• Title/Summary/Keyword: 융합적 문제해결력

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Methods and strategies for cultural heritage education using local archaeological heritage (지역 고고유산 체험 교육의 활성화 방안과 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.54 no.3
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    • pp.106-125
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    • 2021
  • This paper presents several reasons for the necessity of archaeological hands-on training and strategies for its implementation. First, it is necessary to produce a specialized manual for local cultural heritage education that can enhance the specialization and educational effectiveness of archaeological experience education. In addition, in order to secure professionalism in hands-on education and conduct it systematically, the ability of instructors to conduct education is important, so instructor competence reinforcement education needs to be conducted regularly. In addition, hands-on education needs a strategy of planning and content development of archaeological education programs, with consideration given to the subjects of learning, and the establishment of a cooperative network. It is time to cooperate with various experts to establish an education system necessary for cultural heritage education in the region and develop customized content for local archaeological heritage supplementary textbooks. Finally, due to Covid-19, we agonized over effective education plans for online archaeological heritage education, which requires active interaction class design and a strategy to promote interaction between professors and learners. In addition, such archaeological heritage education should be compatible with the goal of providing customized lifelong education.

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.

A Study on the Implications through Analysis of Policy for Computer Science Education in France (프랑스의 소프트웨어 교육 체제 분석을 통한 시사점 고찰)

  • Bae, Youngkwon;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.385-394
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    • 2019
  • Computer education in France has begun in the 1960, and the education system covering elementary and middle school was completed in 2018. Since the industrialization of France, the research on the instructional method and system on computer science education had been conducted for over 60 years as a core skill to prepare for the future society. There are four major implications we have figured out in this study. First, each achievement goal to be achieved is set based on the hierarchy of school grades. Second, the full establishment of computer science education was completed in three years after the curriculum was announced in France. Third, the contents are presented to enhance problem solving ability through programming algorithms based on the balance between computer literacy and the concepts of computer science. Fourth, the contents of integrated computer science education is considered with in the lower grades of elementary school, and it is proposed to deepen understanding and programming of computer literacy and the concept of computer science as the grade and school level get higher.

Development and Management of the Advanced STEAM Teacher Training Program (STEAM 심화과정 교사연수 프로그램 개발 및 운영)

  • Hahn, Insik;Hwang, Shinyoung;Yoo, Jungsook
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.399-411
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    • 2016
  • The purpose of this study is to investigate implications for future STEAM education by analyzing the surveys by the in-service teachers who participated in the Advanced STEAM Teacher Training Program(ASTTP) for raising interests and understanding of science and technology and nurturing STEAM literacy and problem-solving ability of students. ASTTP was developed for promoting 'teacher competence for STEAM.' ASTTP is a 60-hour program(4 credits), which includes offline intensive course of 38 hours, online training course of 12 hours, a course of implementation at schools for 5 hours, and a workshop for 5 hours (based on the 2014 program). For the offline intensive course, teachers take various professional development classes and activities, such as open-laboratory tours, advanced experiments, mentoring programs, and team projects as well as lectures on diverse disciplines. For the online course, teachers take online classes freely while they are encouraged to work with other teachers in groups. After taking both online and offline courses, the teachers are required to implement their STEAM lesson plans in their classrooms. Finally at the workshop, some selected teachers share how successfully they have implemented STEAM education. About 700 teachers have successfully taken the program from 2012 to 2014. Based on the surveys by the teachers, the program has been modified and improved. Our analysis shows increased professional development in STEAM education for the participating teachers. This study can provide some implication and helpful insights for people who need to develop and manage teacher training programs for STEAM education and other education programs in general.

Factors Influencing Sense of Community among Nursing Students in the Online Learning Environment during COVID-19 (코로나 19(COVID-19)로 인한 온라인 학습환경에서 간호대학생의 공동체 의식에 미치는 영향 요인)

  • HeeKyung Chang;Jin-Young Ahn;Young-Joo Do;Sang-Mi Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.239-248
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    • 2023
  • This study is a descriptive correlation study to identify the relationship among online collaborating learning attitudes, empathy, critical thinking disposition, and sense of community in nursing students in the online learning environment during COVID-19. Data were collected from 129 nursing students. The SPSS/28.0 program was used to analyze the data using descriptive statistics, Pearson's correlation coefficient, independent t-test, one-way ANOVA, Scheffé test, Pearson's correlation analysis, and hierarchical multiple regression. Factors that significantly affect sense of community in nursing students were online collaborating learning attitudes and critical thinking disposition, and the explanatory power was about 42.2%. Based on these results, in order to increase sense of community of nursing students in non-face-to-face learning environment, it is required to strengthen the problem-solving-centered learning method cultivating the online collaborating learning attitude and critical thinking disposition.

