• Title/Summary/Keyword: 미래문제해결프로그램

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A Case Study on the Development of an Engineering Extracurricular Program based on the Sustainable Development Goals(SDGs) applying Design Thinking Methodology (디자인씽킹 방법론을 적용한 지속가능발전목표(SDGs) 기반 공학계열 비교과 프로그램 개발 사례 연구)

  • Yunja Hwang
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.423-432
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    • 2024
  • This study aims to develop and operate an extracurricular program based on the Sustainable Development Goals (SDGs) by applying the design thinking methodology to enable engineering students to discover and solve relatable local problems in the field of intelligent robots in order to foster creative and convergent engineering talents. As a result of the analysis, the overall satisfaction score was 4.55 or higher, all related competencies increased, and the students' final results also showed a connection with the SDGs topic in the field of intelligent robots. At a time when SDGs are establishing sustainable activities as an important evaluation index in university education, it is expected that the development case of this program can be utilized in the development of a convergence program for engineering students to foster creative and convergent talents who can lead the future society along with the era of the 4th Industrial Revolution.

Perspectives and Challenges of Informatics Education: Suggestions for the Informatics Curriculum Revision (정보교육의 전망과 과제: 미래 정보과 교육과정 개발 방향)

  • Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.21 no.2
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    • pp.1-10
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    • 2018
  • As the emphasis on software education in the 2015 revised curriculum, Informatics has become one of the essential subjects for the middle school students, and contents and achievement standards have been developed focusing on the information culture literacy, computational thinking, and collaborative problem solving ability. The 2015 revised Informatics curriculum for the first grade of middle school has been applied for the first time in 2018. Various educational policies have been promoted such as training of teachers, development of teaching and learning materials and programs to support implementation of the actual school fields. In this study, we analyzed the improvement issues and tasks of the 2015 revised curriculum according to the change of the Informatics education policy of in the global, and suggested the development direction of the future Informatics curriculum in Korea. The direction of the development of the Informatics curriculum is focused on ensuring the linkage between school level and identity of informatics education.

Study on Implement of Remote Medical System With LAN (유선 근거리망을 사용하는 원격의료 시스템에 관한 연구)

  • Lee, Jung-Taek;Lee, Kang-Min;Kim, Young-Kil
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.38 no.3
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    • pp.22-30
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    • 2001
  • This paper investigated future telemedicine as implementation of the telemonitoring system using LAN environment. For telemonitoring system rapidly implementation used the PC compatible embedded computing system in the ROMDOS and application program used the WATTCP that free TCP/IP Stack. Host computer program - programed by Visual C++ - had saved ECG signal and Patient Data coming inside Embedded PC and displayed. Embedded PC acquired ECG signal and transmitted a Packet to Host Computer. Host Computer remote access Embedded PC. This structure is the same Client/Sever Model. This system will be basic telemedicine model. There are problems of realtime telemonitoring because of network delay and data packet. Because of these problems, telemedicine systems will be required faster network speed and method of bio-signal transmission.

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Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Vocational Guidance Program Development for Course Selection to Activate Vocational Education (직업 교육 활성화를 위한 전공 진로 지도 프로그램 개발)

  • Park Sung-Jong;Han Myoung-Seok;Kim Kab-Il
    • Journal of Engineering Education Research
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    • v.3 no.2
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    • pp.61-70
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    • 2000
  • To survive in the highly competitive environment, a vocational education institution must offer its students an attractive system of competency based vocational education. A first-term freshman at university and college should also be allowed to adjust the course selection Early exposure within one or more fields of study creates a high level of enthusiasm which helps students maintain their motivation. It also helps students decide if course selection is right for career choice and they should be provided a large number of diverse occupational opportunities later In this paper, we discuss how to activate the vocational education. Also we developed vocational guidance program for course selection through the subject for vocational guidance and the learning map for learning plan. This program was assessed through the survey on opinions of freshman.

