As the need for software development manpower increases, various educational programs appear and the popularity of bootcamp style education program for software development increases. However, despite the operations and forms of bootcamp education programs are completely different from the existing software development education programs, there is a lack of research in understanding bootcamp as a software education program. Therefore, this study tried to derive the core elements of the education program through a case study on bootcamp software developer education program. After conducting interviews of 7 members who have completed a series of bootcamp software developer education program X, seven characteristics of bootcamp-type software development education program were derived: intensive theory education, sense of growth and achievement, team project-based learning, community characteristics, peer pressure, stress and fatigue due to short-term learning, and contact-free specialty. Based on the derived characteristics, the advantages and improvements of bootcamp-type education were described, and the direction of the bootcamp-type education program for software developer was discussed.
Most of the courses that teach the Python programming language are liberal arts courses that all students in general universities must complete. Through this, non-major students who have learned the basic programming process based on computational thinking are strengthening their convergence capabilities to apply SW in various major fields. In the previous research results, various evaluation methods for understanding the concept of computational thinking and writing code were suggested. However, there are no examples of evaluation problems, so it is difficult to apply them in actual course operation. Accordingly, in this paper, a Python basic programming curriculum that can be applied as a liberal arts subject for non-majors is proposed according to the ADDIE model. In addition, the case of evaluation problems for each Python element according to the proposed detailed curriculum was divided into 1st and 2nd phases and suggested. Finally, the validity of the proposed evaluation problem was analyzed based on the evaluation scores of non-major students calculated in the course to which this evaluation problem case was applied. It was confirmed that the proposed evaluation problem case was applied as a real-time online non-face-to-face evaluation method to effectively evaluate the programming competency of non-major students.
Purpose: It is intended to investigate the satisfaction of dental hygiene students with non-face-to-face online classes and use them as basic data for successful lecture design and operation. Methods: The data collected in this study were analyzed using the lBM SPSS Statistics 21 program. The general characteristics of the study subjects were frequency analysis, non-face-to-face online class satisfaction, and test satisfaction were frequency analysis and technical statistics. Through the independent sample T test, a t-test was conducted to find out whether there was an average difference in online class and test satisfaction according to grade. Results: The advantages of non-face-to-face online classes were that repetitive learning was possible (57.7%), the disadvantage was that there was a lack of real-time communication (74.9%), and the most efficient teaching method was a mixed form of online and face-to-face classes (64.9%). The satisfaction level of online classes was 2.69 points for 'self-directed learning habits,' which was the highest compared to the overall average of 2.55 points, and 2.09 points for 'difficulty in interaction between instructors and learners in online classes.'Non-face-to-face test satisfaction was 2.68 points for 'short test time gives fairness to test results,' higher than the overall average of 2.45 points, and 2.07 points for 'no difficulty accessing the test.'In terms of satisfaction with the non-face-to-face test according to the grade, it was found that the third grade showed a more negative attitude than the second grade in terms of sexual fairness (p<0.05). Conclusions: Through the above results, non-face-to-face online classes require various content development and some mixed classes considering the level of students, and instructors' efforts to improve the quality of classes for interaction between instructors and learners are needed.
Background: The purpose of this study was to comparison of learning attitude, class satisfaction, and self-regulated learning ability of face-to-face and non-face-to-face classes in college physical therapy students to improve the educational effect and quality of non-face-to-face classes when face-to-face classes such as COVID-19 become inevitable in the future. Design: Cross-section study. Methods: This study was conducted with 91 college students, 3rd year students of physical therapy department at a community college in 'A' region, Gyeongsangbuk-do, who took face-to-face classes in the first semester of 2022 and non-face-to-face classes in 2021 of the previous semester. Results: Class attitude was higher in face-to-face classes than in non-face-to-face classes. There was a significant difference in class satisfaction between face-to-face and non-face-to-face classes, In self-regulated learning ability, face-to-face classes had a more positive effect on self-regulated learning ability than non-face-to-face classes. Conclusion: This study serves as empirical basic data on the actual condition of non-face-to-face classes compared to face-to-face classes for college physical therapy students, suggests the direction of future research, and improves the quality of non-face-to-face classes in the field of physical therapy, which requires a lot of practice. and hope it will be used for development.