Shadow Regulation of Online Copyright Protection and Its Implications (온라인상 저작권 보호에 관한 그림자규제와 시사점)

  • Kim, Ho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.289-294
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    • 2019
  • Although regulation generally shall be based on the law, many regulations are not based on legislation. Shadow regulation that is not mandatory but functions as regulation may be developed and enforced by non-govermental body. This article examines shadow regulations of copyright protection online of the US, the EU and the UK and draws their implications for Korea. In case of self-regulation, the following factors shall be considered: to acquire the technology to filter copyright infringement and to solve the problems arising from the application of it, to prevent the infringement of freedom of expression, to ensure the appropriateness of the sanctions imposed on the alleged copyright infringement, to ensure the participation or monitoring of internet subscribers in the negotiation between the internet industry and copyright holders, and to clarify the government's role and responsibility.

Current Status of Food Industry and Future R&D Strategy: Focusing on the Role and Direction of Public Sector (식품산업 현황과 R&D 미래 대응전략: 공공부문의 역할과 추진방향을 중심으로)

  • Jeon, Ji-Young;Hahm, Sang-Wook;Park, Jin-Sung;Park, Jung-Min;Hong, Seok-In
    • Food Science and Industry
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    • v.53 no.2
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    • pp.235-247
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    • 2020
  • Current status of the domestic food industry and major issues are reviewed, and some problems derived from the R&D aspect are analyzed. Particularly, the role of the public sector and the direction of R&D are presented in order to enhance the vitality of the food industry and strengthen the competitiveness of small and medium-sized businesses. At first, the government needs to provide a consistent R&D roadmap through macroscopic coordination, and public institutes and private companies should come up with practical and concrete collaborative measures. It is also necessary to set the investment direction for food R&D in the public sector, taking into account the strategic importance of core technology and the global level difference, targeting on basic research and public platform technology. More efforts to discover agendas focused on food technology and link them to large-scale R&D projects are urgently needed to solve national and social problems through food research.

Bigdata Analysis Project Development Methodology (빅데이터 분석 프로젝트 수행 방법론)

  • Kim, Hyoungrae;Jeon, Do-hong;Jee, Sunghyun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.3
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    • pp.73-85
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    • 2014
  • As the importance of big data analysis increases to improve the competitiveness of a corporate, a unified big data project development methodology is required in order to study the problem of a corporate in a systematic way and evaluate the problem w.r.t. a business value after solving the problem. This paper propose Scientific Data Anslysis and Development methodology(SDAD) which are integrated methodology of software development and project management for easier application into a field project. SDAD consisits of 6 stages(problem definition stage, data preparation stage, model design stage, model development stage, result extraction stage, service development state), each stages has detailed processes(47) and productions(93). SDAD, furthermore, unified previous ISP, DW, SW development methodologies in terms of the data analysis and can easily interchange the productions with them. This paper, lastly, introduces a way to assign responsible persons for each process and provide communication procedures in RACI chart to improves the efficiency of the interaction among professionals from different subjects. SDAD is applied to a Bigdata project in Korea Employment Information Services institution and the result turned out to be acceptable when evaluated by the supervision.

Exploring the Educational Needs of Learning Supporting Program on the Students' Perception of Current Competencies and Important Competencies (역량 인식을 통한 대학생 학습지원 프로그램의 교육요구도 탐색)

  • Eom, Mi-Ri;Choi, Won-Ju;Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.3
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    • pp.175-181
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    • 2018
  • The purpose of this study is to explore the educational needs of learning supporting program on the students' perception of current competencies and important competencies. The data was collected by using the online type (e-mail survey) and the offline type (printed survey) with survey instrument developed by researcher. Survey instrument was composed of 3 categories and 10 competencies. Collected data was analyzed using the SPSS 21.0 for Windows statistical package. And 159 cases were analyzed finally. The paired t-test was conducted to analyze the difference between importance-performance of students' competencies. The educational needs of learning supporting program were calculated by using the Borich's formula. The findings were as follows: The first, 3 categories and 10 competencies were significant difference exists statistically. The second, The high ranks of the educational needs of learning supporting program were 'Major field knowledge', followed by 'Creativity', 'Problem solving ability', 'Global capability', 'Technology capability' in sequence. The results of this study reflected the authentic needs of students will be used a basic data to establish the curriculum for learning supporting program.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.