• Title/Summary/Keyword: 현장 아이디어

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Analysis of Relationship between Functional Areas and Individual Competencies of Extension Workers (농촌지도사의 직무영역과 개별역량의 관계분석)

  • Kim, Hyo Mi;Kim, Ji Hyun;Kim, Sa Gyun;Kim, Yoon Doo
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.2
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    • pp.383-405
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    • 2013
  • The purpose of this study is trying to drive the competence relevant to extension worker's functions. We also conducted a correspondence analysis between the individual competence and extension worker's functions. As a result of the analysis, the functions of guidance planning correlated with 'problem solving' and 'creation of ideas'. Education functions correlated with 'extension work evaluation', 'customer satisfaction' and 'understanding'. And crop technology diffusion functions were analyzed relevant to the ability of 'training skill' and 'responsibility' is high. In this study, extension empowerment need to educate suitable education which is high relation between competency and extension worker's functions and develop new suitable education model. And the baseline data will be made use, when arrange reasonable function to new extension workers, through individual competency measured.

A study on constructing a instructional sequence and content structure based on informal context of mathematical syllabus (비형식적 상황을 이용한 내용구조의 표현과 지도계열의 구성)

  • Shin, Hyun-Sung
    • Journal of the Korean School Mathematics Society
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    • v.8 no.3
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    • pp.357-366
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    • 2005
  • This Study suggests some ideas how we develop a network of content structure based on informal context and method how we decide a sequence of mathematical syllabus from those Structures. 10th grade students in the process conceptual development was observed and interviewed in 2 hour teaching and learning experiment. Three related characteristics of student's thought in structuring math. Content and sequencing it were investigated as follows : (a) the reasoning that they do reflective abstraction well(or do not well) in acquisition of conceptual knowledge. (b) the method that teacher can use resuits in (a) to organize the content structure. (c) the ways that teacher find the process knowledge in informal content structure. That is, this study investigated the way we, curriculum designer, can create well defined content structure and instructional sequence strongly based on the learners' understanding.

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A Study on the Process of Teaching.Learning Materials Development According to the Level in the Figurate Number Tasks for Elementary Math Gifted Students (초등 수학 영재를 위한 도형수 과제의 수준별 교수.학습 자료 개발 절차와 방법에 관한 연)

  • Kim, Yang-Gwon;Song, Sang-Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.745-768
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    • 2010
  • The purpose of this study at gifted students' solving ability of the given study task by using all knowledge and tools which encompass mathematical contents and curriculums, and developing the teaching learning materials of gifted students in accordance with their level which tan enhance their mathematical thinking ability and develop creative idea. With these considerations in mind, this paper sought for the standard and procedures of teaching learning materials development according to the levels for the education of the mathematically gifted students. presented the procedure model of material development, produced teaching learning methods according to levels in the task of figurate number, and developed prototypes and examples of teaching learning materials for the mathematically gifted students. Based on the prototype of teaching learning materials for the gifted students in mathematics in accordance with their level, this research developed the materials for students and materials for teachers, and performed the modification and complement of material through the field application and verification. It confirmed various solving processes and mathematical thinking levels by analyzing the figurate number tasks. This result will contribute to solving the study task by using all knowledge and tools of mathematical contents and curriculums that encompass various mathematically gifted students, and provide the direction of the learning contents and teaching learning materials which can promote the development of mathematically gifted students.

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Analysis of Social Innovation Paradigm of Northern European Design Governance - Focusing on Design-driven Social Innovation Cases in Finland, Denmark and Germany (북유럽 디자인 거버넌스의 사회혁신 패러다임 분석 -핀란드, 덴마크, 독일의 디자인 주도 사회혁신 사례를 중심으로-)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.463-470
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    • 2017
  • The aim of this research is to examine patterns of design governance used by Northern European countries to respond to social crises and understand design governance as a tool for sophistication of social services and social integration. Design governance as applied in Sitra of Finland, MindLab of Denmark and the Gulliver project of Germany encourages using design methodology for analyzing and solving problems related to social phenomena based on involvement of the private, public, industrial, and academic groups. Especially, the citizens are actively involved in developing problem-solving ideas and designing new policy with other governance members, rather than simply providing information or one-time participation. In the cases discussed in this study, design governance reduce unnecessary administrative and financial consumption and inconvenience caused by complicated rules, based on field-oriented approach, regional characteristics, pluralism, and respect for diversity. Therefore, future design policy paradigm will need to evolve into concept of policy design and pluralistic monitoring centered on design governance based on participation of private sector to lead policy development, from the current system in which only few officials decide policy.

Analyses of the Application of the Knowledge Domain of Product Lifecycle Management: The Perspective of the 4th Industrial Revolution (4차 산업혁명의 관점에서 제품수명주기관리의 지식영역 적용도 분석)

  • Heo, Kwangho;Lee, Youmi;Yoo, Young-Jin;Kim, Jin-hoi;Oh, You-Sang;Kim, Injai
    • Knowledge Management Research
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    • v.22 no.2
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    • pp.209-225
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    • 2021
  • Product Lifecycle Management is a well-defined management method consisting of 8 knowledge areas. Since the 4th industrial revolution is closely related to smart factories, the importance of product lifecycle management, which effectively manages the entire process from product idea generation to disposal, is emerging. This study analyzed the current and future applications of the knowledge domain of product life cycle management from the perspective of the 4th industrial revolution for experts in the field of product life cycle management. The expert's perception was analyzed from the current point of view and the future point of view to see how the product life cycle management knowledge area is applied in the field. The current and future application degree of the knowledge domain of product life cycle management was analyzed, and whether there was a difference between the knowledge domains in terms of the level of application was analyzed. Based on the analyzed results, its meaning and future flow are presented.

