• Title/Summary/Keyword: 주제전문인력

Search Result 53, Processing Time 0.018 seconds

A Study on the Development Method of e-Learning Contents by the Level of Demand for Landscaping Practical Education - Development and Reuse of Modular Learning Objects - (조경실무 교육수요 수준별 이러닝 콘텐츠 개발 방법론 - 모듈형 학습객체 개발과 재사용을 중심으로 -)

  • Choi, Ja-Ho
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.46 no.3
    • /
    • pp.1-13
    • /
    • 2018
  • Landscape Architecture is a minority manpower field that requires wide knowledge and experience. Therefore, the service market is narrower than other fields, and education service for practitioners is lacking. The purpose of this study is to propose e-learning content development methodology that can provide customized landscaping practical education according to the level of education and increase the economic efficiency of the development process. First, in theoretical review, the ADDIE model was modified to select the curriculum development model that pursues efficiency and introduced the concept of reusing learning objects in the SCORM-based model. In particular, to overcome the problems presented in the precious studies, the analysis and design stages have been strengthened and faculty designers with integrated knowledge of Landscape Architecture and ICT have led the overall phase. The actual development process is based on a step by step procedure--analysis of landscaping practitioners needs and environments, etc., teaching and learning procedures and the design of activities considering contents reuse, the first development such as actual shooting and editing, and the second development reusing the first development content--and was done in the order of evaluation and revision of professionalism and satisfaction. As a result of the study, the space-based courses composed of modular learning objects were first developed as 216 courses in 8 subjects, as 208 courses in 3 subjects in total, in which the modularized learning object are crossed and combined in units and difficulty-based courses were second developed in 216 courses with 3 subjects in total. As a result of the evaluation the satisfaction assessment of the overall satisfaction was 4.20 and the average value of the eight measures was 3.97, both being close to 4.0. For the professional assessment, the scores of 8 subjects were very high at 84.8 to 96.4 points. in context, the scores of 5 subjects were equal to from 89.9 to 96.4 points. In conclusion, as the study was conducted based on a clear understanding of the digital characteristics of e-learning contents and general characteristic of the landscaping industry, it was possible to develop a curriculum by developing a course composed of modular learning objects and reusing learning objects by unit. In particular, it has been proven to be effective in conveying professional knowledge and experiences via general procedures and provided an opportunity to overcome some analog problems that may occur in offline education. In the future, further studies need to be done by expanding the content and by focusing on segmented subjects.

Development and Suggestion of Integrated Collaboration System to Revitalize Community-Based National Science Museums (지역사회 기반 전국과학관 활성화를 위한 통합이용제도 개발 및 제언)

  • Park, Young Shin;Mun, Kingju;Hwang, Yohan
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.12 no.3
    • /
    • pp.274-290
    • /
    • 2019
  • In order for the science museum to play a role as a foundation for strengthening the national creative capability, which is the core of the advanced national development paradigm, it is important to gather the capacities of the nation's science museums and establish a platform to cooperate in a shared value system. Science museum is an independent operating system, and there is a lack of strong connections among national, public and private science museums. The existing integrated collaboration system of science museums-centered can be studied first and promoted to develop programs for the free school year according to a specific topic. The same system of science museum-inclusion which link local cultural institutions or cultural places as science culture program were also studied to do the same purpose. On the basis of problems drawn from studies of integrated collaboration systems of each participating science museum, we proposed a convergence integrated collaboration systems of science museum-centered and science museum-inclusion. To this end, data were collected from practitioners of 7 representing science museums including 5 national ones. In order to suggest improvements, we also contacted five international science museums to collect the exemplary cases. Considering the regional characteristics, science museum-inclusion integrated collaboration systems considering the cultural characteristics and the science museum-centered integrated collaboration systems for free school semesters, were developed and tried by practitioners who participated in this research. It was found that integrated collaboration system can be more activated for the community. This suggests that support from the national level or at the level of regional autonomy is essential and the connection with the curriculum is necessary for the integrated collaboration system program. Finally, professional experts such as program development or commentator can be a decisive role.

A Study on the Effects of ESG Entrepreneurship Education and Participatory Learning Method on Creative Problem-Solving and Social Value Recognition (ESG기업가정신교육과 참여적 학습 방식이 '창의적 문제해결' 및 '사회적 가치 인식'에 미치는 영향에 관한 연구)

  • Lee Sunyoung;Kim Seungchul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.18 no.2
    • /
    • pp.201-219
    • /
    • 2023
  • ESG (Environment, Social, Governance) is becoming the core of the interest of today's entrepreneurs concerning about the earth crisis. Numerous studies are going on these days about the importance of ESG, but most of them seem confined to the introductory level. This study concentrates on "ESG education" that will teach the learners how to put various ESG ideas into practice, knowing that the earth crisis would not be overcome without actual practice of those ideas. First, elementary and junior·senior high school, professors in university and educational consultants in the field designed educational programs and related content materials under "ESG entrepreneurship education" integrated with ESG and Entrepreneurship education, which have been implemented previously. Participatory learning methods are converged with the program. The researcher analyzed the learning effects in depth after implementing the programs in the education field. Thus, this study first examined the effects of key variables of ESG educational program i.e., ESG entrepreneurship education, student participatory learning, and team-based learning on creative problem-solving and social value recognition with an essential variant of ESG educational programs and identified the relations to creative problem-solving and social value recognition. Besides, this study investigated the moderating effects of school atmosphere, and teachers' enthusiasm, regarding traits of educational programs and social value recognition. Findings indicate that sub variants of the traits of educational programs i.e., ESG entrepreneurship education, student participatory learning, and team-based learning significantly affect creative problem-solving skills and social value recognition and that creative problem-solving impacts social value recognition. In addition, teachers' enthusiasm has moderating effects between traits of educational programs and social value recognition. This study provides content-program learning methods that can be practically applied in education, emphasizing practice in ESG in elementary and junior·senior high school education. Implications suggest that ESG entrepreneurship education and active participatory learning affect social value recognition and that teachers' enthusiasm plays a significant role in education.

  • PDF