• 제목/요약/키워드: 맞춤교육

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Proposals for the Development Direction of Universities' Start-up Support Centering on Customized Start-up Education: Focusing on In-Depth Interviews of D University Students Who Received On-Campus Business Consulting (맞춤형 창업교육을 중심으로 한 대학창업지원의 발전방향 제언: 교내비즈니스 컨설팅을 받은 D대학교 대학생들의 심층인터뷰를 중심으로)

  • An, Hye-Jin;Lee, Seung-Ha
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.6
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    • pp.51-70
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    • 2022
  • This study examined whether learner-customized start-up education, such as business consulting, functions effectively as part of universities' start-up support and whether business consulting positively strengthened start-up capabilities compared to consulting from other institutions. Furthermore, it explored the direction of universities' start-up support development by harnessing customized education, such as business consulting. The results of the study are as follows. First, business consulting had a positive impact. It informed the shortcomings of individual founders (teams) and identified the direction for improvement. Second, compared to consulting from other institutions, the fact that it formed a relationship between the consultant and the student beyond the business relationship and that it was conducted for free on campus have a relative advantage. Such business consulting enabled university students to see the world more maturely. Third, this study argues that customized start-up businesses can generate synergy with school curriculum and other non-curricular subjects. Based on this perception, it designed a method to build a co-curriculum education system. This study is significant because it investigated satisfaction and the possibility of a customized start-up business with business consulting as a representative case, exploring the direction of support for start-up education students want.

A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry (대학(게임 프로그래밍 계약학과)의 게임산업계 맞춤형 교육과정 개발을 위한 사례 연구1))

  • Yoon, Hyung-Sup;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.89-97
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    • 2010
  • Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.

국방전직교육프로그램 발전방안에 관한 연구: 국방전직교육원 창업교육프로그램을 중심으로

  • Park, Jeong-Hyeon;Kim, Jong-Seong
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.63-66
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    • 2018
  • 본 연구의 목적은 전역 예정자를 위한 국방전직교육원의 창업교육프로그램에 관한 현황을 진단해보고, 발전방안을 모색해 보는데 있다. 현재 국방전직교육원의 창업교육은 5년이상 중 장기복무 전역예정자 300명을 대상으로 기본교육 연간 6회(4박 5일)를 실시하는 것으로 나타났다. 국방전직교육프로그램의 발전방안을 모색해 보면 다음과 같다. 첫째, 군 조직, 간부 맞춤형 창업교육프로그램설계가 시급히 요구된다. 둘째, 현재와 같은 일회성 교육을 지양하고 현역 복무기간 중에 정례교육이 실시되어야 한다. 셋째, 각급 사단급 이상 제대의 공병 통신 전산 정비 등 특화된 기술병과의 경우 맞춤형 기술창업 교육이 필요하다. 넷째, 국방부 차원의 군인 가족들 대상으로 기업가정신교육프로그램 개발과 시행이 필요하다.

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Analysis technique to support personalized English education based on contents (맞춤형 영어 교육을 지원하기 위한 콘텐츠 기반 분석 기법)

  • Jung, Woosung;Lee, Eunjoo
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.55-65
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    • 2022
  • As Internet and mobile technology is developing, the educational environment is changing from the traditional passive way into an active one driven by learners. It is important to construct the proper learner's profile for personalized education where learners are able to study according to their learning levels. The existing studies on ICT-based personalized education have mostly focused on vocabulary and learning contents. In this paper, learning profile is constructed with not only vocabulary but grammar to define a learner's learning status in more detailed way. A proficiency metric is defined which shows how a learner is accustomed to the learning contents. The simulational results present the suggested approach is effective to the evaluation essay data with each learner's proficiency that is determined after pre-learning process. Additionally, the proposed analysis technique enables to provide statistics or graphs of the learner's status and necessary data for the learner's learning contents.

A Study on a Project-based Blockchain Web Developer Education Model Customized for Companies (기업 맞춤형 프로젝트 기반 블록체인 웹 개발자 교육모델에 관한 연구)

  • Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
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    • v.8 no.4
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    • pp.77-83
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    • 2022
  • In the era of the 4th industrial revolution, various universities' corporate field application education models are being presented. In particular, along with new teaching methods, various educational models for customized education of many companies are being studied, increasing their usability. Research on project-oriented teaching methods for competencies required in the field of business is the most developed field in recent years. In this study, we intend to propose a case-oriented curriculum model that applies the project-oriented teaching method to the requirements of these companies. In particular, we design an industry-oriented curriculum model through a companycustomized education model for blockchain and web developers, and suggest the direction of development focusing on examples of the operation process. The model through this case was designed and operated as a curriculum model suitable for the field through in-depth interviews with industries, etc.

Content Packaging based on TV-Anytime for Personalized Content Services (맞춤형 콘텐츠 서비스를 위한 TV-Anytime 기반 콘텐츠 패키징)

  • Kang Jung Won;Lee Hee-Kyung;Kim Jae-Gon
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.322-333
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    • 2004
  • In this paper, a package, that is a new type of contents providing new consumer experience under digital broadcasting environments. is introduced. To present various advantages of package that is in standardization process of TV-Anytime Phase-2, a service scenario for personalized educational content is proposed. Then, TV-Anytime Packaging technology to support the scenario is described. It is also shown that the personalized service that provides interactive and personalized consuming experience independent of the types of content and delivery channels is feasible by using TV-Anytime Packaging technology.

A Case Study on Middle-aged Women's Participation to Life-long Educational Program (중년여성의 평생교육프로그램 참여에 관한 사례연구)

  • Min, deul-le
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.323-324
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    • 2013
  • 본 연구는 충남 아산시 "찾아가는 맞춤형 여성교육" 프로그램 참여하는 중년여성의 참여를 통해 지역사회 발전을 위한 여성이 사회참여 필요성 증대 및 여성들의 다양한활 동 등 삶의 질 향상 등 맞춤형 여성교육 프로그램 확충 방안을 모색하기 위함이다. 4주간 매1회씩 인터뷰를 통해 여성의 전문성 향상 및 지속적인 사회참여활동을 지원하는 것에 만족감, 대인관계 및 인맥을 확장등의 긍정적인 반응들이 나타났다. 반면 전문 강사진, 프로그램에 대한 체계적인 관리가 필요함이 나타났다.

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Development and mathematical performance analysis of custom GPTs-Based chatbots (GPTs 기반 문제해결 맞춤형 챗봇 제작 및 수학적 성능 분석)

  • Kwon, Misun
    • Education of Primary School Mathematics
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    • v.27 no.3
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    • pp.303-320
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    • 2024
  • This study presents the development and performance evaluation of a custom GPT-based chatbot tailored to provide solutions following Polya's problem-solving stages. A beta version of the chatbot was initially deployed to assess its mathematical capabilities, followed by iterative error identification and correction, leading to the final version. The completed chatbot demonstrated an accuracy rate of approximately 89.0%, correctly solving an average of 57.8 out of 65 image-based problems from a 6th-grade elementary mathematics textbook, reflecting a 4 percentage point improvement over the beta version. For a subset of 50 problems, where images were not critical for problem resolution, the chatbot achieved an accuracy rate of approximately 91.0%, solving an average of 45.5 problems correctly. Predominant errors included problem recognition issues, particularly with complex or poorly recognizable images, along with concept confusion and comprehension errors. The custom chatbot exhibited superior mathematical performance compared to the general-purpose ChatGPT. Additionally, its solution process can be adapted to various grade levels, facilitating personalized student instruction. The ease of chatbot creation and customization underscores its potential for diverse applications in mathematics education, such as individualized teacher support and personalized student guidance.