• Title/Summary/Keyword: 프로젝트기반학습

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Development and evaluation of Pre-Parenthood Education Program for high school students based on Home Economics subject (고등학생을 위한 가정교과 기반 예비부모교육 프로그램 개발 및 평가)

  • Noh, Heui-Yeon;Cho, Jae Soon;Chae, Jung Hyun
    • Journal of Korean Home Economics Education Association
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    • v.29 no.4
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    • pp.161-193
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    • 2017
  • The purpose of this study was to develop and evaluate pre-parenthood education program(PPEP) based on Home Economics(HE) subject for high school students. The development and evaluation of PPEP based on HE subject in this study followed ADDIE model except implementation through 4 processes such as analysis, design, development, and evaluation. First, program development directions were set in three aspects such as 'general development', 'contents', and 'teaching and learning methods'. Themes of the program are 11 in total such as '1. Parenting, what is being a parent', '2. Choosing your spouse, happy marital relationship, the best gift to your children', '3. Pregnancy and birth, a moving meeting with a new life', '4. Taking care of a new born infant for 24 hours', '5. Taking care of infants, relationship with my lovely baby, attachment', '6. Taking care of young children, my child from another planet', '7. Parents and children in healthy family', '8. Parent-child relationship, wise parents to make effective interaction with their children', '9. Parents safety manager at home,', '10. Practice to take care of infants', and '11. Practice of community nurturing support service development'. In particular, learning activities of the program have major characteristics such as 1) utilization of cases including practice problems related to parenting, 2) community exchange activities utilizing learned knowledge and techniques, 3) actual life project activities utilizing learning contents related with parenting, 4) activities inducing positive changes in current life of high school students, and 5) practice activities for the necessities of life such as food, clothing and shelter supporting development of children. Second, the program was developed according to the design. Teaching-learning plans and materials for 17 classes were developed according to 11 themes. The developed plans include class flow and teacher's reference. It starts with receiving a class-related message from a virtual child at the introduction stage and ended with replying to the message by summarizing contents of the class and making a promise as a parent-to-be. That is the basic frame of class flow. Learning materials included various plans and reports necessary for learning activities and they are prepared in details so that they can be play the role of textbooks in regular curriculum. Third, evaluation of developed program was executed by a 5 point Likert scale survey on 13 HE experts on two aspects of program development process and program development results. In the evaluation of development process, mean value was 4.61 and index of content validity was 97.4%. For development results, mean value was 4.37 and index of content validity was 86.9%. These values showed that validity in the development process and results in this study was highly secured and confirmed that PPEP based on HE was appropriate and valid to enhance parent qualifications of high school learners.

A Study on the Actual Condition of Middle School Space Usage For Future School - Focused on the Reorganization of Student-Oriented School Space - (미래학교 조성을 위한 중학교 공간사용 실태 분석 연구 - 학생중심 공간 재구조화를 중심으로 -)

  • Kim, Kyoung-Suk
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.4
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    • pp.26-39
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    • 2020
  • This study analyzed the usage characteristics and requirements of students who are users of the middle school education space, and the following results were obtained: First, we could see that various types of classes were needed, such as lecture-style classes, team projects, and four-person consultation and discussion classes, in a way that helped to improve the desirable teaching patterns and learning ability. Second, the place where space was used during the break and the relationship between peers, revealed that most of them were in the classroom and the hallway, and the peer group was composed of three to eight people or more, that were active with various compositions. Third, a gym, library, toilet, stairway, cafeteria, nurse's office, and teachers' room appeared in the center of the building, indicating the need for a balanced layout. Fourth, physical education (dance) rooms, audiovisual rooms (performance rooms), workshops (personal creation), snack bar, rest area, spacious indoor square, and study rooms were needed as facilities that can help learning activities other than current facilities. These outcomes show that the existing classroom layout and space composition formats require some spatial restructuring.

