• Title/Summary/Keyword: 실습 교육과정

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Relationships between Metacognition, Problem Solving Process, and Debriefing Experience in Simulation as Problem-based Learning (S-PBL) (시뮬레이션 기반 문제중심학습에서 메타인지, 문제해결과정, 디브리핑 경험과의 관계)

  • Choi, Eun Jin
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.459-469
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    • 2016
  • The purpose of this study was to identify relationships between metacogintion, problem solving process, and debriefing experience in S-PBL. Study participants were 102 nursing students who took the integrated S-PBL class in their last semester. Data were collected using a self-reported questionnaire and analyzed into descriptive statistics, t-test, ANOVA, Pearson's correlation coefficient, and multiple regression. The highest subscale of debriefing experience was 'appropriate facilitator guidance' 3.78 (out of 5). Problem solving process and metacognition were positively correlated (r=0.704, p<.001). Metacognition was positively correlated with debriefing experience(r=0.197, p<.05), especially area of 'learning and making connections'(r=0.235, p<.05) whereas, there was no significant correlation between problem solving process and debriefing experience. Multiple regression (enter method) showed that gender and metacognition explained 51.2% of problem solving process. This study offers a rationale on simulation debriefing and further studies are needed to support effects of experiences of debriefing and factors on problem solving process and debriefing in nursing simulation.

Present and Future for the Curriculums of Game Majors (게임학과 교과과정 현황과 변화 추이)

  • Park, Jin Won
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.123-130
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    • 2016
  • Twenty years have passed since the first game department was established in Korea. We now need to review and foresee the future of game department curriculums. In this paper, we characterize and analyze the current curriculums of game departments in Korean colleges. The study focuses on the detailed course works based on the game making processes, which are largely composed of game design, game programming and game graphic design. Then we analyze the past curriculum changes of the game programming and the game graphic design departments. Also, we survey the curriculums of cinema departments which are older than game departments, thus may show the hint for the future of game departments. As the results of the analysis, the curriculums of game departments have to strengthen the game design related courses and have to expand the game making exercise courses.

WBI Design and Implementation for active instruction in high school curriculum information society and computer (능동적인 학습을 위한 고교 정보사회와 컴퓨터 교과의 WBI 설계 및 구현이동)

  • Bae, Seok-Chan;Du, Chang-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.895-901
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    • 2007
  • Currently the advancement of the computer and the Internet sees the direction of studying freely to do, it does not receive not to be, the student the environment it will be able to study oneself it is doing the direct help of the teacher and to be possible. Plan and it embodied the high school information society which it follows in 7th curriculum and the WBI of computer subject from the dissertation which it sees. In order to improve the qualify of curriculum ultimately, it endeavored. Territory it analyzes a subject contents first, especially it surveys, foundation it hardens, the actual training semester and pure with studying of self-evaluation do to become accomplished, studying oneself to sleep the possibility of doing own lead studying which is the possibility of studying spontaneously and integrated textbook studying in same tine it does to be with they are composing of the education paradigm the flag for a problem solving ability and an originality accident. In this dissertation used the php, Apache web server and the DBMS used the MySQL. To program member joining, the information society and computer curriculum take a course and test, it questions and, it is composed to data mourge. After taking a course, simultaneously lecturing a paper and online instruction, set up a foundation and quering that gratify one's curiosity thus it will be able to digest a study in once.

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A Study for Convergence Curriculum of Creative Practical Use of the Direction of Characterization of Healthcare - Centred on a University - (보건의료 특성화 방향에 대한 창의실용 융복합 교육과정을 위한 연구 - 일개 대학을 중심으로 -)

  • Choi, EunMee;Kwon, LeeSeung;Park, YeongSool;Jung, YongSik
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.283-295
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    • 2018
  • This study is to establish the direction of special education curriculum by linking the demands of the health industry and the university curriculum. For this, we conducted a questionnaire survey for 4 months from 18 January to 9 May, 2017. Cronbach alpha coefficient was used for the reliability of the study, frequency analysis was used mainly for the contents of the study, and chi-square test, variance analysis and T test were applied to the study. Cronbach's alpha coefficient was 0.891. Variance analysis, T test and chi-square test show some significant differences. The results of this study are as follows: 35% of practitioners and 22% of convergent intellectuals are desirable in institutions. Practical needs of practitioners are creative practicality, medical policy (58%). It will be necessary to conduct a nationwide survey in the future.

Co-work Program for Engineering Education through Competition (공모전을 통한 공학 교육적 산학 협력 모델)

  • Jang, Woon-Geun
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.65-78
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    • 2008
  • Currently co-work programs between industries and engineering schools play an important role for mutual interests, win-win strategy. Industries can develop new technologies through the human resources and facilities in school and schools are able to have research achievements by applying their own theoretical abilities to real field of industries's projects. However most co-work programs between industries and engineering schools mainly focus on programs such as research projects with graduate research lab, on-site training for job and training program for field engineers. And more it is difficult for schools to make co-work programs targeted engineering education for undergraduate school students because of many constraints such as planing program, budget and indifference of companies. Therefore this paper introduces LG Electronics Display Idea Competition hosted by LG Display Division in Kumi, S. Korea and present what benefits to both school and company made through this program and unique model of co-work program for engineering education between school and company in country.

