• Title/Summary/Keyword: Collaborative Skills

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Product-Sharing and Outcome Generation: New Contributions of Libraries to Research, Learning and Professional Development in Japanese Context

  • Oda, Mitsuhiro
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.2
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    • pp.61-74
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    • 2011
  • The author analyses the challenging activities of Japanese libraries in this decade by launching two keywords; "product-sharing" and "outcome generation." "Product-sharing" means that libraries share knowledge, skills, and records which are produced as the result of the services or in the process of activities. And "outcome generation" means that libraries generate any efficiency or effectiveness through their services to users. Using these concepts, reported are the current situation and aspects of Japanese libraries which try to make various contributions to the society; research and learning of the people, and education and training for professional librarians, and so on. In the analysis, the author shows some examples of "product-sharing" at first, including the records of reference transaction and the multi-functioned online public access catalogue. Especially, focused is on the various possibility and adoptability of the Collaborative Reference Database System of the National Diet Library of Japan. This system is one of digital reference service in Japan, and the database of reference transaction records is expected to be useful for research and academic studyies as knowledge-base of professional librarians. And the system is also expected to be a platform for LIS education and professional development in the e-learning environment. Secondly, as the examples of "outcome generation", explained are the problem-solving-type activities, and provision of the collection about books on struggling against disease and illness. A few examples of outcome in the problem-solving-type activities are these; increase of sales in the services for shop managers, business persons, and entrepreneurs, contribution to affluent daily life by providing the local information services to residents and neighbourhoods, and etc. And for both the patients with serious cases and their family or those who nurse them, books about other persons' notes or memorandum are the greatest support, and sometime healing. The author discuss the 'raison d'etre' of these activities focusing on public libraries in Japan.

Writing education using Characteristics at hypertext

  • Lee, Hee-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.9-14
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    • 2018
  • This paper focuses on how the latest progress in digital media and technology affects the writing education environment. In the contemporary era, collecting numerous pices of information online, and arranging them to create new knowledge is important. There is also a need to seek new methods for writing education to stay in tune with the times. To that end, this paper suggests an open writing model using hypertexts. This writing model consists of a total of five stages, which are use of information, compilation of information, open mutual discussion, search of additional information and writing to recreate knowledge. The final outcome of such writing is writing using footnotes. By describing the gist of the keyword and adding numerous footnotes, such writing opens up an infinite possibility of re-creating information into new knowledge. This method can help university students who are accustomed to the digital society to proactively use information and improve multi-disciplinary communication skills required today. This author applied such a model to university writing education and found that more than 82% of the students were satisfied. Through the process of collaboration and recreation of knowledge in writing, learners found distinct benefits and noted their horizons had broadened. Given this effect, the open writing model using hypertexts is meaningful in that it forms a learning community that goes beyond a one-way feedback from instructor to student and instead nudges students to realize collective intellect. Moreover, it is meaningful in that it moves away from a top-down approach of the instructors passing down knowledge about writing and its rules, and towards a more proactive involvement by students in creating knowledge.

Design and verification of VR gamification contents for cooperative thinking (협력적 사고 함양을 위한 VR 게이미피케이션 콘텐츠 설계 및 검증)

  • Jeong, Ji-Yong;Kim, Sang-kyun;Park, Sung-Jin;Jang, Jin-Tae;Kim, Sae-Ron
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.853-860
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    • 2018
  • The purpose of this study is to analyze the effectiveness of cooperative thinking and communication ability through gamified VR contents. For the experiment, we designed the Forum VR content using gamification approach and validated its effectiveness with a survey tool. The experiment was answered after 63 elementary school students played the Forum VR content. According to the survey results, Forum VR content has positive effects on the development of collaborative spirit and communication skills of elementary school students. Based on the results of this study, it is necessary to study the systematic and technical measures to spread VR contents at educational sites, and to differentiate them according to the characteristics of the curriculum for connecting various educational topics and VR contents.

