• Title/Summary/Keyword: 인재개발

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A Study of the Relation Between Nursing Students' Global Competences and Their Multiple Intelligences for the Fourth Industrial Revolution (4차 산업혁명을 위한 간호대학생의 글로벌 인재역량과 다중지능의 관계)

  • Oh, Suk-Hee;Sun, Jeong-Ju;Jang, Sung-Hwa
    • Journal of Convergence for Information Technology
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    • v.7 no.3
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    • pp.13-26
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    • 2017
  • This study describes the relationship between analysis of global competencies and multiple intelligences among nursing students for the fourth industrial revolution. The survey was conducted to nursing students. and 733 samples were finally applied. Result, Global Competencies in male students significantly higher than women students. There were statically significant association between Global Leader Competency and Multiple Intelligence. Conclusion: This study showed multiple intelligence had relation with Global Leader Competency Therefore, strategy needs to reflect nursing curriculum and education program in nursing students.

The Effect of STEAM Program for Hydroelectric Energy on Elementary Students' Energy Literacy and Creative Problem-solving (수력에너지에 관한 융합인재교육 프로그램이 초등학생의 에너지소양과 창의적 문제해결력에 미치는 영향)

  • Choi, Il-hoon;So, Keumhyun
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.498-509
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    • 2021
  • In this study, a convergence talent education program was developed and applied to elementary school students to investigate its effect on their energy literacy and creative problem-solving ability. Accordingly, a study was conducted on 29 sixth-grade elementary school students. The results of pre- and post-tests on energy literacy and creative problem-solving ability were analyzed. The results revealed that the convergence talent education program on hydraulic energy had a positive effect on the elementary school students' energy literacy as well as their creative problem-solving ability. Furthermore, after completing the hydro-energy convergence talent education program, the students' interest in energy and science increased and they wanted to connect such with their daily life. It appears that meaningful results were obtained through the convergence talent education program, specifically in the process of generating and utilizing hydraulic energy a plan was developed to allow students to solve problems in student-centered classes.

A Study on Education of Making Micro Robot for Developing Creativity in a Primary School (초등학교 창의성 개발을 위한 마이크로 로봇 제작 교육에 관한 연구)

  • Lee, Tae-Oak;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.173-182
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    • 2005
  • 세계는 국가의 발전과 문명의 발전이 첨단 기술 개발에 달려 있다는 것을 알고 남들 보다 좀 더 새롭고 강력한 기술을 개발하기 위하여 박차를 가하고 있다. 또한 이러한 첨단 기술을 확보하기 위하여 많은 국가와 기업은 막대한 자본을 투자하고 있으며 교육에서도 예외는 아닐 것이다. 이러한 환경에 변화에 맞추어 첨단 과학의 미래를 이끌어 나갈 인재 육성이 더욱 필요하다고 할 수 있을 것이다. 단순히 공작 활동에서 벗어나 스스로 창의적인 생각하고 조작할 수 있는 공학적인 마인드를 갖는 인재 육성이 필요 되어지고 있다. 이러한 시대적인 요구에 부흥하는 마이크로 로봇 제작은 창의력 개발과 동시에 전자와 기계를 동시에 익히며 배울 수 있는 적절한 대안이 될 것이다. 따라서 본 연구는 초등학교에서 마이크로 로봇을 제작 방법과 그 교육적 활용 방안에 대하여 연구하여 보았다.

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Development and Application of the Scientific Inquiry-based STEAM Education Program about Earthquakes (지진에 대한 과학 탐구 기반의 STEAM 교육 프로그램 개발과 적용)

  • Lee, Hyundong;Bae, Taeyoun;Lee, Hyonyong
    • Journal of the Korean earth science society
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    • v.37 no.7
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    • pp.476-488
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    • 2016
  • The purposes of this study were to develop a scientific inquiry-based STEAM education program and to investigate its effect on changing middle school students' self-efficacy in science, job awareness, and attitudes toward STEM. A scientific inquiry-based STEAM program was developed with the theme of 'earthquakes', using the ADBA model, which was taking up the total of six class periods. The final program, which had been revised and completed after being pre-tested with middle school students, was implemented to 105 third-graders of middle school in a metropolitan city. One sample pre-post paired t-test before and after applying the program to the same group was conducted, and its effectiveness was analyzed in terms of self-efficacy in science, job awareness, attitudes toward science, technology, engineering and mathematics. Results showed that the STEAM program on the theme of 'earthquakes' demonstrated its effect on improving the students' of self-efficacy in science subject and their awareness of science-related jobs. Furthermore, this program indicated a statistical significance in improving middle school students' attitudes, awareness, and abilities, values, and continuing interest towards science, technology, engineering, and mathematics. Therefore, we suggest that this scientific inquiry based STEAM program be used to help students to improve their scientific investigation skills as well as their creative and integrated thinking abilities in schools.

