• Title/Summary/Keyword: 인재개발

Search Result 782, Processing Time 0.026 seconds

Policy Alternatives Research on SME's R&D Personnel Acquisition and Retention (중소기업 연구개발 인재의 확보 및 유지 중심 정책방안)

  • Lee, Jae-Won;Yoon, Suk-Chun;Om, Ki-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.974-985
    • /
    • 2013
  • This research aimed to propose policy alternatives on acquisition and retention of SME's R&D personnel through the analysis of the status and problems of SME's R&D personnel. As research methods, literature review, survey analysis, domestic and foreign R&D personnel support system and practices benchmarking, human capital corporate panel (HCCP) and integrated survey DB material analysis, and case investigation by interview were used. The occupational status and problems of SME R&D personnel concerned on the corporate size, HRM practices on satisfaction and HRD problems, talent personnel management and training system status, the core talent management system and R&D personnel management system, and its complaints were organized. As conclusion, we have proposed alternatives on acquisition and retention of R&D personnel focused on the talent management. Suggestions were such as supports on R&D personnel management system and its dissemination, systematic career development programs, and excellency promotion on SME's and R&D talent personnel.

The Development and Application of STEAM Education Program based on Systems Thinking for High School Students (고등학생을 위한 시스템 사고 기반의 융합인재교육 프로그램 개발 및 적용 효과)

  • Jeon, Jaedon;Lee, Hyonyong
    • Journal of The Korean Association For Science Education
    • /
    • v.35 no.6
    • /
    • pp.1007-1018
    • /
    • 2015
  • In the 21st century, in a Knowledge-Based Information Society, systems thinking is a very important human resources skill in science and technology, which is required in STEAM education in order to understand and solve complex problems. The purposes of this study are: (1) to develop a STEAM education program based on systems thinking; (2) to investigate the effects of the program on students' systems thinking. The systems thinking-based STEAM education program was developed on the basis of 'ADBAS' model (Park & Lee, 2013), and focused on the theme of watermill. A total of 60 high school students participated in this study. The results of this study showed that quantitatively as well as qualitatively, systems thinking skills improved after the treatment. In conclusion, the program we developed in this study can contribute in improving high school students' systems thinking skills and creative problem-solving abilities. The findings of this study may provide useful insights into cultivating human resources with systems thinking skills and creative problem-solving abilities.

A Study on Effects of Climate Technology Workforce Development Program (기후기술 인재양성사업의 효과성 연구)

  • Da-Eun Kim;Yong-Woon Chung;Jong-Wook Sohn;Eun-Sun Jeong
    • Industry Promotion Research
    • /
    • v.8 no.2
    • /
    • pp.45-59
    • /
    • 2023
  • In response to the increasing global competition for technological supremacy to address climate change, it is crucial to develop workforce development programs in the field of climate technology to accumulate the national technological capabilities. However, these programs are rarely monitored and evaluated, and research related to monitoring and evaluation in the field of climate technology workforce development is limited. Therefore, this study aimed to investigate the impact of workforce development programs in hydrogen energy and policy sectors on students' R&D capabilities and career aspirations in these sectors. The survey and focus group interviews with beneficiaries revealed that individual students' R&D capabilities and career confidence improved, and group-level R&D capabilities were also enhanced, and students felt greater appreciation on the significance of climate technology. The results of this study suggest that the necessary R&D capabilities to train R&D workforce in climate technology have been developed, but more measures are required to promote career development in this field.

