This study explores how to implement a learning experience-based professionalism program for a medical students and evaluates its program through effectiveness and usability test. This study aims to provide practical implications for experience-based learning in an undergraduate level. Seventy four first-year medical students enrolled in PDS1(Patient-Doctor-Society 1): professionalism, one-week block (30 hours), one-credit program based on a experience-based learning model. All of the students were given six learning themes and learning resources and supporting tools, and conducted stepwise learning activities; preparation, organization, sharing, reflection and evaluation of experiences. The effectiveness of learning was evaluated by comparing the pre and post results of student's self-assessment on 24 questionnaire items about professionalism. After the course, the students and instructors conducted a usability evaluation of the program through questionnaires or group interviews. Learners' self-assessment results of professionalism such as leadership, self-directed learning, professional attitude, and social accountability all showed significant differences between the pre- and post-test. Satisfaction of the program was distributed to 3.58~3.78 according to items. Instructors and learner interviews confirmed practical usability throughout the course design, implementation and students evaluation. The results of the study showed the feasibility of implementing learning experience-based professionalism program in medical school. This study provides practical implications to develope and evaluate the learning experience-based professionalism program in medical education.
Comparing to the U.S. mathematics textbooks, this study examines the opportunity to learn statistical processes represented in mathematics textbooks reflecting 2015 revised curriculum. Analyzing four different kinds of Korean middle school mathematics textbooks and two kinds of corresponding U.S. textbooks for seventh graders, we found that the tasks dealing with all the phases of statistical processes were found only in the U.S. textbooks while not even one task in such a case was not observed in the Korean textbooks. To make matters worse, the proportion of the tasks dealing with only one phase of statistical processes was 93.3% of all the tasks in Korean textbooks. In terms of types of tasks, the types of tasks were very homogeneous in Korean textbooks, usually Types FPR or PR while more various types of tasks were found in the U.S. textbooks such as Types FRI, PRI, FR, or RI. In views of features of each phase in statistical processes, Korean textbooks heavily focused only on some particular statistical behaviors such as 'formulating a problem', 'collecting data', 'transforming data', and 'analyzing a part of data.' The findings of this study provide meaningful implications for improving statistics education and developing mathematics textbooks to enhance students' statistical thinking and problem-solving ability.
Online classes have become one of the general teaching and learning method in elementary education, and elementary school teachers are essentially required to design and implement online math classes that reflect the characteristics of online environment and the specificity of the subject. The qualitative improvement of online mathematics lessons can start with examining what difficulties teachers actually have in enacting the online lessons, and this study focused on their educational needs by examining the degree to which elementary school teachers perceive and implement in terms of designing online interactions. The result showed that teacher education on Learner-Content Interaction (LC) and Learner-Learner Interaction (LL) was necessary for elementary school teachers designing online mathematics lessons, and the educational needs of detailed items of interactions were confirmed. Furthermore, it was found that there was a difference in educational needs for the types of online interactions according to the career life cycle of elementary school teachers. The instructional design strategies for online interactions in online mathematics lessons and implications for teacher education necessary for elementary school teachers were derived from the result.
Motivation and activities for technological learning, entrepreneurship, innovation, and creativity are driving forces of economic development in Asian countries. In the early stages of technological development, technological learning and entrepreneurship are efficient ways in which to catch up with advanced countries because firms can accumulate skills and knowledge quickly at relatively low risk. In the later stages of technological development, however, innovation and creativity become more important. This study aims to identify a) the factors (learning capabilities) that influence technological learning performance and b) barriers to enhancing innovation capabilities for the creative economy and organizations. The major part of this study is related to learning capabilities in the post-catch-up era. Based on a literature review and observations from Korean experiences, this study proposes a technological learning model composed of various influencing factors on technological learning. Three hypotheses are derived, and data are collected from Korean machine tool manufacturers. Intense interviews with CEOs and R&D directors are conducted using structured questionnaires. Statistical analysis, such as correlation and ANOVA are then carried out. Furthermore, this study addresses how to enhance innovation capabilities to move forward. Innovation enablers and barriers are identified by case studies and policy analysis. The results of the empirical study identify several levels of firms' learning capabilities and activities such as a) stock of technology, b) potential of technical labor, c) explicit technological efforts, d) readiness to learn, e) top management support, f) a formal technological learning system, g) high learning motivation, h) appropriate technology choice, and i) specific goal setting. These learning capabilities determine firms' learning performance, especially in the early stages of development. Furthermore, it is found that the critical factors for successful technological learning vary along the stages of technology development. Throughout the statistical and policy analyses, this study confirms that technological learning can be understood as an intrinsic principle of the technology development process. Firms perform proactive and creative learning in the late stages, while reactive and imitative learning prevails in the early stages. In addition, this study identifies the driving forces or facilitating factors enhancing innovation performance in the post catch-up era. The results of the preliminary case studies and policy analysis show some facilitating factors such as a) the strategic intent of the CEO and corporate culture, b) leadership and change agents, c) design principles and routines, d) ecosystem and collaboration with partners, and e) intensive R&D investment.
