• Title/Summary/Keyword: 전공교과목

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Analysis of Inquisitive Tendency of 2009 Revised Middle School Informatics Textbooks (2009 개정 중학교 정보 교과서의 탐구적 경향 분석)

  • Kang, Oh-Han
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.7
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    • pp.219-226
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    • 2015
  • In this paper, we study the inquisitive tendency in informatics textbooks for middle school students. These textbooks were written in 2009, and have been adopted in 2013 as part of the curriculum. The research is based on six textbooks, which passed qualification tests, and is mainly focused on the section 'composition and movement of information equipment', which covers contents for the student's major field of study. Romey analysis was employed to analyze inquisitive tendency in four sections - text, data, activity and evaluation. The results illustrated that some textbooks were organized in a way that exhibited a low level of inquisitive tendency for students, and took an authoritative tone. The section 'activity' showed the highest level of inquisitive tendency and the 'text' showed the lowest level. Some sections in the textbooks were found to have zero Romey measures, which stress the need for improvement.

The Analysis of Job Preparation Activities by Work Value (직업가치에 따른 취업준비행동 분석)

  • Jo, Yun-Seo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1690-1698
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    • 2013
  • In order to analyze the influence of job preparation activities by work value, this study utilized The Graduates Occupational Mobility Survey(GOMS) 2010 Year and the subjects of this surveys were 6,847 people who graduated from university. The results of this study were follows: First, Work value was showed significant difference by gender, type of school, school location, major fields. Second, The practical importance factor was found to have positive(+) influence on job preparation activities. Third, The intrinsic importance factor and the extrinsic importance factor were found to have negative (-) on job preparation activities. This study provides detailed analysis on job preparation activities, offering new verification of work value as the most important element of occupation exploration to university students looking for employment.

A Case Study for Implementing Problem Based Learning on Engineering Education (공학교육에서의 문제중심학습 실행을 위한 사례연구)

  • Chang, Kyung-Won
    • Journal of Engineering Education Research
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    • v.12 no.2
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    • pp.96-106
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    • 2009
  • Problem-based learning has been considered as one of the effective educational methods in engineering education. However, in so far as professors who require practical insights in PBL and experiences of developing actual problems by subject, in particular, thorough understanding from experiences of PBL process as well as problem-development has not been sufficiently provided. The purpose of this paper is to present strategies focusing on problem design for PBL on engineering education. In order to do this, a literature review and a qualitative case study were performed. Especially, the study intended to identify differences and gap between professors' problems-development process and its output and those of authentic PBL. Professors were found that their PBL problems had lack of authenticity, consideration on experiences of students, and realistic thinking process. Professors in PBL had difficulty to link theory into real situation. In consequence, in designing a problem, we consider the followings; first, the problem should be designed based on real design process and its output. Second, the problem should be designed and implemented in all academic years for developing student's systematic and skillful thinking process. In conclusion, more supports are needed for engineering professors to extend their experiences of designing and developing actual problems that present real experience.

The Effect on Employment of Employment Preparation Activities in College Graduates (전문대학생의 취업준비활동이 취업에 미치는 영향)

  • Choe, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2556-2563
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    • 2015
  • This study aims to find out the employment effectiveness of employment preparation activities that college students experience, especially focused on analyzing employment effects of college employment-related activities such as career choice and employment support program, along with individual preparation activities such as qualification, vocational training, etc. It performed binary logistic regression analysis using 2011 Graduates Occupational Mobility Survey data of 3,249 college graduates. The results showed that In college characteristics, the higher grade point average was and the more college was located in non-metropolitan area, the higher employment probability was. In the case of major field, Medicine, Education, Engineering, Social Science, Natural science in highest first order had employment probability higher than the reference group. The results showed that the number of qualification, interview skill & resume description skill program participation, and job search experience before and after graduation among employment preparation activities had an effect on employment. The rest, that is, vocational training, career employment curriculum, work experience program, career counseling program, employment camp, in-school job experience, employment goal status before graduation did not have an direct effect on employment.

Analysis on the Technology Elements for Game Software Major Curriculum (게임소프트웨어전공 교과목 편성을 위한 기술요소 분석)

  • Park, Jin-Won;Seo, BeomJoo;Bae, Byung-chull;Kim, YeJin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.95-106
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    • 2017
  • In this paper, we characterize and analyze the technology elements and their hierarchy for the college graduating students performing capstone design projects in a game software major. When graduating students in a game software major must make a game for graduation, they need to know the pertinent technologies and their hierarchy. Technology analysis for game making would mean for students to recognize how the low level technologies taught in freshman and sophomore periods are linked to the high level technologies taught in junior and senior periods. Also, the analysis would help the professors design the game software major curriculum in detail based on the levels and the hierarchy of the individual technologies.

