• Title/Summary/Keyword: 교육프로그램 설계

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The Development of Information System Expert STEAM Program for Design-Based Potential Future Occupations (설계기반 미래 유망직업 STEAM 프로그램 정보시스템전문가 교재 개발 방안)

  • Ko, Jeongsook;Park, Namje
    • Annual Conference of KIPS
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    • 2014.11a
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    • pp.1092-1095
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    • 2014
  • 본 연구에서는 STEAM교육의 연구 사례를 살펴보고, 설계기반 미래 유망직업인 정보시스템전문가 주제의 STEAM 프로그램과 수업방안을 제시한다. 각 학급별 지적 발달 수준과 흥미를 고려하여 교육 프로그램을 구상하고 이에 따른 교재와 교사용 지도서를 개발할 수 있는 소주제를 제안한다. 향후 세부적인 교재를 개발하고, 수업 검증적용이 이루어질 예정이며, 신기술 주제의 STEAM교육을 지도함으로써 좋은 효과를 얻을 수 있을 것으로 기대된다.

A Design of a simulated Educational Program based on API (API에 기반한 시뮬레이션형 교육 프로그램 설계)

  • Jang, Yeon-Ju;Choi, Jin-Seek
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.124-129
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    • 2006
  • 정보 통신 기술의 발달로 컴퓨터를 활용한 교육 영역이 계속 발전해 나가고 있고, 교수-학습에 도움을 주기 위한 많은 코스웨어 들이 개발되어 사용되고 있다. 기존의 코스웨어는 수업시간에 이미 배운 내용을 단순 반복하거나 형성 평가 형식의 예제를 풀어보는 유형으로, 학습자는 미리 계획된 커리큘럼과 프로그램에 수동적으로 반응하게 되어 코스웨어에서도 교수 중심의 학습이 이루어 지는 것을 극복하기 위해 본 연구에서는 학습자가 능동적으로 학습 과정에 참여하여 학습자 중심의 교육이 이루어 질 수 있고 텍스트가 아닌 프로그래밍 언어나 아이콘화 된 메뉴를 이용해 쉽게 접근이 가능하며 실제 상황과 유사하게 학습환경을 제공하고 수행결과를 확인해 학습의 효과를 극대화 시킬 수 있는 응용 프로그램 인터페이스(Application Program Interface) 기반의 시뮬레이션형 코스웨어를 설계해보고자 한다.

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A Study on the Development of ICT Curriculum for Private Security Workers (민간경비 종사자의 ICT직무교육과정 개발에 관한 연구)

  • Sim, Hyun;Kwon, Gyeong-Ae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.2
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    • pp.397-404
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    • 2019
  • This study developed the ICT curriculum focusing on apartment security guards and analyzed the actual application results. We developed the educational contents and it designed ICT job courseware for elder education by considering and that designed in consideration of the computer attitudes and physical and cognitive characteristics of the elderly. The educational program was applied to the experimental group and the satisfaction and the educational effect were analyzed through the pre and post test results. As a result of the analysis, the satisfaction level of the education program was higher than the average of 4.00 points. The elderly informal education program was examined by using the qualitative assessment test tool before and after the application of the education program. Internet self-efficacy of experiment group, improvement of internet utilization ability, usage of internet use, personal information willingness, life correction, elimination of conflict among generations, self-confidence, and internet stress increased statistically significantly. These results suggest that the "Private Expense ICT Job Training" program developed in this study can be effective for elderly informatization and can be applied to other elderly education programs and contribute to promotion.

Copyright education program by using a Role-play Model (역할놀이를 활용한 저작권 교육 프로그램)

  • Rhee, Jumg-Mi;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.67-73
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    • 2010
  • In information and communications society, the numbers of elementary students who violate copyright law have been growing due to lack of understanding so they are needed to be educated on copyright. However, current education only has focused on copyright infringement, few numbers of educations have instructed copyright oriented examples linked to regular curriculum. Therefore, the purpose of this study is to grow elementary students's understanding of copyright and find new ways of education through designed copyright education program oriented regular curriculum.

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An Action Research on the Development of the University Entrepreneurship Education Program: Focusing on the Educational needs of the Learner's (대학 창업교육 프로그램 개발 실행연구: 학습자 교육 요구를 중심으로)

  • Kim, Da Hye;Sung, Chang Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.127-142
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    • 2022
  • According to social change, entrepreneurship education at university is drawing attention as a means to cultivate convergent creative competency required by the times. Currently, the number of entrepreneurship education at university is increasing every year, and quantitative expansion is taking place, but quality advancement of education remains a task. In this context, this study conducted an action research with the aim of revitalizing entrepreneurship education and upgrading quality, and developing a entrepreneurship education program suitable for general elective courses operated by universities. In the process of the study, first, through literature analysis related to entrepreneurship education at university, educational contents and teaching methods of entrepreneurship education were confirmed. Based on this, the IPA analysis was used to analyze the educational needs of students for entrepreneurship education contents and design a program that reflects this. The designed program was applied and operated to the entrepreneurship education of A University, and improvements were derived and improved by analyzing the opinions of learners in the action research process. The entrepreneurship education program developed through this study was composed as follows. The necessity of entrepreneurship education at the beginning of the lecture is sufficiently presented, and the knowledge necessary for start-up, including idea discovery and business model design, is delivered through theoretical lectures by teacher-centered method. In the second half of the lecture, students with similar interests are gathered into teams and learner-centered practical activities are operated. The contents of the activities include information on idea discovery, business model design, business plan and pitching. Practical activities for each team are conducted during class hours, and the professor advice on difficulties for each team.

