• Title/Summary/Keyword: 교육프로그램 설계

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A Study on the Recognition of Well-dying, Change to Attitude toward the Old and Meaning of life through Hospice Education Program of Care Worker Trainees (요양보호사 교육생들의 호스피스 교육프로그램을 통한 웰다잉 인식, 노인에 대한 태도변화 및 삶의 의미에 관한 연구)

  • Han, Sang-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4471-4477
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    • 2012
  • The purpose of this study was to evaluate the recognition of well-dying, change to attitude toward the old and meaning of life through pre/post hospice education program of care worker trainees. This study is a quasi-experimental research using one group pretest-posttest design. The subjects of the study were 80 care worker trainees in T city and S city. The data were analyzed by SPSS/WIN 17.0 program. considering these results, The recognition of well-dying, The attitude toward the old and meaning of life were significantly different between pre/post program. This study is need systematic and continuousness of hospice education program for curriculum change to attitude toward the old and improvement of care worker.

Design and Implementation of Educational Robot for Logical Ability Improvement (논리력 향상을 위한 교육용 로봇 설계 및 구현)

  • Moon, Chae-Young;Kim, Eui-Jeong;Kang, Shin-Cheon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.304-309
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    • 2007
  • 본 논문에서는 학생들의 논리력과 창의적 문제해결 능력 향상을 위한 교육용 로봇을 설계하고 구현하였다. 제작된 로봇은 센서와 프로세서 그리고 모터 구동회로를 포함하고 있는 하드웨어와 교육용 로봇 제어 소프트웨어, 로봇 구조물 제작용 기계부품 그리고 교육내용과 제작 매뉴얼이 포함된 교재로 구성되어 있다. 제작된 로봇은 컴퓨터를 사용하지 않고 로봇에 직접 프로그래밍이 가능한 특징을 갖고 있는데 이는 로봇 교육에 있어서 장소의 제약을 받지 않고 교육이 가능함을 의미하며 학생들의 프로그래밍 결과가 로봇의 움직임으로 나타나므로 기존의 정적인 컴퓨터 프로그램 교육의 한계를 넘어 동적인 프로그램 교육이 가능하다. 그리고 간단한 하드웨어 지식과 기초 명령어만으로도 로봇을 제어할 수 있도록 사용자 중심의 함수화된 명령어를 사용하여 로봇이나 컴퓨터 프로그램을 처음 접하는 학생들도 쉽게 접근이 가능하도록 설계 하였다. 로봇을 조립하고 프로그래밍 하는 과정을 통해 학생들의 창의성과 논리력 그리고 문제해결 능력 신장에 기여할 수 있을 것으로 기대한다.

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Astronomy Education in Planetarium

  • Baek, Chang Hyun
    • The Bulletin of The Korean Astronomical Society
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    • v.41 no.2
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    • pp.45.4-46
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    • 2016
  • 천체투영관은 과학관이나 천문교육 시설에서 관람객이나 피교육자가 많이 찾는 인기 시설 중 하나이며 연간 200만 명이 방문하는 비형식학습의 준비된 장소이다. 현재 국내에 운영되고 있는 약 80여개의 천체투영관들은 대부분 별자리 해설과 돔영상물 상영, 과학콘서트, 천체관음악회, 전문가 강연 등의 프로그램을 운영하고 있다. 이제 국내에서도 설계된 비형식 학습 환경을 갖춘 천체투영관을 천문학 교육에 효율적으로 활용할 수 있도록 학교교육과 연계된 프로그램을 개발하고 운영하는 방안이 연구되어야 한다. 해외 과학관에서 운영되고 있는 비형식 과학교육과 학교 과학교육의 연계 프로그램의 사례 등을 조사하고 국내 천체투영관에서 활용할 수 있는 천문학 교육 연계 프로그램을 개발하는 것이 시급하다. 이번 발표에서는 개편된 교육과정이 반영된 연계 프로그램에 대해 소개하고 천체투영관을 천문학 교육에 효율적으로 활용할 수 있는 방안에 대해 관계자들의 의견을 듣고자 한다.

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STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

A study of Convergence Study Program Using Pico-Cricket (피코크리켓을 활용한 학문융합 프로그램에 관한 연구)

  • Hur, Jung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.467-470
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    • 2010
  • 본 연구의 목적은 다양한 지식을 습득 및 응용하는 데 한계가 있으며, 급격한 사회의 변화를 수용할 수 없는 기존의 분과학문체제의 문제를 해결하기 위해 미래핵심 성장동력인 로봇을 활용하여 학문융합교육 프로그램을 설계하는데 있다. 이를 통해 초 중등정보통신기술교육(ICT)운영지침의 폐지로 학교에서 사양화 되는 컴퓨터교육의 중요성을 부각시키고, 창의성과 융합을 강조하는 2009년 개정교육과정의 창의적 체험활동에서 자연스럽게 활용되기 위함이다. 이에 교육용 로봇인 피코 크리켓을 활용한 학문융합교육 프로그램 교수 학습 모형의 설계를 통해 다양한 영역 및 교과에 적용하는 기초가 되고자 한다.