A Comparison Study on Transition Experiment to Sustainable Socio-technical System: The Cases of Green Transition Experiment in the Regions and Cities (지속가능한 사회·기술시스템으로의 전환 실험 비교: 지역 기반의 녹색전환을 중심으로)

  • Seong, Jieun;Cho, Yejin
    • Journal of Technology Innovation
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    • v.22 no.2
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    • pp.51-75
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    • 2014
  • Sustainability has already become one of the most important innovation policy agendas in many countries. Korea has tried to emulate this global trend in various forms, unfortunately with little success. A very strong tradition of centralized administration in Korea has meant that local communities and municipalities have remained more or less passive in tackling their own sustainability issues and problems. In recent years, with the impetus of huge democratization attempts in Korea since the late 1980s, there have been some local attempts to remedy these imbalances since the early 2000s. A series of local experiments to try and test green alternatives against the very hostile environment have been implemented, with varying degrees of success. This study analyzed cases of transition experiment to sustainable socio-technical system such as MUSIC project, Low Carbon Green Village and Citizens' Sunlight Power Stations. To draw politic meanings for sustainable socio-technical system, these content, process of conversion and feature were examined.

Development and Application of an Informal Elementary Science Education Program Emphasizing 'Participation and Action' ('참여와 실천' 차원을 강조한 비형식 초등 과학교육 프로그램의 개발 및 적용)

  • Kim, Hyunguk;Shin, Chaeyeon;Park, Jiwon;Song, Jinwoong
    • Journal of Korean Elementary Science Education
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    • v.43 no.2
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    • pp.337-352
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    • 2024
  • This study develops an informal science education program based on a creative design for the promotion of participation and action and explores the validity and effectiveness of the program. The program consists of three mini-projects, namely, The Martian: Surviving from the Mars, So Good to Have Seonjeongneung, and Designing a Sunshine Restaurant, with distinct topics focusing on the localization and contextualization of the region in which the program was implemented to encourage students' participation and action. The researchers selected three topics for each mini-project through discussions and revisions. The program is designed for 42 lessons across the three mini-projects and offers a presentation session in which students present their learnings from the program, constructed to facilitate personal contextualization. Participants included 15 elementary school students from Grades 5 and 6 who took surveys before and after the program. The pre-post surveys comprised two dimensions, 'Participation and Action' and 'Positive Experience about Science,' to examine the effectiveness of the program. At the end of the survey, we added a self-descriptive question that allows students to freely write down their feelings and thoughts. We checked the students' thoughts. The effectiveness of the program was illustrated by the largest increase in the "safe society" category, whereas there was little increase in other categories under the 'participation and Action' dimension in the Korean Science Education Standards. 'Science-related Self-concept' exhibited the largest increase, whereas the other categories displayed little increase from the 'Positive Experience about Science' dimension category.

E-Discovery Process Model and Alternative Technologies for an Effective Litigation Response of the Company (기업의 효과적인 소송 대응을 위한 전자증거개시 절차 모델과 대체 기술)

  • Lee, Tae-Rim;Shin, Sang-Uk
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.287-297
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    • 2012
  • In order to prepare for the introduction of the E-Discovery system from the United States and to cope with some causable changes of legal systems, we propose a general E-Discovery process and essential tasks of the each phase. The proposed process model is designed by the analysis of well-known projects such as EDRM, The Sedona Conference, which are advanced research for the standardization of E-Discovery task procedures and for the supply of guidelines to hands-on workers. In addition, Machine Learning Algorithms, Open-source libraries for the Information Retrieval and Distributed Processing technologies based on the Hadoop for big data are introduced and its application methods on the E-Discovery work scenario are proposed. All this information will be useful to vendors or people willing to develop the E-Discovery service solution. Also, it is very helpful to company owners willing to rebuild their business process and it enables people who are about to face a major lawsuit to handle a situation effectively.

