• Title/Summary/Keyword: 세계교육포럼

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Conpetency of Early Childhood Teachers for The Fourth Industrial Revolution: IPA Analysis (4차 산업혁명 시대에 대한 유아교사의 인식 및 유아역량 중요도-실행도 분석(IPA))

  • Boo, Eun-Soon;Park, Ji-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.536-544
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    • 2020
  • This study provides basic data for finding a plan for future teacher education in the future society by conducting an IPA-analysis of the abilities required for early-childhood who will become talented persons of the future society and the perceptions of early-childhood teachers about the era of the 4th-Industrial-Revolution. The study was conducted with 194 childhood teachers working in early-childhood educational institutions located in Jeju. It used a questionnaire of the demand survey for teacher education development for early-education based on the 4th-Industrial-Revolution. In the era of the 4th-Industrial-Revolution, the capabilities needed for early-childhood were revised and supplemented in 2016 at the World Economic Forum "Jobs Future Report". The frequencies and percentages were calculated to analyze the characteristics of each subject's background variables, the perceptions of early-childhood teachers and teacher education needs, and a t-test was conducted for each item to analyze the difference in importance and performance of early-childhood's competence. In the importance of competence required for infants who become talents for the future, the results showed that early-childhood teachers chose to have a high level of caring-sharing and curiosity-interesting ability. In the performance, they have a high level of caring-sharing and cooperation-communication ability.

Study on the Development of Environmental Design Checklist at Exhibition Facility Based on Physical Characteristics of the Elderly (고령자의 신체특성을 반영한 전시시설 환경디자인 체크리스트 개발에 관한 연구)

  • Oh, Ji young;Park, Hey kyung
    • Korea Science and Art Forum
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    • v.20
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    • pp.267-277
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    • 2015
  • The whole world enters the ageing era and 'lifelong education' is issued where the elderly can learn knowledge and techniques caused by era-change. Museum is a cultural public-facility and taking roles to provide education with spatial composition of contents and articles at exhibition. Therefore, museum can be a learning space for the elderly, performance of learning, environmental support to museum is required considering their physical characteristics. This study aims to develop a environmental design checklist at museum and to provide a frame for environmental plans to support the elderly for smooth watching of exhibition and education at museum. The environmental design checklist at museum was drawn for the spaces for entry, exhibition, public-service, educational activity and movement at museum, based on physical characteristics of the elderly or the criteria of 'sense (eye-sight, hearing and feeling by tough)' / 'exercise (skeleton, movement, physical strength and muscular strength). The environmental design checklist at museum for the elderly was composed newly by combining existing related acts, manuals, and preceded studies. For future studies, actual survey items at site and questionnaires for the elderly watchers were drawn.

A Study on the Convergent Change Revitalization of Paradigm for Intangible Cultural Heritage Transmission Support Policy (무형문화유산 전승지원 정책 패러다임의 융합적 변화에 관한 활성화 방안 연구)

  • Jeon, Chil-Soo
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.441-447
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    • 2018
  • Korea has been designated as a National Intangible Cultural Heritage with outstanding value among intangible cultural heritage. We have supported various exhibitions and performance activities, and the Intangible Cultural Heritage Public Events. However, in recent years, more diverse policies have been pursued in order to revitalize transmission activities and the State is leading the Completion examination system. In order to improve the utilization of crafts, we introduced a Craft Bank System. In addition, to increase the marketability of crafts, we have implemented the certification system for crafts. For the diversity of transmission activities, we are promoting the Transmission Education School System. In order to fuse traditional activities, the Intangible Cultural Heritage Exhibition is being held and the World Heritage Forum is being pursued. In this study, we analyze various policies of the new intangible cultural heritage and investigate the problems and seek ways to improve them.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.