The Effects of Middle School Students' Educational Satisfaction and Attitudes Toward Science on Geology Education Program of IS-GEO (국제지질자원인재개발센터의 지질교육 프로그램이 중학생들의 과학에 대한 태도와 교육만족도에 미치는 효과)

  • Jeong, Ye Hee;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.11 no.3
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    • pp.158-171
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    • 2018
  • The purpose of this research was to examine the attitudes toward science on geology and satisfaction of education according to the stage of cognitive development of middle school students mainly on the geoscience education program of IS-GEO(International School for Geoscience and Mineral Resources) which is the KIGAM(Korea Institute of Geoscience and Mineral Resources) and to see what kind of correlation it shows between these. The subjects of research are 139 out of 282 students who participated in the geoscience education program conducted at the IS-GEO which is a KIGAM in 2018 by random sampling. Therefore, the research results are as follows. First, the concrete operational stage was 44%, the transition stage was 32%, the formal operational stage was 24%, 76% of the middle school student's cognitive development level didn't reach at the formal operational stage. Also, attitudes towards science on geology indicated statistically significant differences in the sub-region in "Geology-related science class", "Suburban geological science class", "Recognition of geological science and technology". Second, there was no statistically significant difference in educational satisfaction depending on the stages of every cognitive development. In other words, all participants at the cognitive stages showed high satisfaction with the geological education program which progresses at the IS-GEO, which is the KIGAM. Third, the correlation between educational satisfaction and attitudes toward science on geology showed a statistically meaningful static correlation. Therefore, attitudes toward science on geology can be positively displayed that participants who participated in geoscience education program and training of the IS-GEO have high satisfaction of education in science behavioral system.

Exploratory Study on Elementary Teachers' Stages and its Change of Concerns about STEAM (Science, Technology, Engineering, Arts, and Mathematics) Education (융합인재교육(STEAM)에 대한 초등 교사의 관심도 변화에 관한 탐색 연구)

  • Park, Kyungsuk;Kim, Yongki;Jeon, Jaedon;Lee, Hyonyong
    • Journal of Science Education
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    • v.39 no.1
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    • pp.99-112
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    • 2015
  • This study aimed at investigating elementary teachers' stages of concerns and its changes about STEAM education. The participants of this study were 90 elementary school teachers implementing STEAM education in their schools. The Stages of Concern Questionnaire (SoCQ) was administered after the permission was granted by Hall. Data were collected three times from April, June, and December in the year of implementing the exemplary STEAM school. The results indicated that elementary school teachers' concerns toward STEAM education, the differences of the percentile scores of each stages of concerns, showed slightly low. The SoC of teachers in April showed that Awareness(Stage 0) was relatively very high and Consequences(Stage 4) was very low. However, in December, both Awareness(Stage 0) and Management(Stage 3) were very low. In particular, the percentile scores of Consequence(Stage 4) showed the big difference from 54.7 to 74.3. In addition, teachers who took science track in their high schools showed the relatively low score in the stage of Management(Stage 3). Teachers having the degree of Master of Arts presented the relatively low percentile score in the stage of Management(Stage 3). Teachers who majored in STEM related areas at the university presented the relatively low score in the stage of Management(Stage 3). The findings of this exploratory study may provide the useful insights into the integrative approaches of STEAM education.

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The Effects of the STEAM Project-Based Learning on Students' Creative Problem Solving and Science Achievement in the Elementary Science Class (초등과학에서 융합인재교육 프로젝트 학습이 학생의 창의적 문제해결력 및 학업성취도에 미치는 효과)

  • Kim, Moon Gyeong;Choi, Sun Young
    • Journal of Science Education
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    • v.37 no.3
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    • pp.562-572
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    • 2013
  • The purpose of this study was to investigate the effects of a STEAM Project-Based Learning on the elementary students' creative problem solving, scientific achievement and class satisfaction in elementary science class. For this purpose, the STEAM based project learning for students was developed and applied. The subjects were fifth grade students at S elementary school in Incheon divided two groups : an experimental class comprising of 28 students and a comparative class of 27 students. The results of this study were as follows: First, the change in students' creative problem solving ability in the experimental group applying the STEAM Project-Based Learning has statistically meaningful difference (p<.01). Second, a scientific achievement in experimental group has statistically meaningful difference (p<.05). Third, students' satisfaction in the experimental group was 59.6% for this program. Therefore, the STEAM based project learning program applied to this study might be useful to improve the students' creative problem solving ability and achievement in science.