Game Design Education using PIT(Product Innovation Test) Technique (PIT 기법을 활용한 게임 디자인 교육)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1531-1537
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    • 2021
  • The quality of the game can be evaluated by its fun and functional stability. Among them, the quality area for fun is the essence of the game, so it is a very important factor to be considered from the point of view of a game designer. Usually, fun games with high originality and immersion are designed in the early stages of development, such as idea generation and concept setting. At this time, making it possible to verify the fun factor of the game has an important influence on the success of the game. In this study, the case of using PIT technique when teaching fun element design to students who are starting to study game design was introduced and the effect was analyzed. It is expected that the PIT technique will be used more actively in the game design education field for high-quality and fun game design.

The Impact of Coin Changers on the Business Development of Chinese Commercial Banks (동전교환기가 중국 상업은행의 업무발전에 미치는 영향)

  • Yongjie, Zhu
    • Journal of Digital Policy
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    • v.1 no.2
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    • pp.17-24
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    • 2022
  • In China, the continuous promotion and coverage of scanning code payment has caused an imbalance in the coin market. Coin changers can not only alleviate this problem, but also affect the business development of commercial banks. Therefore, it is meaningful to study the coin changer. The purpose of this paper is to study the impact of coin changers on the business of commercial banks in China. Through on-the-spot visits and based on the manually collected customer data of Chinese commercial banks as the object, combined with the calculation method of financial indicators to conduct case analysis. The results of the study show that the coin changer has a positive impact on the business development of Chinese commercial banks. This paper provides feasible suggestions and new ideas for business development to Chinese commercial banks. At present, there are few related studies on coin exchange machines. This study combines the calculation of financial indicators to verify the policy results, which is the innovation of this study.

Establishing a Thinking Process for Revolution in Military Affairs to Create Future Crucial Capabilities for the Republic of Korea Army (육군의 미래 핵심역량 창출을 위한 군사혁신 사고과정 정립)

  • Cho, Sang Keun;Lee, Gwang Woon;Min, Chulki;Yeoi, Byung Ik;Choi, Hyun Gyu;Park, Sang-Hyuk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.453-458
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    • 2022
  • The Republic of Korea Army(ROKA) has carried out a deep change to prepare for the future war since 2017. For this, Korea Army Research Center for Future & Innovation(KARCFI) established in 2018 tried to spread out boom of innovation toward the whole ROKA. A number of ROKA members mentioned the necessity of research methodology creating future crucial capabilities, weapons, combat concepts, structures, etc. KARCFI researchers established a thinking process for revolution in military affairs(RMA) to rapidly respond field requests and optimized it through validity assessment of professionals and experiment in Army Innovation School. As a result, a thinking process for RMA provided creative ideas with the Army's vision and strategy, was included in its education system. Simultaneously, it became one of methodologies for the Army's research tasks and KCI journals. From now on, a thinking process for RMA will be able to signpost for RMA of the Army through diverse following studies.

Development and Application of Artificial Intelligence Convergence Education Program Based on Decision Tree: Focusing on Unplugged Activities (의사결정 트리 기반 인공지능 융합교육프로그램 개발 및 적용: 언플러그드 활동을 중심으로)

  • Sung-ae Kim
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.459-469
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    • 2022
  • The purpose of this study is to explore the educational effect by developing and applying a decision tree-based artificial intelligence convergence education program. To achieve the purpose of this study, the study was conducted through a three-step process of preparation, development, and improvement. In addition, it consisted of four stages of the creative problem-solving process: 'Understanding the problem', 'Idea search and development', 'realization' and 'evaluation'. In particular, the artificial intelligence convergence education program developed in this study is an unplugged activity that does not include programming. Therefore, it is very noteworthy that artificial intelligence convergence education was implemented in subjects other than technology and home economics education, and information education, which are part of junior engineering education, and practical arts education in elementary education, which is a subject that learns Artificial Intelligence technology including programming during class time. In other words, it shows that AI technology can be integrated and taught in most subjects, not specific subjects and has great significance in that it can utilize the concepts and principles of artificial intelligence technology when teaching the concept of classification, which is included in the curriculum.

A Study on the Implementation of 'Free Inquiry' in Middle School Science (중학교 과학에서 '자유 탐구'의 현장 적용 실태 분석)

  • Jeong, Eunyoung;Lee, Jungeun
    • Journal of Science Education
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    • v.37 no.1
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    • pp.203-220
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    • 2013
  • The purpose of this study was to investigate how 'free inquiry' was implemented in middle school science classrooms. In order to do this, survey and interviews were administered. The subject of survey was 165 science teachers at 58 middle schools and interviewees were 4 teachers and 10 students. As a result, 49.6% of science teachers in school year 2010, and 34.1% in 2011 applied 'free inquiry'. Teachers applied 'free inquiry' during one semester, and they let the students select topic of 'free inquiry'. Teachers grouped students according to students' opinion or their gender and ability, and one group was consisted of 4 students. The effect of applying 'free inquiry' was that students improved the interest on science, science inquiry ability and self directed learning capability. Students were interested in doing 'free inquiry', and they wanted to do it again. Teachers claimed that it took much time and effort to apply 'free inquiry', and students lacked science inquiry skills and interest on science. The teachers who did not apply 'free inquiry' stated reasons such as the shortage of instructional time, and they didn't think that 'free inquiry' should be implemented. For the effective implementation of 'free inquiry', this study suggested that teachers should be recognized the intention of 'free inquiry', teaching-learning materials about 'free inquiry' be developed and provided, and laboratory assistants be employed.

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