Nowadays Korean main archives and manuscript repositories are planning to develop archival information service for students and teachers in their web sites. This study is aimed at discovering main issues of developing archival information service for students and teachers and finding a solution. The goal of archival information service for students and teachers is the promotion of use through launching service and the gradual growth of archival management program. The customer group is segmented into the students and teachers who are learning and teaching Korean history in classroom. As a result of analyzing curriculum and educational environment, the archival information must be developed into teaching-learning materials. And the processing archival information into archival content is needed. Consequently the character of archival information service for students and teachers is conceptualized as archival content service for teaching-learning materials. At every step of developing archival content service for teaching-learning materials, the next main points are considered and achieved. First, the strategy of customer-focused service must be the same from beginning to end. Second, the growth of traditional archival management(e.g. classification, description and finding aids) must be contributed. Third, the collaboration system leading by professional education staff must be organized. Fourth, the archival information must be related with teaching-learning activities. Fifth, the quality of content is more important than the quantity of it. Sixth, the networking with another agencies for cooperation must be considered.
The MEST determined to introduce a vocational ability test for the students in vocational high schools to enhance their job competence skills from 2013 accepting the field voices that current competence test is not proper for vocational high schools whose purpose is job preparation education. The test results can be used as an official certificate in the job settlement process. The purpose of this study is to enhance the students's basic skills for mathematics in vocational high schools and in addition to that, to develop mathematics teaching materials aiming to support students in applying mathematics in real vocational world after their learning mathematics in high schools. It seems that the students in vocational high schools experiencing difficulties in mathematics because of the lack of the basic skills for mathematics demanding for the restructuring the mathematics curriculum aiming for empowering to the maximum of the potential abilities of students in vocational high schools. For this purpose, we extracted essential elements from mathematics curricula ranging from elementary schools to middle schools and vocational high schools what is necessary for students in specialized high schools to enhance the students' abilities in using mathematics in vocational area. Based on above study, we analyzed, organized, and systemized the contents and levels of mathematics. Finally, we proposed in this paper the ways to build programs to enhance the students' essential mathematics skills aiming to level up the students' vocational ability required in real vocational companies.
Currently, by using the Internet, We can do varius things such as Web surfing, email, on-line shopping, stock trading on your home or office. However, as being out of the concept of security from the beginning, it is the big social issues that malicious user intrudes into the system through the network, on purpose to steal personal information or to paralyze system. In addition, network intrusion by ordinary people using network attack tools is bringing about big worries, so that the need for effective and powerful intrusion detection system becomes very important issue in our Internet environment. However, it is very difficult to prevent this attack perfectly. In this paper we proposed the algorithm for the detection of DoS attacks, and developed attack detection tools. Through learning in a normal state on Step 1, we calculate thresholds, the number of packets that are coming to each port, the median and the average utilization of each port on Step 2. And we propose values to determine how to attack detection on Step 3. By programing proposed attack detection algorithm and by testing the results, we can see that the difference between the median of packet mounts for unit interval and the average utilization of each port number is effective in detecting attacks. Also, without the need to look into the network data, we can easily be implemented by only using the number of packets to detect attacks.
Journal of the Korean Society for Library and Information Science
/
v.39
no.3
/
pp.105-119
/
2005
With the introduction of Internet-based education such as online learning and virtual campuses. there are increased interests and demands for electronically delivering educational contents in comparison to the traditional educational methods. Our preilminary study showed that approximately $50\%$ of virtual groups formed online for the scope of collaborative learning encountered harriers that prevented them from forming an effective learning team and making satisfactory progress toward reaching the learning objectives. In this study, we asked the undergraduate students. who were the members of the online learning team, to work on the given discussion topics through the use of emails and threaded discussion boards. Then. we investigated the roles played by two electronic communication medium during the virtual discussion with respect to the learning outcome. We also studied how information was shared amongst the virtual learning team members. The results of our study showed that the email based online learning had the advantage of individualized and friendly information transfer. However. it also caused certain difficulty in exchanging ideas due to the one-sided nature of the email-based communication. On the other hand, the threaded discussion board provided easier information sharing and broadcasting. which enabled active participation by the virtual team members. However. It also had the disadvantage of difficulty in accurate information conveyance and duplication of the posted information. In summary, our study results showed that there was a high correlation between the characteristics of the electronic communication medium and the decision that the online learners made regarding which medium to use. There was a high correlation between the type of the electronic communication medium and the online learners' experiences in using these media.
Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.
The importance of citizen as a key of community safety has increased, and the legislation to support the citizen's activities is continued. However systematic and detailed action plans are not enough to something. Thus, the purpose of this research is to develop the educational program model for the citizens on patrol for the improvement of practical use. The methods of this research are to make and suggest the educational program for citizens on patrol by literature review and cases analysis of educational program implemented one years ago. The findings are suggested as belows. First, the learners need the contents can be practically used in the field and sufficient time of education. Second, the subgoal to achieve the ultimate goal of education program model should be established as 'customer-centered, field-oriented, competence reinforcement', and driving strategy must be composed of four stages as plan-design-implementation-evaluation. Also, for strategy of each stage, detailed sub-strategies from preparation to execution of education have to be considered. Third, education program must be categorized by basic-intermediate-expert courses depending on the level of learners, and theoretically and practically oriented curriculum subjects are organized in balance by each course.
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