Research of Data Collection for AI Education Using Physical Computing Tools (피지컬 교구를 이용한 인공지능 교육용 데이터 수집 연구)

  • Lee, Jaeho;Jun, Doyeon
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.265-277
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    • 2021
  • Data is the core of AI technology. With the development of technology, AI technology is also accelerating as the amount of data increases explosively than before. However, compared to the interest in AI education, research on data education with AI is still insufficient. According to the case analysis of exsisting AI data education, there were cases of educating the process and part of data science, but it was hard to find studies related to data collection. Cause physical computing tools have a positive effect on AI education for elementary school students, data collection cases using tools were studied, but researches related to data collection were rare. Therefore, in this study, an efficient data collection method using physical tools was designed. A structural diagram of a data collection program was created using COBL S, a modular physical computing teaching tool, and examples of program screens from the service side and the user side were configured. This study has limitations in that the establishment of an AI education platform that can be used in conjunction with future program production and programs should be prioritized as a proposal in terms of design.

Effects of Simulation-based Clinical Reasoning Education and Evaluation of Perceived Education Practices and Simulation Design Characteristics by Students Nurses (간호학생을 위한 시뮬레이션기반 임상추론 교육의 효과 및 설계특성과 교육상황 인식 평가)

  • Hur, Hea Kung;Song, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.206-218
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    • 2015
  • This single-blinded, nonequivalent control group pretest-posttest study was undertaken to evaluate the effectiveness of simulation education on clinical judgement, collaboration, communication skills, and perceived education practices and simulation design characteristics among student nurses in Korea. Participants were 47 students (19 in the experimental group and 28 in the control group) recruited by convenience sampling. The simulation based clinical reasoning education consisted of seven weekly, 120-minute high fidelity simulations. All participants completed the pretest and 7-week post measurements of a clinical judgment, collaboration, and communication skills with 4-week post measurement of collaboration, and participants in the experimental group provided a measurements of perceived education practices and simulation design characteristics. Data were analyzed using repeated measured ANOVA, and mixed linear model with SAS 9.2. Significant improvements were found in the experimental group for clinical judgment, collaboration, communication skill, and perceived education practices and simulation design characteristics. The study results show the impact of the perceived education practices and simulation design characteristics on facilitating the effectiveness of simulation education. The findings suggest a feasible and sound teaching method for student nurses and the need for further studies with a larger sample.

Development of Web-Based Information Literacy Program for Undergraduate Students and Its Effect Analysis (대학생을 위한 웹기반 정보활용교육 프로그램 개발 및 효과분석)

  • Park Soo-Hee;Choi Seong-Woo
    • Journal of the Korean Society for Library and Information Science
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    • v.40 no.2
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    • pp.357-387
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    • 2006
  • This study intends to develop web-based information literacy program, analyze learning effects and to suggest a model case to those who wants to develop a web-based information literacy program in the future. For this purpose, we analyze undergraduate students' needs, design and develop a web-based information literacy program, and analyze the practical effects of the web-based information literacy program. As a result of research, we found out that both web-based and face-to-face information literacy program are similarly effective in learning and satisfactory to students.

Game Development Training Program Design Using Physical computing For Elementary School Students (초등학생을 위한 피지컬 컴퓨팅 활용 게임 개발 교육 프로그램 설계)

  • Han, Jeong-Min;Yi, So-Yul;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.109-112
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    • 2018
  • 본 연구는 피지컬 컴퓨팅 교육과 게임 개발 프로그래밍 교육의 효과성을 결합하여 피지컬 컴퓨팅 게임 개발 교육 프로그램을 개발하였다. 초등학생을 위한 피지컬 컴퓨팅 도구로 보드형 교구인 코드이노를 선정하였다. 보드형 피지컬 컴퓨팅 도구에 대한 검토와 게임 개발 소프트웨어 교육에 대한 연구를 바탕으로, EPL을 학습한 학생들을 대상으로 실시하게 될 초등학생을 위한 코드이노 기반 게임 개발 소프트웨어 교육 프로그램을 제안한다.

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Effects of AI Convergence Education Program for Pre-service Teachers using Capstone Design Methods on AI Teaching Efficacy (예비교사를 위한 캡스톤 디자인 방법 활용 인공지능 융합교육 프로그램이 인공지능 교수효능감에 미치는 영향)

  • Yi, Soyul;Lee, Eunkyoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.717-718
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    • 2022
  • 본 연구에서는 예비교사의 인공지능 융합교육 역량 강화를 위한 캡스톤 디자인 기법 활용 인공지능 융합교육 프로그램을 개발하고 효과를 검증하였다. 개발된 교육 프로그램은 예비교사들이 스크래치 프로그래밍과 머신러닝포키즈, 캡스톤 디자인의 이해를 바탕으로, 인공지능 활용 융합 수업을 위한 주제 선정, 수업 설계 및 개발 후, 마이크로티칭을 하고 동료 평가 및 피드백을 하도록 조직되었다. 이는 2022년 1학기 K대학의 교양 강좌를 수강하는 예비교사들에게 처치되었다. 그 결과, 실험 대상자들의 인공지능 교수효능감의 사전-사후 t-검정에서 통계적으로 유의한 효과가 있음을 확인되었다.

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