• Title/Summary/Keyword: 수업혁신

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A study for on Effective Educational Model for Entrusted Professional Soldiers. (직업군인(하사관이상)을 위한 교화적인 산업체 위탁교육모델 개발연구)

  • 김경복;남궁랑
    • The Journal of Information Technology
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    • v.1 no.2
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    • pp.143-162
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    • 1998
  • As a method of providing lifelong educational opportunities to working professionals, some legal provisions allowing for the establishment and management of an entrusted education system linked with college and corporation was duly approved in 1994. According to the recent trend in the military organization, to provide higher educational opportunities to noncommissioned officers and warrant officers with the purpose of inspiring their spirit and improving military capabilities has been much increased. Professional soldiers such as noncommissioned officers and warrant officers have a lot of problems to continue their attendance at school because of regular military maneuvers, constant alert status and long-term outdoor military training. Even more serious problem is that the current curriculums and some departments in college are not concurrent with the present job specifications and the military specialties of the individual soldier as well. The purpose of this paper is, therefore, to introduce a newly revised educational model that provides more viable academic courses and curriculums to military professionals along with a proposal for the establishment and management of long distance educational system within barracks, utilizing the latest information and telecommunication technology.

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A Study on the Acceptance of Information Literacy Instruction for School Libraries in Korea (학교도서관 중심의 정보활용능력 교육 수용에 관한 연구)

  • Kim Yeon-Rye;Hong Hyun-Jin
    • Journal of Korean Library and Information Science Society
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    • v.37 no.3
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    • pp.3-32
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    • 2006
  • This paper examined the information literacy which is the concrete purpose of the ICT using education which appeared in order to elevate the effects of education in school after the introduction of the 7th educational curriculum. Based on TAM (Technology Acceptance Model) that provides useful theoretical foundations for analyzing the factors influencing acceptance and diffusion of IT, it determined the factors influencing the process of accepting the information literacy instruction as follows: perceived usefulness; perceived ease of use; attitude; effects of the information literacy instruction; teachers' innovation; school library relevance; school librarians' support; and the self-efficacy. This paper confirmed the influences of these factors on the process of accepting the information literacy through empirical study. Through this study, it intended to suggest the ways to activate of the information literacy instruction.

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Exploring on the job competence of the staff in center for teaching and learning (교수학습지원센터 실무자의 직무역량 탐색)

  • Kim, Jeongkyoum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6163-6172
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    • 2013
  • This study examined the job competence of the staff at the center for teaching and learning(CTL) in university and to find out the level of job competence, which has been asked to the staff of the CTL. For that, the factor of the job competence, which is required of the staff of the CTL, was inquired through a literature review. Based on the job competence, this study examined the required job competence of the staff in Daejeon city and Chungnam province. The result suggests that the job competence required of staff are the basic job competence, planning-analysis job competence, management job competence for the project, and evaluation job competence. The first factor in basic job competence is the attitude to change and innovation. In the planning-analysis job competence, the first factor is an analysis and consultation of instruction. In managing the job competence for the project, the first factor is the management of human resources, and the first factor in evaluating the job competence is an evaluation of the effectiveness of the media. Therefore, to revitalize the CTL, there is a need to organize an expert pool, plan and support program that is suitable for professional development.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.67-74
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    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

Application of the Concept of Reincarnation in the Visual Arts Education (시각디자인교육에서 Reincarnation적 발상에 관한 교재개발 연구)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.220-228
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    • 2010
  • Reincarnation, literally means "to be made flesh again". It is a mystical belief that the soul lives again in a new body after death. In this study, both material and spiritual elements are reincarnated in the form of the formative art in our life. This is similar to the notion of transmigration of the souls in Buddhism and Taoism. The concept "reincarnation"has a functional values as it provides a new tool in the education in the field. Especially in the digital design, the concept has become an essential contents as a text. The education employed the concept has a feature of edutainment which has been considered as an innovative method of education. The edutainment stimulates students' inner motivation and interests. This eventually leads them to use their own creativity in their study and achieve their goals. The education adopting the concept of reincarnation is more than the recycling of the used materials. It presupposes the understanding of the essence as well as the philosophical value of the materials. The creativity in the Visual Arts can be achieved with these educational foundations.

Case Study on Engineering Clinic Operation Based on Industry Needs (산업체 수요에 기반한 산업의료원 교과목 운영 사례)

  • Yu, Yun Seop
    • Journal of Practical Engineering Education
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    • v.6 no.1
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    • pp.51-55
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    • 2014
  • A case study on engineering clinic operation based on industry needs is introduced. Engineering clinic is a course that students and professor solve bottleneck techniques provided from an industry. The industry presents the bottleneck techniques to the professor and the professor plans a course that the students learn how to solve them, and the students train field adaptability by solving them. From the course evaluation of the engineering clinic, the students give high scores to the awareness of the course objectives, the performance period, the smooth communication, the application and understanding of major, the problem solving skill, the cooperation ability, the opportunity of carrier choice, and the course recommendation. Two semesters give higher satisfaction to the students than one semester because two semesters are long enough to solve the bottleneck techniques provided from the industry. It gives good opportunity that the students get a job through completing the course.