Development of the Competency Model of Specialized Vocational High School Teachers as Admission Officers (특성화고 미래인재전형 담당교사들의 역량모델 연구)

  • Doo, Min Young;Woo, BeoDle;Shin, Chang Ho
    • Journal of vocational education research
    • /
    • v.37 no.3
    • /
    • pp.47-63
    • /
    • 2018
  • The purpose of this study is to develop the competency model of specialized vocational school teachers as admission officers. Whereas professional admission officers deal with a variety of admission activities in universities, teachers are responsible for admission duties in specialized high schools in Korea. Therefore, it is necessary to identify the core competencies required for teachers responsible for admission duties in specialized high school settings. In order to develop a competency model, factor analysis was completed for the survey results of 191 teachers who teach in specialized vocational high schools in Seoul, Korea. For evaluating validity of the competency model, the responses from those who had high experiences in admission duties and the average teachers were compared. As a result, this study identified a total of 14 competencies in three competency areas. The competencies required for specialized high school teachers include responsibilities for admission officers, ethics for evaluators, communication skills, teamwork, understandings of admissions process for specialized vocational high school, developing evaluation criteria, generating interview questions, increasing interrater reliability, interview skills, simultaneous evaluation of interviewees, quantification of evaluation results, synthesis of evaluation results, and decision making skills.

A Study on Development of Integrated Sports Talents' Competency Model By Career Type (체육인재의 경력유형별 융합적 역량모델 개발 연구)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
    • /
    • v.15 no.8
    • /
    • pp.423-433
    • /
    • 2017
  • The purpose of this study was to develop a competency model by career type by designing the specified career paths through the analysis of career experience of the athletes in the professional sports field. For this purpose, career types were identified as sports administrators, judges, leaders, sports information analysts, and global sports talents based on literature analysis, career development type and path guide design, experts interviews. Competency candidates were derived from interviews and workshops on experts. In order to finalize the competency model, it was confirmed by completing the feasibility test of experts. As a result, it is divided into common competency, professional competency, and global professional competency. There are 6 common competencies such as global competence, OA utilization, 29 special competencies by 5 career types, and 2 global competencies like sports foreign affairs, job preparation for international sports organization and the sports league federation. Competency definitions and behavioral indicator were developed for all competencies and could be used to diagnose the competency level of sports talents and to establish career development academy programs based on the competency model.

Development of STEAM Program Based on Gamification for Students of Elementary School (게이미피케이션을 적용한 초등학생 융합인재교육(STEAM) 프로그램 개발)

  • Kwak, Sojung;Kwon, Jieun
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.71-79
    • /
    • 2018
  • As the age that importance of convergence is bigger develops, there is growing different tries and changes in the education sector to train talents necessary for the future age. This paper is aimed at applying gamification factors that can attract elementary school students to participate in classes and cause interests as well as developing a STEAM program for elementary school students. Also, the purpose of this article is to propose educational values and possibility of the STEAM program which gamification factors applied to, and effective methods. For doing this, first, we conducted a study in relationship between the theological background and education on gamification factors based on literature surveys. Second, the STEAM program for elementary school students applying gamification factors and a program called 'My Little Building Forest' were developed. We made three-step contents for classes and activities and textbooks and kits and others with a theme, "principles of the cognitive science on depth perception". Third, developed programs apply to real classes as demonstrating them. We analyzed results through surveys on levels of satisfaction and interviews for teachers and others. Fourth, we discuss possibilities and values and limitations and others on the STEAM program applying gamification factors as we are based on results of analysis. We hope that we maximize impacts of the STEAM education through this education and contribute to train talents to lead age of the convergence.

Analytic Study on the Effectiveness of Computational Thinking based STEAM Program (컴퓨팅 사고력 기반 융합인재교육 프로그램의 효과성 분석 연구)

  • Kim, Soon-Hwa;Ham, Seong-Jin;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.3
    • /
    • pp.105-114
    • /
    • 2015
  • A SW competency based on computational thinking is considered as one of the core competencies in the future society. However, the concept of computational thinking is difficult to be introduced to the class because of the lack of appropriate educational program and the shortage of proper understandings of students and teachers. Thus, we have applied computational thinking based STEAM program and analyzed its effectiveness to explore the educational possibilities of computational thinking. The 49 samples were selected, 23 for the experimental group, and 26 for the control group. Pre-post tests for integrated thinking abilities and computational thinking were done to explore the CT-STEAM program's effectiveness. As a result, the components of integrated thinking abilities, science preference and self-directed learning abilities were enhanced after CT-STEAM instruction. In addition, computational thinking assessment score was statistically significant. We expect new STEAM programs using various computing tools to be developed in the future.