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Development of "Movie Production Project" Science-Arts Convergence STEAM Program and its Effects on Elementary School Students' Career Orientation of Science, Career Awareness and Creative Personality ("영화공작소" 과학·예술 융합형 융합인재교육(STEAM) 프로그램 개발 및 초등학생의 과학 진로지향도, 진로인식 및 창의적 성향에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Chang, Woo Jin;Suk, Hae Jung;Kim, Sunghwan;Park, Mun Sook;Lee, Jina;Lee, Chong-Sup;Jin, Suk Hee;Yu, Hwasoo;Jung, Hyunji;Choi, Jung Jin;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.1
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    • pp.31-51
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    • 2016
  • The purpose of this study was to develop "Movie Production Project" Science-Arts convergence STEAM program for elementary students and investigate the effects of the program on career orientation of science, career awareness and creative personality. Participants were 82 elementary school students. The results of this study were as follows: First, experimental group's total score of career orientation of science was significantly higher than that of comparative group. Among sub-areas, science learning preference, science career preference and perception on science career worth were significantly different between two groups. Experimental group's scores were significantly higher than those of comparative group. Second, experimental group's career awareness total score was significantly higher than that of comparative group including all sub-areas. Third, experimental group's creative personality total score was significantly higher than that of comparative group including 2 sub-areas, independence, openness. Finally, experimental group student's perception on the program showed that it was interesting, a little easy and they hoped to study again.

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A Study of Computer-Creativity Development for Bringing up of Creative Man of Ability in the Ubiquitous Age (유비쿼터스 시대의 창의적 인재양성을 위한 컴퓨터 창의성 개발에 관한 연구)

  • Kim, Woo-Kyung;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.193-201
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    • 2005
  • 제 3의 혁명이라 불리고 IT 분야의 새로운 패러다임으로써 부각되는 유비쿼터스 패러다임의 도래에 따른 컴퓨터 교육의 방향을 모색함과 동시에 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발 과정을 설계하여 적용해 보고자 한다. 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발은 창의적인 마인드와 사고를 지닌 미래 유비쿼터스 시대를 담당할 창의적인 인재를 육성하는데 그 목적이 있다. 따라서 유비쿼터스 시대의 IT 동향과 발전 방향을 이해하고, 실제 유비쿼터스가 구현되는 생활 모습을 통하여 우리 생활과 유비쿼터스와의 관계를 더욱 창의적인 시각에서 바라볼 수 있도록 하는데 역점을 두었다. 또한 미래의 유비쿼터스를 예견해 보는 과정을 통하여 제기되는 여러 가지 문제를 찾고 그 해결 방안을 모색해 봄으로써 학습자 자신이 미래 유비쿼터스 시대를 만들어 나가는 주역임을 스스로 깨닫도록 하는데 역점을 두어 교육 과정을 설계해 보았다.

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A Study on the Project Learning for The Game Developers (게임 개발자 양성의 프로젝트학습 연구)

  • Oh, Hyoun Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.99-101
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    • 2018
  • 본 연구에서는 게임 교육기관의 개발자 양성에 있어 프로젝트 학습법의 중요성과 필요성을 강조하고자 하였다. 교육에 있어 프로젝트 학습법의 기본 개념정리와 함께 이에 대한 궁극적인 목표, 운영과정과 활용에 대하여 선행이론을 검토하고 긍정적 효과와 유의점 등을 살펴보았다. 사례로 청강문화산업대학교 게임콘텐츠스쿨의 프로젝트 운영과정과 이에 대한 성과 등을 살펴보고, 이를 통해 긍정적인 면을 강조하는 동시에 한계점을 밝혔다. 미래사회의 다양성과 변화를 대비하는 측면에서의 교육 방향이자, 게임 개발자 인재육성에 가장 효율적인 학습법이 프로젝트 학습법임을 강조하고, 이에 대한 지속적이고 견고한 분석과 점검을 통해 한계점을 극복하고 더욱 발전시킬 수 있도록 하는 방향에서 학습자 중심의 미래형 인재 육성 교육 방안을 제시하고자 하였다.

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