A Questionnaire Survey and Analysis Results for the Education System of Maritime College in K.M.U (한국해양대학교 해사대학 해기교육시스템에 대한 학생 설문조사 및 결과분석)

  • Moon Serng-Bae;Choi Hyun-Kue
    • Journal of Navigation and Port Research
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    • v.30 no.5 s.111
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    • pp.381-387
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    • 2006
  • Recently maritime colleges in Korea have confronted with many difficulties on account of changes of educational circumstance such as increasing the number of low-wage foreign officers on board Korea-registered vessels, weakening international competitive power, avoiding reaction in the field of 3D occupational category etc. Therefore, We are drawing up a efficient educational system cultivating the well-trained marine officers who will take a more active role in the ear of 21C marine revolution The questionnaire was composed of 5 courses-entrance into a school, classwork, campus life, on-board training, choosing occupations and conducted the questionnaire survey of students in Maritime College in Korea Maritime University. And the analysis was carried out to understand the changes of student's consciousness structure and find out the problems of current maritime education system.

An Empirical Study on the Influence of Store Entrepreneur's Start up Education and Experience before Start up to Performance of Stores (점포창업자의 창업 전 창업교육 및 현장체험이 점포의 운영성과에 미치는 영향에 관한 실증연구)

  • Kim, Choon Hwa;Kang, Byung Oh;Yun, Hyoung Bo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.3
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    • pp.1135-1147
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    • 2013
  • This study is on the empirical results of correlation between start up education and experience before start up of a self employer entrepreneur with store and performance of the entrepreneur's store. Many latent self employers are lacking in education and experiences for start up. According to the result, first, practical education on start up influenced on entrepreneur's start up skill, and theoretical education influenced on entrepreneur's entrepreneurship. Second, entrepreneur's experience before start up influenced on both start up skill and entrepreneurship. Third, start up skill influenced on both financial and non financial performance of the entrepreneur's store. Finally, entrepreneurship influenced on both financial and non financial performance of the store.

A Study of Building Digital Capacity of Museum Professionals through the Use of Virtual Museum (가상박물관 활용을 통한 박물관 전문인력의 디지털 역량 강화 방안 연구)

  • Kim, Seon-Mi;Lee, Jong-Wook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.39-46
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    • 2022
  • The overall digital transformation in society is rapidly progressing with the corona virus epidemic. In particular, in the field of cultural heritage and museums, digital transformation is taking place throughout the preservation, management, and utilization of cultural heritage. To respond to this, the importance of cultivating the digital literacy of museum professionals to select and utilize digital cultural heritage information is increasing. However, the current digital capacity education of museum professionals has not reached the cultivation of digital literacy due to one-way theory and one-way practical education. To overcome this, we propose a digital capacity building program using virtual museums. We propose a curriculum based on participatory museums, cooperative learning, and project-based learning theories. Learners experience the entire process of acquiring, selecting, and utilizing digital cultural heritage information through individual, cooperative, constant, exhibitions, and project-based learning programs. We were evaluated by experts in terms of education, museum education, and ICT technology education to prove its usability and derive improvements. This study will contribute to building the digital capacity of museum professionals.

Improving the Functions of Digital Textbooks to Prepare for the post COVID-19 (포스트 코로나를 대비한 디지털교과서의 기능 개선)

  • Kim, Hong-sun;Jeong, Young-sik
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.283-288
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    • 2021
  • In the COVID-19 situation, digital textbooks have been used in many schools. In order for digital textbooks to become active even in the post COVID-19 era, the functions of digital textbooks must be improved. Digital textbooks are traditional book-type textbooks with glossaries, video materials, and evaluation questions added. Recently, they are being used usefully for practical education by providing realistic contents such as Augmented Reality, Virtual Reality, and 360 images. Therefore, in this study, in order to prepare for the post COVID-19, we found the functional problems of digital textbooks and suggested a way to improve them. First, the layout of digital textbooks should be developed as a responsive layout, deviating from the same form as a book-type textbook. Second, digital textbooks and learning management systems must be integrated. Third, by developing a digital textbook for teachers, teachers should be able to directly reorganize the contents or add external materials. Fourth, learning analysis should be possible using data recorded in digital textbooks. Fifth, in the 2022 revised curriculum, various subjects should be developed as digital textbooks.

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A Case Study and Survey for Development of New Curriculum and Learning Method for Mechanical and System Design Engineering (기계.시스템 디자인 공학 교과과정 개발을 위한 설문조사 사례 연구)

  • Han Byoung-Kee;Choi Sung-Joon;Kim Byung-Joo;Cho Sung-San;Kim Jung-Soo;Jee Hae-Seong;Park Seoung-Ho
    • Journal of Engineering Education Research
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    • v.7 no.2
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    • pp.40-50
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    • 2004
  • To keep pace with rapidly changing social and technological trends, the Department of Mechanical and System Design Engineering at Hongik University is in the process of updating teaching materials and learning methodologies while evaluating/revising our existing curriculum. In order to be better apprised of the employment needs and student aspirations, we have conducted three separate but related surveys by targeting experienced professionals and managers, alumni working in industries as practising engineers, and our current students. The surveys have furnished us with valuable insights that, we hope, will lead to a new curriculum and learning methods more in tune with needs of our students as well as their future employers. Among other findings, the analysis of the survey responses points towards expansion of integrated laboratory and design experiences, cultivation of improved written and oral communication capabilities involving individual and team efforts, and development of interdisciplinary courses encompassing related fields of engineering as well as emerging fields such as nano and information technologies.