A Case Study on the Migration of the Local Talents from Region to Metropolitan Area : Focusing on Daegu Metropolitan City (지역인재의 수도권 유출 사례 연구 : 대구광역시를 중심으로)

  • Bae, Ji-Hye;Lee, Young-Min
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2015.05a
    • /
    • pp.141-142
    • /
    • 2015
  • 저출산 고령화 시대에 지역인재의 균형적 육성은 지역경쟁력과 직결되는 시급한 사안이라는 점에 착안하여 대구광역시에서 서울의 K대학교로 진학한 20대~40대의 남성 10명을 대상으로 현 시점에서 기획 실행되고 있는 관련 정책의 체감도 및 효과성과 지역인재육성에 대한 인식을 고찰함으로써 지역인재의 유출을 방지하고 지역경쟁력 향상에 기여할 수 있는 교육정책을 지역인재 양성 차원과 활용 차원, 인프라 차원으로 구분하여 고등학교 진로지도 개선, 지역대학 육성, 지역인재 우선채용, 지역산업 맞춤형 학과개편, 지역인적자원개발센터(RHRD) 운영 개선 및 조례제정, 지역주민참여 등 정책을 정교화하기 위한 개선방안을 제시한다.

  • PDF

A Study on the Development of Library Space Planning Major Based on the Self-Designed Major (자기설계전공기반 도서관공간기획전공 개발에 관한 연구)

  • Noh, Younghee;Shin, Youngji
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.53 no.1
    • /
    • pp.5-31
    • /
    • 2019
  • In this study, in order to foster human resources equipped with expertise in libraries and spatial organization that contributes to the development of libraries, planning, design, and construction, the self-designed library space planning major was developed and the education goal, human resources award, and major capabilities were presented. To this end, the relevant literature analysis, expert opinion collection, and consumer survey were conducted, and the results are as follows. First, the person-in-person awards required for library space planning were identified as space planning personnel, design thinking personnel, and creative working people. Second, the person-specific majors were derived with the ability to analyze the library environment, ability to express spatial concepts, ability to analyze user needs, ability to coordinate interests, ability to understand spatial design, ability to understand spatial design, and ability to apply practical applications. Based on the plan, subjects should be developed that can fulfill the educational goals of the future library space planning major, human resources award, and human resources status, and operation plans should be designed so that the library space planning major can adapt students without fail due to its own design-based major.

Study on the modeling of human resource development in webtoon authors (웹툰작가의 인적자원개발 모델링 연구 : 창의인재동반사업을 중심으로)

  • Kang, Eun-won;Lee, Sung-jin
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.129-150
    • /
    • 2017
  • With the change in educational environment of cartoon creation and diversification of webtoon platforms, various ways of engaging webtoon authors have been suggested. Under this situation, Korea Manhwa Contents Agency(KOMACON) and Korea Creative Content Agency(KOCCA) provide support to webtoon authors directly and indirectly to nurture professional webtoon talents. Contents creative human resource joint project being carried out by KOCCA is mainly to nurture and support contents experts by developing their creativity through tight training between mentors and mentees, creating job opportunities, building the support system for creative activities, and supporting commercialization during the project. Undergoing the process of recruitment and selection, the participants of this project are educated, trained and developed according to education programs provided by the hosting agency, and this project has a model to compensate for creative activities for a ceratin period of time. However, there has been a problem that it is difficult to constantly keep and manage webtoon talents who are cultivated by human resource management of less than one-year project. This study analyzed creative human resource joint project which is a human resource development model, using human recourse theory and suggested a strategic human resource model based on webtoon authors' human resource model development.