• Title/Summary/Keyword: 맞춤형 교육

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The Effects of Diet Education Contents for the Customized Serious Game Development in Type II Diabetes (제2형 당뇨환자 기능성게임 개발을 위한 식이교육 콘텐츠 효과)

  • Kim, Yu-Jeong
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.87-96
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    • 2016
  • This study was carried out to investigate the effects of contents for the serious game development of the customized diet education in Type II Diabetes. Because the development of the existing serious game focuses on Type I Diabetes, this study was designed to carry out customized education through the interaction between Type II Diabetes and health manager. The period of data collection was from July 11 to December 26 in Y2015, the subjects were selected from a total of 26 people suitable for Type II diabetes who visited the public health center to apply for a diabetic diet education and completed the 8 continued education. After receiving customized diet prototype education, the self-care behaviors and HbA1C of the subjects were statistically significantly increased(p<.05)

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.

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.

Analysis of the effectiveness of the Recommendation Model for the Customized Learning Course (맞춤형 학습코스 추천 모델의 효과분석 방안)

  • Han, Ji-won;Lim, Heui-seok
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.221-224
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    • 2017
  • 본 논문은 사용자 수준에 적합한 맞춤형 학습코스를 추천하여 학습효과를 향상시킬 수 있는 추천모델을 개발하고, 효과분석을 위한 방안을 제시한다. 학습자 개개인의 학습수준이나 학습내용 등에 따라 적합한 학습주제를 선정하여 제공하는 것은 중요하나, 일반적인 추천은 전문가 그룹을 활용한 사람중심의 추천으로 시간이 오래 걸리는 등 자원의 비효율적 한계점[1]을 가지고 있다. 이를 극복하기 위해, TF-IDF를 이용해 단어별 가중치를 계산하여 고빈도 단어를 추출하여 벡터 공간에 배치시키고, Cosine Similarity 기법을 이용해 벡터간의 유사도를 측정하였다. 학습자 프로파일을 분석하고, 학습스킬간의 연관성을 고려하여 맞춤형 학습코스를 추천하기 위해, 워드 임베딩 기법을 적용하였고, 이를 위해 오픈소스 Gensim[2]을 이용하였다. 맞춤형 학습코스 추천 모델의 효과를 분석하기 위한 실험을 설계하고 평가 문항지를 개발하였다.

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Analysis on the Recognition of the Engineering Education Participators for Practical Engineering Education - College of Science and Technology, Hongik University - (실무형 공학교육에 대한 공학교육 당사자들의 인식 조사 결과 분석 - 홍익대학교 과학기술대학을 중심으로 -)

  • Park, Jin-Won;Hwang, Kwang-Jin;Cho, Kyu-Nam;Baek, Hyun-Deok
    • Journal of Engineering Education Research
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    • v.10 no.1
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    • pp.20-33
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    • 2007
  • This paper is on the analysis of the survey results for the recognition of the practical engineering education among the engineering educators and educatees including alumni. After performing the survey, we classify 4 forms of practical engineering education, company-oriented, major-field-oriented, basic-engineering-knowledge-oriented and others. Also we survey what are necessary for the students to get employed. The survey results indicate that the respondents understand the practical engineering education as company-oriented and many of them also recognized basic-engineering-oriented engineering education. For the employment, the professors and the alumni focus on the personal character but the students feel that major field knowledge and the English ability are vital to the employment tests. Concerning the opinion for the students on the shortage of ability as an engineer, the professors respond the major field knowledge while the students and the alumni answer the English ability. This research produces some interesting results on the direction of practical engineering education, but needs more detailed and extended survey and analysis.

Factors essential to successful adoption and delivery of customized library instruction in academic libraries (대학도서관 이용자 맞춤교육의 도입 및 효과적 운영을 위한 필요조건 분석)

  • Jung, Mijung;Kwon, Nahyun
    • Proceedings of the Korean Society for Information Management Conference
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    • 2013.08a
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    • pp.179-184
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    • 2013
  • 대학도서관 맞춤교육은 이용자의 자발적인 요청으로 사서가 이용자의 요구사항과 주제 분야, 전공 등을 고려하여 맞춤형으로 교육을 설계 제공하는 것이다. 맞춤교육은 이용자가 필요한 시점에 필요한 내용을 제공한다는 강점을 가진다. 본 연구에서는 맞춤교육의 국내 대학도서관 운영현황을 파악하고, 맞춤교육의 필요조건 및 장애요인을 파악하고자 하는 목적으로 대학도서관의 맞춤교육담당자를 심층 면접하였다. 연구결과, 맞춤교육의 필요조건으로 사서 인력의 자격 및 자질과 교육 환경적 측면이 중요한 것으로 밝혀졌다. 한편 앞에서 파악된 필요조건이 결여되거나 교과운영과정에서 발생하는 문제점들이 주요 장애요인으로 파악되었다.

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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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Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.239-245
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    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.