A Study on the Problem-Based Learning with Industry Co-operative Program for Effective PLM Education (문제중심학습과 신업체 현장실습 연계를 통한 효과적인 PLM 교육에 관한 연구)

  • Chae, Su-Jin;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.5
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    • pp.362-371
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    • 2008
  • Generally, a PLM education program in university consists of lectures of theory, software lab and software development raining as an advanced subject. Most industries want more than these, such as practical problem solving capabilities, teamwork skills and engineering communications including human relationship, rhetoric, technical writing, presentation and etc. Problem-Based Learning is a problem-stimulated and student-centered teaming method, and an innovative education strategy for collaborative and self-directed learning by applying real world problems. Education paradigm changes from "teaching" to "learning" accomplished by team working, and students are encouraged to develop, present, explain and defense their ideas, suggestions or solutions of a problem, and the "cooperative teaming" proceeds spontaneously during team operations. Co-operative education program is an into-grated academic model and a structured educational program combining classroom learning with productive work experience in a field related to a student's academic or career goals. Based on the partnership between academic institutions and industries, students are engaged in real and productive "work" in the industry, in contrast with merely observing. In this paper, PBL with Co-op program is suggested as an effective approach for PLM education, and we made and operated a PBL-based education course with industry co-op program. The Co-op education in industry accompanied with the PBL course in university can improve practical problem solving capabilities of students, including modeling and management of P3R(Product, Process, resource and Plant) using commercial PLM software tools. By the result, we found this to be an effective strategy for helping students, professors and industries succeed in engineering education, especially PLM area.

Bibliographic Analysis of Articles Published in Journal of Korean Clinical Nursing Research from 2009 to 2015 (임상간호연구 게재논문 분석: 2009년부터 2015년까지)

  • Kim, Yeon Hee;Jeong, Geum Hee;Kwon, In Gak;Kim, Kwang Sung;Moon, Seong Mi;Lee, Jung Lim;Park, Young A
    • Journal of Korean Clinical Nursing Research
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    • v.23 no.1
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    • pp.73-82
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    • 2017
  • Purpose: The aim of this study was to identify bibliographic characteristics and research trends of articles published in the Journal of Korean Clinical Nursing Research from 2009 to 2015. Methods: Descriptive statistics were used to analyze 268 articles. Bibliographic characteristics, appropriateness of methods for quantitative and qualitative studies, and key concepts of articles were analyzed. Results: A clinical nurse was the first author for 184 (66.7%) articles. The number of collaborative works between hospital and university was 184 (68.7%). Study participants were patients (120, 38.1%), nurses (115, 36.5%) and others. IRB approval was given for 156 articles (58.2%). Written informed consent was obtained in 125 articles (46.7%). Quantitative research accounted for 98.6% of the articles but qualitative studies only 4 (1.4%). Types of interventions in the experimental studies were nursing skills (43, 42.6%) and health education (32, 31.7%). Major keywords were nurses, pain, knowledge, intensive care unit, anxiety, depression, fatigue, and stress. Conclusion: Articles in this journal deal with topics and concepts confronted in nursing practice so experimental studies on applicability of nursing interventions were frequently published. Findings in this study indicate that the authors published in the journal contribute to the development of nursing with characteristics distinctive from other nursing journals published in Korea.

A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

Development and Use of Universal Accessibility Guidelines for Contents Developers and Designers (콘텐츠 개발자와 설계자를 위한 보편적 접근성 가이드라인의 개발과 활용)

  • Ahn, Mi-Lee
    • The KIPS Transactions:PartA
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    • v.18A no.1
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    • pp.33-38
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    • 2011
  • The purpose of this study is to develop and use the e-learning contents accessibility guidelines to improve contents accessibility for the non-technical developers and designers. The accessibility guidelines used for web or digital contents are usually technical, field dependent, or specific that are not friendly for many developers or designers. In this study, the e-Learning Contents Accessibility Guidelines was developed based on the principles of Universal Design for Learning. The guidelines could be used to map the necessary skills for the developers and the instructional designers. In this study, 5 users with different disabilities tested 6 e-learning contents, and surveyed e-learning experts to identify core elements for accessibility guidelines. Due to the limited accessibility of the contents, we need to offer manuals and training for developers and designers, need collaborative efforts between different stake holders, include accessibility in quality assurance guidelines, and further research to improve accessibility for many existing Flash contents.