A Study on the Effects of Learners' Knowledge Sourcing Behavior on the Knowledge Utilization Outcomes in Social Learning Community (소셜 러닝 커뮤니티에서 학습자의 지식소싱 행위가 지식활용 성과에 미치는 영향)

  • Han, Sang-Woo
    • Journal of the Korean Society for information Management
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    • v.31 no.2
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    • pp.173-188
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    • 2014
  • This research aims to analyze empirically the effects of learners' knowledge sourcing behavior on the knowledge utilization outcomes in a social learning community. This kind of virtual community is of service to users who not only produce but also share a variety of valuable knowledge which is created based on relationships and interactions among learners. In order to conduct the study, a group of learners was made of 55 undergraduate students who were majoring in social science. The data was collected by online survey at the end of the term and multiple regression methods have been used for empirical analysis. The study shows that dyadic knowledge sourcing and published knowledge sourcing both have significant effects on knowledge reuse and knowledge adaptation. In addition, knowledge adaptation and knowledge innovation were affected by group knowledge sourcing. The research results help to select appropriate knowledge sourcing behavior depending on one's purpose of knowledge use.

Exploration of the Strategy in Constructing Visualization Used by Pre-service Elementary School Teachers in Making Science Video Clip for Flipped Learning - Focusing on Earth Science - (Flipped Learning을 위해 제작한 과학 학습 동영상에서 초등예비교사들이 사용한 시각화 구성 전략 탐색 - 지구 영역을 중심으로 -)

  • Ko, Min Seok
    • Journal of The Korean Association For Science Education
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    • v.35 no.2
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    • pp.231-245
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    • 2015
  • Flipped learning can be used as an innovative teaching method in science education. This study analyzes video clip produced by pre-service elementary school teachers for flipped learning and explore strategies to organize effective visualization. The pre-service elementary school teachers focused on providing information on macroscopic natural phenomenon using concrete case selection strategy for earth science class. They used marker and spatial transformation elements effectively, but their efforts to link the elements to the experience of students were not sufficient. In addition, it was very rare to put the contents into simplified drawing or provide extreme cases to enhance the imagery of students. In addition, it is necessary to provide specific case of multi-modal and link the material to the experience of students closely through familiar cases or analogical model to establish an effective visual teaching material. It may also be needed to present simplified drawing for enhancing imagery and provide extreme cases to make students have an opportunity to infer a new situation.

An Exploratory Study with Grounded Theory on Secondary Mathematics Teachers' Difficulties of Technology in Geometry Class (기하 수업에서 중등 수학교사가 경험한 공학도구 사용의 어려움에 대한 근거이론적 탐색)

  • Jeon, Soo Kyung;Cho, Cheong-Soo
    • Journal of Educational Research in Mathematics
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    • v.24 no.3
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    • pp.387-407
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    • 2014
  • This study investigeted secondary math teachers' difficulties of technology in geometry class with grounded theory by Strauss and Corbin. 178 secondary math teachers attending the professional development program on technology-based geometry teaching at eight locations in January 2014, participated in this study with informed consents. Data was collected with an open-ended questionnaire survey. In line with grounded theory, open, axial and selective coding were applied to data analysis. According to the results of this study, teachers were found to experience resistance in using technology due to new learning and changes, with knowledge and awareness of technology effectively interacting to lessen such resistance. In using technology, teachers were found to go through the 'access-resistance-unaccepted use-acceptance' stages. Teachers having difficulties in using technology included the following four types: 'inaccessible, denial of acceptance, discontinuation of use, and acceptance 'These findings suggest novel perspectives towards teachers having difficulties in using technology, providing implications for teachers' professional development.

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Development of a Maker Education Program for Entrepreneurship (청소년 기업가정신 함양을 위한 메이커교육 프로그램 개발)

  • Jang, JeeEun;Kim, Seyoung;Yoon, Seonghye
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.55-64
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    • 2019
  • Recently, entrepreneurship education has been emphasized in order to bring creative innovation to the fourth industrial revolution era. The purpose of this study is to suggest methods to promote practice by developing an educational program based on the maker education model to foster entrepreneurship of adolescents proposed in the previous study. For this purpose, we developed two kinds of programs and materials according to the subject and the level for the 3rd grader in middle school and first grader in high school. The final output was composed of the workbook for students, the guidebook for teachers, the PPT, and the worksheet for a team activity. The pilot workshop of the developed program was conducted for 14 middle school students. The final program was developed after being received advisories by three experts. This study is meaningful in that it can contribute to foster entrepreneurship education in the field by proposing specific programs required for practicing maker education for entrepreneurship.