Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.11
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pp.509-525
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2017
This study analyzed a unique method of problem-handling, attitudes, and specific interest propensity in the career path of the type with inconsistency in the relative distance between personality type in Holland's hexagonal model. In-depth interviews and theme analysis with six clients who showed inconsistent personality type were conducted. These six were selected from 87 participants that had received training at the Korea Vocational Counselling Association, Korea Training Institute for Self-Sufficiency and Korea Employment Agency for the Disabled. From the analysis, the six clients with inconsistent 3 Codes showed four characteristics - more than three career experience, various interest pursuits, career involvement, and career identity. They were affected in their vocational behavior by their own Holland 3 Codes and showed vocational behavior very different from Holland's theory of person-environment fit approach. They showed positive, ambivalent and chaotic types on career identity. Furthermore, Conventional(C)-Investigative(I)-Social(S) 3 Codes type and Artistic(A)-Enterprising(E)-Realistic(R) 3 Codes type in the same inconsistent personality type showed different vocational behaviors in career path development, which relates to the meaning of Holland's 3 Codes. The significance of this research lies in its provision of various points for improving career counselling.
Journal of The Korean Association For Science Education
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v.31
no.2
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pp.198-209
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2011
In this study, pre-service science teachers' reflective thinking in their journal writing was investigated. To do this, the authors used pre-service science teachers' journal writing abilities, wherein they not only reported data and result formally, but also wrote their feelings and reflections about an inquiry-based physics experiment they performed. Pre-service science teachers' writings were decomposed into sentences and each sentence was analyzed into a framework with 4 dimensions: knowledge, procedure, orientation and attitude. Reflective thinking in knowledge dimension included reflection on what they know before the experiment, what they still do not know and what they learned from the experiment. Reflective thinking in procedure dimension included recalls of experiences about general experimental procedures and specific experimental skill. Reflective thinking in orientation dimension included their views about the nature of science and science teaching and learning, and reflective thinking in attitude dimension consisted of interests, motives and values about the experiment they performed. While there were some variations in frequency distribution of reflective thinking by the topic of experiments, pre-service science teachers' reflective thinking in journal writings revealed their metacognition on their knowledge and learning, epistemological belief about science and science learning, and affective domain related to experiment. This study can infer that such kind of writing with 'their own language' in an informal way followed by formal 'scientific' reports in a scientific experiment has a significance not only as a mediator representing reflective thinking but also as an instructional activity to facilitate reflective thinking in science learning and teaching.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.6
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pp.575-580
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2018
This paper proposes an introductory engineering course for investigating the history of technology and the philosophy of technology. Soft engineering, a new engineering field to explore proper technology and appropriate ways of exercising engineering, was explored. Creative cases for technology are presented following the most creative, successful, and proficient periods-ancient Greek technology, the Renaissance, and Silicon Valley era. Ancient Greek technology was investigated in terms "techne" with the origin of technology and/or art, and their equivalence. The Renaissance period was investigated in terms of "Uomo universale (universal man)" with Firenze geniuses. The successful drivers for the Silicon Valley creativeness were based on "entrepreneurship" and continuation and revitalization of modern and near future technological cultures. The factors driving creativeness were explored. To approach the difficult goal to grasp the course subject issues, facts, and/or concepts of the history and philosophy of technology, this paper takes a stance as a tourist guide and tourists utilizing considerable offline onsite experience and online information. Categorized course materials were surveyed at the beginning of each period and presented according to the preference of the students to maintain the students' interests. Team efforts, including group discussions and project executions, have been encouraged to seek the aspects of creativeness and/or technology.
It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.
In this study investigated the factors for the career preparation behaviors of social welfare major students based on Lent et al. (1994)'s Social-cognitive Career Theory so as to provide essential baseline data for establishing proper career support strategies that suit the distinctive nature of social welfare studies. The participants of this study are 132 social welfare major students from three colleges who have completed social welfare field education. This study analyzed the relationship between cognitive factor (outcome expectation), vocational interest factor (major selection satisfaction), goal factor (career decision level), and work performance factor (career preparation behavior). For analysis, SPSS 24.0 and AMOS 24.0 were used. The analysis results are as follows. First, the model's goodness of fit was found to be at a statistically ideal level with CFI=.904, TLI=.887, and RMSEA=.068. Second, the result of analyzing the correlation between the primary variables is as follows: as outcome expectation increased, major selection satisfaction grew, which then increased the career decision level and led to the improvement in career preparation behavior. These results indicate the importance of developing a customized route support program considering the perceived and interesting factors of individual students to improve their career preparation behavior for social welfare majors.
Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.
The Journal of Korean Association of Computer Education
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v.18
no.2
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pp.1-9
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2015
Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.
Kim, Changman;Cha, Jeongho;Kim, Inwhan;Choi, Junghoon;Hwang, Bookkee
Journal of Science Education
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v.35
no.1
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pp.102-118
/
2011
In this study the authors developed the practice-centered science camp program which was based on the review of out-of-school scientific activities and the standards of HASA (Hands, Head and Heart At Science Activity) curriculum emphasizing on hands-operated skills. After applying this science camp program we confirmed the validity of the program based on the students' responses at the camp. Using students' reports written during the camp and their essays written on the web-site after camp, we analyzed students' responses into four categories; knowledge, inquiry, hands-operated skills, and scientific attitudes. Also we evaluated the components of the science camp programs and students' perception of science and science-related attitudes using a questionnaire before and after the camp. In terms of contents and activities for the development and application of science camp, our result showed that the science camp program should be complemented to connect real life with high-tech science and include more activities related hands-operated skills and competition activities evoking constructive competitive spirits. In conclusion, we can infer that the agencies which take parts of the national policy enterprise related science education, such as Scientific Education Research Center, must develop and specialize science camp program with more competitive human resource system and economic support. Science educators should give more attention on joining school science education with out-of-school science education, which might have a positive effect on students' attitudes and participation toward science.
This study aimed to develop a Korean emotion vocabulary list that functions as an important tool in understanding human feelings. In doing so, the focus was on the careful extraction of most widely used feeling words, as well as categorization into groups of emotion(s) in relation to its meaning when used in real life. A total of 12 professionals (including Korean major graduate students) partook in the study. Using the Korean 'word frequency list' developed by Yonsei University and through various sorting processes, the study condensed the original 64,666 emotion words into a finalized 504 words. In the next step, a total of 80 social work students evaluated and classified each word for its meaning and into any of the following categories that seem most appropriate for inclusion: 'happiness', 'sadness', 'fear', 'anger', 'disgust', 'surprise', 'interest', 'boredom', 'pain', 'neutral', and 'other'. Findings showed that, of the 504 feeling words, 426 words expressed a single emotion, whereas 72 words reflected two emotions (i.e., same word indicating two distinct emotions), and 6 words showing three emotions. Of the 426 words that represent a single emotion, 'sadness' was predominant, followed by 'anger' and 'happiness'. Amongst 72 words that showed two emotions were mostly a combination of 'anger' and 'disgust', followed by 'sadness' and 'fear', and 'happiness' and 'interest'. The significance of the study is on the development of a most adaptive list of Korean feeling words that can be meticulously combined with other emotion signals such as facial expression in optimizing emotion recognition research, particularly in the Human-Computer Interface (HCI) area. The identification of feeling words that connote more than one emotion is also noteworthy.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.2
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pp.346-357
/
2019
The purpose of this study was to examine the effects of flipped learning and explore the learners' experiences. Data were collected from 64 students who participated in flipped learning for 7 weeks at N university. The results were as follows. First, after applying flipped learning, learners feel more comfortable learning together and prefer collaborative learning. Second, flipped learning had no significant effects on learner's overall metacognition, but it had positive effects on the awareness and cognitive strategies. Third, flipped learning had no significant effects on academic self-efficacy, but it positively affected the task difficulty preference and confidence of learners who had a lower level of collaborative tendencies. Fourth, flipped learning had no significant effects on SDL ability, but it positively affected the learning plan of learners who had a higher level of collaborative tendencies. Fifth, learners' class satisfaction of flipped learning was generally very high. We suggested a policy, instructional design and strategies for effective implementation of flipped learning.
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