Development of PC based flute performance learning software (PC 기반의 플루트 연주 자율학습 소프트웨어 개발)

  • Kim, Jae-Young;Lee, Jung-Chul;Jun, Hee-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.95-105
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    • 2013
  • The music education improves the creative talent, social skills and academic achievement of the students. For the efficient music education, it is requested to develop the collaborative educational learning tools, especially electronic collaborators suitable to the leaner's study patterns and speed. In this paper, we propose a new method to develop a PC-based self learning software for the flute performance using templates and descriptors to make the contents form and substance. Our proposed method can allow user to modify the descriptors to match the contents to his level. We implemented a PC-based self learning software for the flute performance compactly and a feasibility test showed the efficiency of our proposed method to construct a self learning tool to play the flute and the tool can be utilized for the beginner to learn playing flute.

A Study on the Recognition of Teachers about School Library-Assisted Instruction (학교도서관 활용수업에 대한 교과교사의 인식 연구)

  • Noh, Dong-Jo;Shin, Hwa-Jeong
    • Journal of Information Management
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    • v.43 no.1
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    • pp.89-108
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    • 2012
  • Deeper understandings of school library-assisted instruction from teachers are required to develop students' self-directed learning skills which can improve their learning capabilities, problem solving techniques and learning attitudes. The objective of this study was to examine whether there is difference in subject teachers' perception of the necessity and effectiveness of the group type, class model, and collaborative class of class utilizing the school library and to apply and activate class utilizing the school library constructively in the field of education. For this purpose, this study inquired into the concept, necessity, type and process of class utilizing the school library, etc. and conducted a questionnaire survey of 278 subject teachers sampled from 30 high schools in 10 areas of Gyeonggido.

Long Term Assessment of Outcome of Essential Competencies in CPPE at Tertiary and Secondary Hospitals Located in Seoul and Gyeonggi-do: College of Pharmacy Students' Evaluation from 2014 to 2018 (서울과 경기도 소재 상급종합병원과 종합병원의 필수실무실습 핵심역량교육 성과에 대한 장기적인 고찰)

  • Chun, Pusoon;Sin, Hye Yeon
    • Korean Journal of Clinical Pharmacy
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    • v.28 no.4
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    • pp.300-307
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    • 2018
  • Objective: As the demands of healthcare environment change, it is necessary to advance human health care by improving students' essential competencies including knowledge, skills, abilities, inter-professional collaboration and patient centered care. This study identified long term accomplishment and improvement of the essential competencies in clinical pharmacy practice education (CPPE) at Korean hospitals over time. Methods: This study was conducted for pharmacy students who completed CPPE evaluation related to tertiary hospitals and secondary hospitals located in Seoul and Gyeonggi-do regional area from 2014 to 2018. Results: Over the past 5 years, overall results of student evaluation on the essential competencies in CPPE at both tertiary and secondary hospitals showed a decreasing trend or did not change. Essential competency in CPPE at tertiary hospitals had been identified as superior on 'Learn clinical knowledge in the treatment of diseases' to secondary hospitals [average number of students (%): 210 (72.9%) vs 68 (68.0%)]. On the other hand, essential competencies in CPPE at secondary hospitals had been identified as better at 'inter-professionals collaborative teamwork and direct patient care' than tertiary hospitals [average number of students (%): 64 (64.0%) and 56 (56.0%) vs 121 (42.0%) and 90 (31.3%)]. A total of 176 (61.1%) students in tertiary hospitals and 66 (66.0%) in secondary hospitals evaluated that 'patient-centered care' education was good. Conclusion: In tertiary hospitals, all six essential competency outcomes have not been improved, whereas four essential competency outcomes showed an increasing trend in secondary hospitals. It will be necessary to develop outcome-based CPPE education program to better reflect the essential competencies.