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Development and Application of Elementary Information Security Education STEAM Program through Simulation Hacking Play Activities (모의해킹 놀이 활동을 통한 초등 정보보호교육 STEAM 프로그램 개발 및 적용)

  • Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.273-282
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    • 2016
  • The new STEAM program suggested in this paper aims at helping students to have interest in information security engineering experts and to design their career creatively through the project on future promising career. The program was designed to help teachers and students understand the jobs and capabilities required for information security experts through direction and execution of the information security expert project. Teaching tools of information security through simulation hacking play activities based on hexagon cell is designed to provide students with the chance to indirectly experience the job of a computer security expert through an unplugged education. Because the content of cyber security is unfamiliar and difficult to understand, the program is designed to allow students to access the key principle of the job, rather than to describe the technical part. Using this program, students will be able to communicate with each other to solve the problems, to have interest in computer security experts, and to design their careers in a creative manner.

Application of Programming based TPACK Education Program to Increase TPACK of Pre-service Teachers

  • Kim, Seong-Won
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.225-237
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    • 2020
  • This study verified the effects that a programming-based TPACK education program, through design-based research on TPACK, had on pre-service teachers. The research subjects were pre-service teachers attending teacher training at a university in Korea, and 129 control groups and 126 experimental groups were recruited through lectures. The treatment used a TPACK educational program developed in a design-based study (Kim & Lee, 2019). A TPACK test tool developed by Park and Kang (2014) was used. The test results were analyzed via independent sample t-test and paired sample t-test. The results show that the programming-based TPACK education program (first cycle) was only effective in improving TPK and TPACK, but an effective educational program was developed to improve PCK, TCK, TK (second cycle), PK (third cycle), and CK (final cycle). This design-based research therefore confirmed the development of a programming-based TPACK education program that was effective for improving the TPACK of pre-service teachers.

A Case Study on the Christian Worldview Education Program through Maker Education Based Design Thinking at Christian University (기독 대학의 디자인사고 기반 메이커교육을 통한 기독교 세계관 교육 프로그램 운영 사례 연구)

  • Seongah Lee;Hyeajin Yoon
    • Journal of Christian Education in Korea
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    • v.73
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    • pp.117-137
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    • 2023
  • This is a case study of an extra-curricular program that designed and implemented maker education based on design thinking to foster a Christian worldview. The program was designed at K university in the course of 10 sessions as following stages; tinkering, providing a special lecture for motivation, finding issues, empathizing, making, sharing and reflecting. A total of 15 students in 5 teams participated in the program, progressed through each stage in the process of solving the problems they found around them so that their neighbors and the creative world could become better. As a result of operating this program, the participants became concerned about their neighbors and community and reflected on the change of perspective of the world from a Christian worldview. As a suggestion for follow-up research and projects, to develop a model of maker education based on design thinking for cultivating a Christian view of the world is proposed in order to support to easy design and management of the program even if there is a lack of professional related knowledge and experience. In addition, it is needed to develop a manual and guide book including a facilitator's role and an assessment tool like a rubric that can give feedback on the performance of the program and make improvement.

Development of Maker Education Programs Based on Storytelling for Traditional Living Culture Education: Focusing on Traditional Patterns and Obangsaek(Korean Traditional Five Colors) (전통 생활 문화 교육을 위한 스토리텔링 기반 메이커 교육 프로그램 개발: 전통 문양과 오방색을 중심으로)

  • Kim, Saetbyeol
    • Journal of Korean Home Economics Education Association
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    • v.32 no.1
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    • pp.51-76
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    • 2020
  • The purpose of this research was to develop the education program on traditional living culture for home economics(HE) based on the 2015 revised national curriculum. The existing school curriculum for traditional living culture tends to overly focus on the theories about traditional culture and suffer from absence of continuity in learning activities. It can be argued that HE is an ideal subject for dealing with traditional living culture as it aims to develop students' ability to recreate the traditional culture, meeting present needs and trends. This study, thus, attempted to present the practical ways of improving the quality of education on traditional living culture by developing HE education program for high school students. To fulfill the purpose, this research, as a teaching topic, selected the traditional patterns and the "Obangsaek"(Korean traditional five colors) which can commonly be dealt with in the subjects of traditional Korean food, Korean costume and Korean style house. In particular, the program was developed following the ADDE process. In the stage of analysis, this article analyzed the HE curriculum and making activities included in HE textbooks based on the 2015 revised national curriculum, as well as the needs of teachers and students regarding traditional living culture education. In the stage of design, this study developed the instructional model, selecting class topics, tools and materials. In the stage of development, the programs on traditional living culture including costume, food and house were developed. In the evaluation phase, this research conducted the validity test and received the feedbacks from 12 HE educators in order to complete the programs. This study finally suggested that future studies in this area examine the effect of the presented programs on enhancing the students' perception of traditional culture and the will of developing and succeeding the traditional living culture.

A study on the development of early childhood artificial intelligence education program (유아 인공지능교육 프로그램 개발 연구)

  • Kim Hee Young
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.695-702
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    • 2023
  • The purpose of this study is to develop an early childhood artificial intelligence education programs in kindergartens. In order to achieve the purpose of the study, a four-step program development procedure was taken: documentary analysis, program design and development, execution, and assessment. This study presented the purpose and goals, educational content, teaching-learning methods, and evaluation of the early childhood artificial intelligence education program in kindergarten. By implementing an artificial intelligence education in the process of developing the program, the practicality and utilization of the program were secured. This study is meaningful in that it derives practical support measures to apply and activate artificial intelligence education programs in the field of early childhood education.