• Title/Summary/Keyword: 학습 목표 달성

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LANGUAGE LEARNING SOURCE ANALYSIS METHOD AND ELECTRONIC DEVICE FOR PLAYING LANGUAGE LEARNING SOURCE RESEARCH (언어 학습 음원 분석 방법 및 언어 학습 음원을 재생하는 전자 디바이스 연구)

  • Song, Gyu-Bin;Oh, Jeong-Hyeon;Hwang, Chae-won;Yu, Dong-Wan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.355-357
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    • 2020
  • 언어 학습 음원 분석 방법 및 언어 학습 음원을 재생하는 전자 디바이스 연구로, 음원을 문장 단위로 분할하여 스크립트화하는 것을 주요 목표로 한다. 분석과정은 크게 세단계로 나눌 수 있다. 무음 구간 분석, 음원 분할 및 STT 구간, 스크립트 재구성이다. 이런 분석 과정을 통해 나온 결과물의 정확도는 90%로서 본 연구의 목표를 달성한다.

The Mediating Effects of Positive Psychological Capital on the Relationship between Small Business Enterpreneur's Learning Goal Orientation and Work Engagement (소상공인의 학습목표지향성과 업무열의 관계에서 긍정심리자본의 매개효과)

  • Lee, Hyung Woo;Kim, Man Soo;Kim, Jung Won
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.151-159
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    • 2021
  • The purpose of this study was to examine the mediating effects of Positive Psychological Capital on the relationship between Small Business Enterpreneur's Learning Goal Orientation and Work Engagement. In order to achieve the purpose of research, the survey results of 300 small business Enterpreneurs who participated in the K-BIZ's Small Business Enterpreneurs Support Program were used for analysis. The collected data were analyzed using frequency analysis, reliability analysis, confirmatory factor analysis, descriptive statistical analysis, correlation analysis and structural equation model. The results of this study were as follows: First, learning goal orientation of small business enterpreneurs had positive effect on positive psychological capital. Second, positive psychological capital of small business enterpreneurs had positive effect on work engagement. Third, positive psychological capital of small business enterpreneurs had full mediating effect on the relationship between learning goal orientation and work engagement. Based upon these results, several suggestions were suggested to promote small business enterpreneurs' learning goal orientation, work engagement, and positive psychological capital.

A Study on the Teaching-Learning Methods for Improvement of Creativity on Information Science Applying Project-based Learning (정보과학 창의성 향상을 위한 프로젝트 기반 교수-학습 방법에 대한 연구)

  • Kim, Hosook;Kim, Hyoungseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.529-540
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    • 2014
  • We propose an efficient information science teaching-learning method to improve information-scientific creativity of mathematically and scientifically gifted students. The students are able to improve their creative problem solving and team-work abilities through team project work to resolve a variety of application problem in real world. In the pursuit of this purpose, we designed a new two-stage information science learning method consisted of the standard stage and the application stage, and a new systemic project process. Moreover, we applied small-scale cooperation learning strategies and a multi-dimensional assessment system. The analysis on our proposed model shows that there is a remarkable achievement of educational objectives on cognitive capability, social and affective ability of information science creativity.

A design of PBL Teaching and Learning system for HTML study (PBL 교수 학습 지원시스템 설계 - HTML 학습을 중심으로)

  • Lee, Sun-Hyun;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.101-106
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    • 2006
  • 그 동안 웹 프로그램 언어인 HTML에 대한 교수-학습 방안과 온라인 학습에 대한 연구들이 이루어져 왔지만 단순 태그 기능 학습에 그쳐 고급사고력을 높이는 프로그래밍학습의 목표를 달성하기는 부족하였다. 본 논문에서는 학습자의 창의력과 문제해결력을 높여주기 위한 HTML 교수-학습 지원 시스템을 설계하였다. HTML 교수-학습 지원시스템은 구성주의 교육 방법인 문제중심학습(Problem-Based Learning)을 이론적 토대의 하여 설계되었으며 나선형 교육과정의 원리에 따라 이원화된 학습요소들에 의해 학습의 위계를 실정하였다. 이 교수-학습지원시스템에서 HTML 학습에 대한 평가는 구성주의 원리에 입각하여 다양한 방식을 통해 지속적으로 이루어지도록 하였다. 또한 교수-학습에 활용되는 해결 과제는 같은 수준, 같은 영역의 문제은행을 축적하여 교수자가 자유롭게 상황에 맞게 선택하여 활용하도록 하였으며, 학습자의 학습 곁과를 통계자료와 도표를 통해 한눈에 살펴보고 적절한 피드백을 주도록 설계하였다. 이와 같은 원리를 토대로 한 교수-학습지원시스템 설계를 통해 학습자가 보다 많은 프로그래밍 경험을 축적하여 창의적이고 자기주도적으로 웹 프로그래밍을 할 수 있는 능력을 키워줄 수 있음을 기대하였다.

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A Exploratory Study on Competency-Based Social Welfare Education (역량기반 사회복지교육에 관한 탐색적 연구)

  • Un, Sun-Kyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.359-369
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    • 2020
  • This study was an exploratory study for the development of a competency-based social welfare curriculum. This study was conducted through a literature review focused on guidelines for social welfare published by the KCSWE (Korean Council for Social Welfare Education). The purpose of this study was to explore social welfare professional competencies, subject goals, teaching methods, and the participatory learning environment for the development of a competency-based social welfare curriculum. The findings are as follows. First, each university had been researching professional competencies individually. Second, the social welfare subjects tended to include all elements of knowledge, skills, and attitudes, and these goals were matched with professional competencies set by each university. Third, the guidelines for social welfare subjects provided various teaching methods to achieve the goals of the subject as well as a participatory learning environment based on discussion. However, it was difficult to determine whether the various teaching methods were effective in achieving core and professional competencies. Therefore, it is necessary for KCSWE to set up a standardized competency-based curriculum and research professional competencies based on social welfare, a curriculum and subjects according to their competencies, effective teaching methods, and a method for evaluating educational outcomes.