Measuring Discussion Activities in BBS (BBS의 토의활동 측정)

  • Gyo Sik Moon
    • Journal of the Korea Computer Industry Society
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    • v.5 no.3
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    • pp.383-392
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    • 2004
  • Electronic BBS (bulletin board system) Ins been widely recognized as an appropriate medium for exchanging ideas and sharing information asynchronously. The communication ability if BBS is the main reason for utilizing it as a tool for collaborative learning. Researchers in the community reported a number if findings regarding the educational utilization if BBS recently. In this paper, we propose a qualitative method to measure communication activities using BBS so that the complex discussion behaviors of participants can be understood analytically. We propose characteristic vectors to describe discussion behaviors of groups and individuals, which can be conveniently used for characterizing and comparing discussion groups as well as individuals. The interactivity model representing interactive activities shows graphically the degree of inter activity if discussion groups as well as individuals. Also, time dependent measurements are investigated to analyze discussion activities with time. Experiments on the proposed measurements conducted on the Web-based discussion project using BBS demonstrate how measurements can be carried out, how characteristic vectors and inter activity model can be constructed and used.

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Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

Designing Content Elements of the Programming Curriculum as a Instrumental Subject for Gifted Science High School (과학영재 고등학교 도구교과로서의 프로그래밍 교육과정 내용요소 설계)

  • Kim, JongHye
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.1-11
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    • 2014
  • In this study, contents of programming curriculum were designed as instrumental subjects for scientifically gifted students, not for IT gifted ones. Firstly, the programming curriculum consisted of 3 sections; Programming Understanding, Object-Oriented Programming, and Simulation Programming as a result of two semesters. Then, the lectures including project-based and problem-solving tasks were given to scientifically gifted students in a high school during one semester to verify whether they could apply the contents to studies and researches in math or science or not. As a result of this study, the students could improve numerical analysis and simulation program development capabilities in math or science as well as the problem-solving ability based on computational thinking. Moreover, it was proved that the students changed their perception about programing learning. They started to think that programing learning was necessary to studies and researches in math or science. The results of this study propose guideline to design programming curriculum as instrumental subjects for scientifically gifted students.

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Development and Effects of the Project-Based Learning Instruction Module Using ICT in Elementary School Science Classroom (초등 과학과 ICT 활용 프로젝트 기반 학습 수업 모듈 개발 및 적용)

  • Lee, Sang-Gyun;Lee, Yong-Seob;Kim, Sang-Dal;Choi, Sung-Bong;Kim, Sun-Sik
    • Journal of Korean Elementary Science Education
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    • v.27 no.2
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    • pp.189-200
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    • 2008
  • The purpose of this study is to find out the effects of learning that has applied instruction module utilizing ICT in project-based learning in elementary science classroom on improvement of the self-directed learning skills and the problem-solving skills. For this purpose, the project based learning instruction module utilizing ICT based was developed and conducted to 2 class consisting of 66 elementary students in the 6th grade to clarify the effects. As a result of the study, first, the instruction module utilizing ICT in project-based learning was effective in improving self-directed learning skills of students. As the subordinate effects of self-directed learning skills it showed improved effects in diagnosing desire to learn, setting goals, basic self-managing ability, selecting learning strategy, durability of practicing learning, making effort for result, and self-examination but it did not show improved effects in figuring out recognition of resources for Learning. Second, it was effective in improving the problem-solving skills of students. As the subordinate effects of problem-solving skills it showed improved effects in problem recognition, information gathering, analysis, thinking prior to dissemination, planning skill, and evaluation but it did not show effect on decision making, implementation & risk-taking and feedback.

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A Case Study of Bootcamp Program for Software Developer (소프트웨어 개발 인재 양성을 위한 부트캠프 사례 연구)

  • Kwak, Chanhee;Lee, Junyeong
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.11-18
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    • 2022
  • As the need for software development manpower increases, various educational programs appear and the popularity of bootcamp style education program for software development increases. However, despite the operations and forms of bootcamp education programs are completely different from the existing software development education programs, there is a lack of research in understanding bootcamp as a software education program. Therefore, this study tried to derive the core elements of the education program through a case study on bootcamp software developer education program. After conducting interviews of 7 members who have completed a series of bootcamp software developer education program X, seven characteristics of bootcamp-type software development education program were derived: intensive theory education, sense of growth and achievement, team project-based learning, community characteristics, peer pressure, stress and fatigue due to short-term learning, and contact-free specialty. Based on the derived characteristics, the advantages and improvements of bootcamp-type education were described, and the direction of the bootcamp-type education program for software developer was discussed.