Improvement of methods of teaching-learning and development of teaching materials for general education courses related to mathematics (수학 관련 교양교과목에 대한 교수-학습법 개선 및 교재 개발)

  • Pyo, Yong-Soo;Cho, Sung-Jin;Jeong, Jin-Mun;Sim, Hyo-Seob;Park, Dong-Joon;Cha, Ji-Hwan
    • Communications of Mathematical Education
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    • v.21 no.3
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    • pp.483-497
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    • 2007
  • It is necessarily required to improve how the curriculum of general mathematics and teachinmethod should be managed at university level due to students' avoidance to mathematics and science, various types of college entrance system and change of environment of education, etc. This paper provides the levelled teaching method to overcome the differences of students in academical sense and suggests effective teaching and learning method for general mathematics along with the appropriate teaching materials for each level of students.

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A Teaching Model for Capstone Design Class in English Education (영어수업에서의 캡스톤디자인 수업 모델)

  • Kim, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.1-8
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    • 2019
  • The purpose of this study is (1) to present a model for Capstone design class in English education, and (2) to recognize students' performance and perceptions about Capstone design class in English education. The participants were senior students majoring in English education. The Capstone design class model was developed, applied, and evaluated after changing 'English-American Culture' subject to 'Capstone Design for English-American Culture Education.' In this study, the class design, performance procedures, derived topics, and examples of performance outcomes were presented. The classes were also evaluated through an understanding evaluation of English-American culture, task performance and final outcome evaluation, a descriptive satisfaction assessment of students, a lecture evaluation, and a teacher's self-reflection assessment. As the result, the average score of a class that applies Capstone design was higher than that of a class that does not apply the Capstone design. There were many positive opinions regarding the Capstone design class. In addition, the teacher's self-reflection indicated that students should be exposed to such design from the beginning.

The Effects of TBL(Team based learning) on the Academic Achievements and Learning Satisfaction of University Students (대학생들의 학업성취도 및 학습만족도에 대한 팀 기반 학습 적용의 효과에 관한 연구)

  • Chang, Woo-Shim
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.655-666
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    • 2016
  • The purpose of this study was investigating effects of TBL (Team-based learning) on the academic achievements and learning satisfaction of university students. This study subjects were 46students in social welfare department. This study surveyed instructor-led classes and orientation of TBL, which is provided from the 1st week to 3rd week. Then, TBL was performed from 4th week to 14th week. The results were found by utilizing questionnaires and interviews through free form technology, which produced effective and measured responses. So academic achievements was improved significantly better than classical explanation teaching. And also learning satisfaction was improved with students' substantial amount, interesting and seamless interaction, active learning and participation, improved presentation technique, and competence in mutual communication. I suggest that TBL should be applied to other subjects.

Effects of Competency-based Extracurricular Activities on Architectural convergence education (역량기반 비교과활동이 건축학 융합교육에 미치는 영향)

  • Choi, Yeo-Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.225-230
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    • 2017
  • In order to strengthen the core competencies of architecture, not only the curriculum should be reorganized practically, but also various extracurricular activities should be developed so that they cultivate various competencies required for architecture accreditation. In this paper, by surveying competency-based curriculum-extracurricular activities convergence educational system established in D university, strategy to increase students' participation in extracurricular activities is proposed. As a result of the questionnaire survey of the students and representatives of the local architectural designers, the programs to enhance student's creativity, such as contest participation and license certification program, were found to be the most effective extracurricular activities which help to develop the learning capability in architect as well.

Effects of Convergence-based Simulation Education on the Problem Solving Ability, Self-Efficacy and Performance Confidence of Core Fundamental Nursing Skill for Nursing Students (융합시뮬레이션 교육이 간호학생의 문제해결능력, 자기효능감 및 핵심기본간호술 수행자신감에 미치는 효과)

  • Lee, Hyun-Jung
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.44-50
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    • 2020
  • This study was performed to examine the effect of convergence-based simulation education on the problem solving ability and self-efficacy and confidence of core fundamental nursing skill performance for nursing students. A non equivalent control group post-test only design was utilized(experimental group(n=97), control group (n=87)). Data were analyzed using independent t-test, Chi-square test and Pearson's correlation. The scores of the problem solving ability(t=-2.04, p=.043) and confidence of core fundamental nursing skill performance(t=5.31, p<.001) were higher than those of the experimental group than control group. It is necessary to find ways to iterative and convergent research that verifies the continuous development and effectiveness of various courses.