디지털스토리텔링-디지털 에듀테인먼트 콘텐츠를 위한 스토리텔링 기법

  • Gang, Sim-Ho
    • Digital Contents
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    • no.7 s.146
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    • pp.66-71
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    • 2005
  • 교육(Education)과 오락(Entertainment)의 합성어인 에듀테인먼트(Edutainment)는 학생이 학습을 하거나 기업의 종업원이 특정 능력을 익히는 데 사용되는 교육용 도구를 의미한다. 에듀테인먼트는 교육용 소프트웨어에 게임이나 친근한 인물과 음악, 이야기 등 오락성을 가미해 싫증을 느끼지 않고 즐기면서 교육적 효과를 거두고자 하는 목표를 지향하고 있다. 이러한 재미와 교육이라는 두가지 목표를 달성하기 위해 에듀테인먼트에 포함되는 디지털콘텐츠는 게임이나 e러닝의 콘텐츠와는 다른 차원의스토리텔링 기법이 요구된다. 이번호에서는 에듀테인먼트 콘텐츠에 적합한 퀘스트 스토리텔링(Quest Story telling)과 공간 스토리텔링(Spatial Storytelling)을 소개한다.

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A Study on Teaching-Learning about The Information Representation Area using Unplugged Learning Method in Elementary School Computer Education (초등학교 컴퓨터교육에서 언플러그드 학습 방법을 활용한 정보표현 영역 교수.학습에 관한 연구)

  • Park, Yun-Seong;Han, Byoung-Rae
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.479-487
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    • 2009
  • In the existing curriculum of the Elementary computer Education emphasizes students' problem-solving ability and knowledge of informatics. However, current computer education focus on using application program. In order to raise students' problem-solving ability and logical thinking ability, it is necessary to learning about computer science education. Thereupon, this study applied unplugged learning method to the elementary student. To apply the play-based unplugged learning method to the area of information representation. As a result, unplugged learning method produced higher academic achievement than the lecture model. Also it was more positive in the affective area than the lecture model.

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A Study on Improved Assessment System for a Program Outcome on the Cultivation of Internationality (국제성함양과 관련된 프로그램 학습성과 평가체계 개선 연구)

  • Kim, Bok-Ki;Min, Sang-Won;Yi, Keon-Young;Yoon, Woo-Young;Kang, Sang-Hee
    • Journal of Engineering Education Research
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    • v.12 no.2
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    • pp.63-70
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    • 2009
  • In this paper, a process model for assessing, evaluating and improving a program outcome on the cultivation of internationality is proposed by analyzing the present outcome assessment system. By setting up performance scaled levels and specifying the target level for the performance criterion, the proposed model can help programs to demonstrate effectively that each of their graduates meets the required the program outcome levels. By allowing effective Continuous Quality Improvement(CQI) for the performance criterion, the model can help save operational expense associated with running of the program CQI. In addition, it is discussed that one of the most important aspect is logical and objective approaches when establishing the outcome assessment system. It is hoped that the proposed model can ultimately help to meet the program outcomes requirements in the engineering accreditation criteria.

A Study on Course-Embedded Assessment for Program Outcomes of Information Security Program for Engineering Education Accreditation (공학교육인증을 위한 정보보호학 프로그램의 교과 기반 학습성과 평가에 관한 연구)

  • Jeong, Weonil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.183-191
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    • 2018
  • This paper evaluates the achievement of program outcomes using course-embedded assessment for information security programs. In the case study concerning the development of course-embedded assessment used in this paper, we evaluate program outcomes using various evaluation tools including the course evaluation data. In addition, we consider the evaluation rubric and evaluation procedure for course-embedded program outcomes, set performance criteria, select the probe course with high contribution to the program outcomes according to curriculum flowchart, set course objectives for the probe course, and explain the rubric for each assessment tool to measure achievement level. Subsequently, we perform course-embedded program outcomes assessment, based on tests and projectevaluation tool for each program objectives, and present the achievement levels based analysis results. These results prove the effectiveness of the proposed course-embedded assessment for program outcomes.

Design and Implementation of Homepage to Improve Self-Directed Learning Ability (자기주도적 학습능력 향상을 위한 홈페이지 설계 및 구축)

  • Jung, Kwang-Soo;Hong, Ki-Cheon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.640-649
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    • 2004
  • 최근 학교 현장에서는 전통적인 교수 학습 방법을 탈피한 정보통신기술을 활용한 교수 학습 방법은 거스를 수 없는 정보화 사회의 새로운 교수 학습 모형으로 보편화되어 가고 있다. 이에 본 연구에서는 현실 여건을 개선하고 교육과정이 요구하는 목표 달성을 위하여 학생들의 인터넷 사용의 대부분을 차지하는 커뮤니티 활동을 미니홈페이지라는 공간을 통해 교사와 학생 사이에 학습과 대화의 장으로 활용하기 위해 ICT 활용 교육 커뮤니티를 구축하였다. 이를 활용하여 학생들이 학습에 대한 관심과 흥미를 유발하고 시간과 장소에 구애를 받지 않으며 학생 자신이 주도적으로 학습 과제를 해결하는 학습과정으로 교수 학습 방법의 개선을 통하여 학생의 자기주도적 학습 능력이 신장되도록 ICT 활용 교육을 활성화하여 ICT 활용 교육이 우리 학교 현장에 튼튼히 뿌리를 내리는 데에 기여하고자 HTML학습을 위한 홈페이지를 블로그툴을 이용하여 구현하였다.

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