it is able to provide practical educational experience, it will positively influence in motivation and accomplishment if being incorporated with educational courses. Therefore, this study compared domestic and foreign robot education cases, while establishing the framework of course incorporated robot education based on analysis of robot mechanism, the 7th curriculum and its activities. We developed robot utilizing educational program by each grade and subject. In addition, this program is reviewed by experts to verify its adequateness, reality and usefulness based on which it was revised and supplemented.

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Developing STEAM Education Program Using LilyPad Arduino (릴리패드 아두이노를 활용한 STEAM 교육 프로그램 개발)

  • Park, YoungSun;An, SangJin;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.157-160
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    • 2013
  • 현대 사회는 과학 기술적 지식뿐만 아니라 창의성과 예술적 감성을 겸비한 융합 인재를 필요로 하고 있다. 이에 교육과학기술부는 STEAM 교육 강화를 발표하였고, 대학과 각급 학교에서 STEAM 교육 실행방향에 대한 논의와 다양한 프로그램 개발이 진행되고 있다. 본 연구에서는 초등학교에서의 STEAM 교육 방안으로 릴리패드 아두이노의 활용 가능성을 검토하여 STEAM 교육 프로그램을 설계하고, 이에 대한 교육적 효과를 논의하고자 한다.

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Case Study on Engineering Camp Program involving Engineering Design Activity and Intra-/Inter-Team Works for High School Students: Plant factory as main theme (공학설계활동과 팀 내, 팀 간 협력 기반 고등학생 공학 캠프 프로그램 운영 사례: 식물공장을 주제로)

  • Cho, Kyung-Suk
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.46-58
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    • 2015
  • Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.

Development of Machine Design Program based on Project (프로젝트기반의 기계설계 교육프로그램 개발)

  • Gu Ja-Gil;Pyoun Young-Sik;Ryu Hyeong-Ryong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.6 no.1
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    • pp.29-36
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    • 2005
  • In order to educate and train proper work forces who can satisfy the industry demands, Human Resource Development Korea had developed the Korean National Occupational Standards. Following to the competency-based-curriculum and the guide lines which were developed based on this standard, the training program fur a machine design has been developed. It has been applied in several colleges and some typical examples which were carried out by students as term project are presented to show the effectiveness of the developed program.

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A design of a Learning Program based on the Playing Activity for an Automata Learning (오토마타 학습을 위한 놀이중심의 학습 프로그램 설계)

  • Kim, Su-Yi;Sung, Young-Hoon;Gu, Jung-Mo;Han, Byoung-Rae;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.67-72
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    • 2009
  • 현재 초등학교의 정보통신기술교육 내용은 실생활에서 컴퓨터를 도구로 활용한 교과 학습이 대부분이다. 그러나 컴퓨터의 기초개념과 원리를 이해시킬 수 있는 학습과정이 부족하여 컴퓨터교과목에 대한 학업성취도와 지적 능력 신장에 한계점을 가지고 있다. 따라서 본 연구는 오토마타를 이용한 놀이중심의 학습 프로그램을 개발 적용하여 컴퓨터의 기초원리 학습시 학습자의 학업 성취도를 향상 시킬 수 있는 프로그램을 설계하였다.

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Design and Implementation of Educational Program to Improve Understanding Quick Response System (신속대응 시스템에 대한 교육용 프로그램 설계 및 구현)

  • Jung Kyung-Yong;Na Young-Joo
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.64-66
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    • 2006
  • 의류산업은 소비자의 구매 욕구를 예측하여 제품을 개발하는 경우가 빈번하며, 예측이 잘못될때는 즉 소비자들이 특정제품을 외면하는 경우 할인판매를 통해 제품을 처리해야 하는 문제점을 안고 있다. 반면에 신속대응 시스템은 소비자의 욕구를 지속적으로 관찰하여 신속하게 제품개발 및 생산일정을 수립함으로서 불필요한 재고가 쌓이는 경우를 사전에 방지할 수 있게 한다. 소비자의 욕구는 POS 시스템에서 창출되는 자료를 통해 수집 분석되고 이런 소비자의 선호도는 네트워크를 통해 실시간으로 관련 제조업자에게 제공되어 제조업자들이 소비자의 선호도에 부합하는 제품을 개발, 생산, 제공할 수 있도록 해준다. 본 연구에서는 신속대응 시스템의 주요한 목표인 신기술의 접목을 통하여 의류제품의 기획, 구매, 생산, 유통과정 상의 재고 수준의 절감 및 과정 소요기간의 단축, 의류제조업자와 소매업자간의 보다 나은 협조체계의 개발, 소비자의 욕구에 적절히 대응하는 시스템을 학생들에게 교육할 수 있는 프로그램을 개발하였는데 신속대응 시스템에 대한 교육용 프로그램을 설계 및 구현하였다.

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