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U.S. Coastal Tourism and Recreation Policy: A Federal, State, and Local Perspective (미국 연안관광과 레크레이션 정책)

  • Oh, Chi-Ok;Ditton Robert B.;Draper Jason
    • The Journal of Fisheries Business Administration
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    • v.37 no.3 s.72
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    • pp.131-155
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    • 2006
  • 연안관광여행과 레크레이션은 일반적으로 스노클링, 다이빙, 레포츠피싱, 해변방문, 보우팅, 크루져 등의 연안근처에서 이루어지는 모든 레크레이션 활동을 포함한다. 2000년에 바다와 관련된 산업은 미국에 1,170억 달러를 기여했고, 200만개의 직업을 창출하였다. 그 중 직업의 75%와 경제적 가치의 50%는 해양관련 관광과 레크레이션에 의해 생산되었으므로 연안관광과 레크레이션은 미국경제에서 커다란 부분을 차지하고 중요하다고 할 수 있다. 본 연구는 미국에서 연안관광과 레크레이션이 가지는 중요성에 대하여 설명하고 이에 따른 연안관광여행에 대해 현재 사용 및 적용되고 있는 미국의 정책구조를 정리하고, 이와 관련된 기관들과 그 역할에 대하여 분석하였다. 또한 연안 레크리에이션 관리가 미국내의 연방, 주, 지역정부차원에서 어떠한 방식으로 이루어지는지에 대하여 분석하였다. 레크리에이션 자원 관리의 개념으로부터의 연방 및 주의 연안 프로그램의 문제점 및 상황과 관광 여행 개발을 위해 사유지 부분 접근문제해결에 대하여 연방 및 지방 정부의 대응방법을 분석함으로써 미래 연안관광자원의 이용을 위한 이론적 기본틀을 제시하고 있다.

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대중교통 노선배정에 관한 EMME/2 알고리즘의 개선에 관한 연구

  • 이인희;이성모
    • Proceedings of the KOR-KST Conference
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    • 1998.10b
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    • pp.466-466
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    • 1998
  • 도로 교통의 혼잡이 나날이 증가되고 있는 현실 상황에서 이를 해결하기 위한 새로운 도로의 무제한적 건설은 정보의 예산절약, 필요한 도로용지 확보의 어려움, 환경오염 문제 등으로 인해 현실적인 한계에 이르렀다. 따라서, 이러한 도로의 혼잡상황에 효과적으로 대처하기 위해서는 승용차를 이용하고자 하는 수요를 대량수송이 가능한 대중교통 이용수요로 전환시켜야 하며, 이를 위해서는 대중교통의 서비스수준 제고 및 운영 관리 체계 등의 개선이 필요하다. 이를 위한 전략적 및 운영적 측면에서의 대중교통계획은 미래 대중교통수요의 정확한 예측을 전제로 하여 수립되며, 이러한 수요의 예측은 필수적으로 현실을 보다 더 정확하게 묘사해 줄 수 있는 통행배정모형을 필요로 한다. 대중교통 통행배정은 규칙적인 배차시간과 정해진 노선을 운행하는 고정서비스 시스템으로 구성되어 있어서 한 링크 상에서도 여러 개의 운행노선을 고려해야 하기 때문에 승용차 통행배정과는 독립적으로 취급되어 왔으며, 이로 인해 그 동안 많은 연구가 선행되어 있지 않은 실정이다. 본 연구는 교통예측 프로그램 중의 하나인 EMME/2에서 사용하고 있는 대중교통수요 통행배정 모형인 최적전략모형(Optimal Strategy Model)의 단점을 보완하기 위한 것이다. 최적전략모형은 수요 배정시, 최적전략에 속하는 경로들에 대해 단순히 운행횟수에 비례하여 수요를 배정함으로 인해서, 예를 들면 운행횟수는 많지만 환승이 많은 경로에 수요를 많이 배정하는 것과 같은 비현실적인 결과가 발생하기도 한다. 본 연구는 이를 개선하기 위해서, 두 가지 대안을 제시했다. 먼저, 노선배정에 우선되는 최적경로 탐색시 환승노드에서의 환승에 대한 벌점을 그 노선의 운행회수에 줌으로써 환승이 많은 경로에 수요의 배정이 적게 되도록 하는 방법과 두 번째로 수요의 배정시 운행횟수가 아닌 목적지까지의 통행시간과 대시시간에 따른 확률적 배분을 통해 기존 모형의 단점을 보완하고자 했다.