The Journal of the Convergence on Culture Technology
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v.9
no.6
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pp.33-39
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2023
Although COVID-19 has transitioned to a level 4 infectious disease in 2023 and has entered a stable trend, in special education settings, the importance of supporting the academic and social development gaps of students with disabilities caused by non-face-to-face learning situations such as remote classes during the COVID-19 period is emerging. there is. Accordingly, in this study, in order to identify and support the educational status and academic deficits of students with disabilities after COVID-19, we conducted a survey targeting 2,214 special education teachers in 17 cities and analyzed the results. As a result of the study, due to COVID-19, the developmental delay and educational gap in students with disabilities in terms of academics, emotions, and behavior deepened, and there was a high demand for manpower support, psychological counseling, and medical support for emotional behavior as a way to support this. Based on the results of this study, follow-up results were proposed.
Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
Journal of Korean Home Economics Education Association
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v.34
no.1
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pp.35-57
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2022
This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.22
no.5
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pp.29-35
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2022
This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.
Traditionally, the engineering field has been dominated by face-to-face education focused on experimental practice, but demand for online learning has soared due to the rapid development of IT technology and Internet communication networks and recent changes in the social environment such as COVID-19. In order for efficient online education to be conducted in the engineering field, where the proportion of experimental practice is relatively high compared to other fields, virtual laboratory practice content that can replace actual experimental practice is very necessary. In this study, we developed a line tracer model and a virtual experimental software to simulate it for efficient online learning of microprocessor applications that are essential not only in the electric and electronic field but also in the overall engineering field where IT convergence takes place. In the developed line tracer model, the user can set various hardware parameter values in the desired form and write the software in assembly language or C language to test the operation on the computer. The developed line tracer virtual experimental software has been used in actual classes to verify its operation, and is expected to be an efficient virtual experimental practice tool in online non-face-to-face classes.
In the midst of going through a non-face-to-face society, most of human activities narrowed down to the platform, restrictions on external activities are bringing the internal scalability of digital technology. Metaverse is virtually shifting reality and increasing the possibility of utilization in various areas. However, researches linked to the educational effects of metaverse, especially students with disabilities, are still an unknown area that lacks exploration. This paper focuses on the fact that metaverse-education is widening educational fields that meets the various needs of disabled students to realize social good and inclusive education, and communication effects such as resolving barriers to interaction are prominent. As a research method, examining literature research papers linked to AR/VR, metaverse with communication skills, interviews, articles, and columns by experts, and policy suggestions and implications for the special education was conducted. Although the limitations of research are confirmed, significant results are found on inclusive education, which provides educational maximizing effects and realizing human rights through direct immersive experience reflecting the Cone of Experience Theory. Hopefully follow-up studies on meta-edu for disabled students will be carried out in the future, and various interdisciplinary discussions are needed to carefully observe inclusive policies and benefits so that the socially vulnerable are not excluded from technologies in ICT society.
Journal of the International Relations & Interdisciplinary Education
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v.2
no.1
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pp.57-82
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2022
This study aims to investigate and analyze the perception of communication capability which is one of the sub-competencies of NCS vocational substructure basic competence, and then seek the direction of prospective courses. To do this, the researcher conducts a non-face-to-face survey by creating five questions under the following five categories: The importance and necessity of communicative competence, students and educators of communicative competence classes, contents and methods of curriculum and teaching and learning, communicative competence and writing skills and operation of extracurricular programs. This researcher has been teaching basic education even before the communication skills curriculum was created in college, now, in a situation where communication skills have become selective education, it is intended to grasp the perception of college students about communication skills for first graders. This study attempted to analyze the survey area in more depth through group FGI after conducting an online survey by dividing it into several items. As a result, students felt that communication skills became motktkre important through COVID-19. Among the bottom five communication skills, speaking skills were found to be the most important, reading ability was recognized as the least important. On the other hand, there was a strong hope to know about the level of communication ability, type of communication, and method of communication about oneself. In addition, they recognized that communication skills should be learned in their first year of college, and hoped to be operated at all times as a non-disciplinary program. In particular, in the bottom five areas of communication skills, the expectations and actual hopes for speaking skills were the highest compared to the rest, and in terms of teaching and learning methods, they wanted to improve their skills through feedback and practice rather than theory. These research results have great implications for setting the direction of operation of classes, such as the content and method of classes in communication skills, in the future.
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