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A Study on Differences in Career Resilience according to the Personality of Pre-service Early Childhood Teachers (예비유아교사의 성격에 따른 진로탄력성의 차이연구)

  • Hea Young Min;Kyung Seob Song
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.77-83
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    • 2023
  • This study aimed to analyze the personality of 141 pre-service early childhood teachers who will be in charge of the quality of education in the early childhood curriculum and to verify the differences in the career resilience according to the personality types. Career resilirnce, which measures the ability to cope with various problems and create ideas according to the work environment, was judged to be a very important factor for teacher-child interaction and successful operation of the early childhood curriculum. The results of the study showed that, among personality types, in the case of extraversion and conscientiousness, groups with average scores or higher scored higher in creativity, flexibility, challenging spirit, and future orientation than the groups below. In the case of the openness personality, higher scores in creativity, flexibility and challenging spirit, and in the case of the agreeable personality, the group showed significantly higher scores in flexibility and future orientation. In the case of the neurotic personality, on the contrary, the group with below average score received higher scores in flexibility, challenging spirit, and future orientation. The significance of this study is that it suggests the need for comprehensive programs such as various extracurricular programs, curricula, and counseling to help and promote the formation of more positive personalities of pre-service early childhood teachers.

Development of Curriculum Framework for Entrepreneurship of Youth (청소년 기업가정신 교육과정 틀(Framework) 개발)

  • Kang, Kyoung Kyoon
    • Journal of vocational education research
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    • v.36 no.4
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    • pp.79-102
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    • 2017
  • The purpose of this study was to develop curriculum framework for entrepreneurship development for adolescents. In order to achieve this goal, we studied and developed entrepreneurship semantics, entrepreneurship education, entrepreneurship education, entrepreneurship education contents. This study was developed through Delphi survey. The results of this study were as follows. First, the meaning of entrepreneurship is Innovative mind-set to create true value by experience into life in order to pursue 'self full-filling life' as the organizer of life. Second, the nature of entrepreneurship education for youth is that entrepreneurship education aims to find and solve new problems through self-management to young people who will lead the future, and to create dynamic challenges and creative changes to create innovative values. Leadership skills, challenging spirit, and ability to solve practical problems'. Third, we developed a general goal for youth and elementary, middle and high school goal for entrepreneurship education. Fourth, as a domain of entrepreneurship education, we have developed 'core discovery', 'entrepreneurial skills', 'becoming an entrepreneur' and developed key themes. Based on the results of this study, we developed a systematic entrepreneurship education linkage and educational condition creation for young people outside schools; entrepreneurship program application and educational condition development according to the operation of the free-learning semester system; the strengthening of business start-up support for youth in late adolescence, the establishment of measures to utilize related institutions in local communities and others.

The Effectiveness of the Living Lab-based Elementary School Data Science Program (리빙랩 기반 초등학교 데이터 과학 프로그램의 효과성 분석)

  • Son, Jungmyoung;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.105-120
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    • 2022
  • In addition to the rapid changes in the times caused by the pandemic, the revision of the new curriculum coincides with the change in the proportion of the three elements of learners, society, and subjects that make up the curriculum. In particular, along with the proportion of 'social' in the curriculum, the scope of the word 'educational community' has increased, and the allowable range of curriculum restructuring centered on it has expanded. In order for the intended direction of education to be properly established in the new curriculum, various educational method studies are needed to cultivate newly emerged competencies and literacy. In this study, after selecting the contents and goals of the convergence curriculum based on various criteria for subject selection, the data science program was designed by reconstructing Living Lab's PDIE methodology. As an evaluation factor for this, we tried to analyze the effectiveness of 'creativity', 'problem-solving ability', 'communication ability', 'collaboration ability' among future competencies emphasized in the curriculum. As a result of the study, it was effective in improving creative and communication skills, and this study focuses on verifying the effectiveness of School Living Lab, suggesting the necessity of post-research that expands the application space of research and diversifies the role of educational community subjects.