• Title/Summary/Keyword: Convergence Educational Contents

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A Study on the Education Needs for Health Promotion and Chronic Disease Management for Well-Aging (웰에이징을 위한 건강증진 및 만성질환 관리 교육요구도 조사)

  • Lim, HyoNam;Kim, Yong-Ha;Lee, Chong-Hyung;Song, Hyeon-Dong;Hwang, Hey-Jeong;Kim, Kwang-Hwan
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.205-215
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    • 2021
  • This study was conducted to provide basic data to establish health promotion and chronic disease management education programs and educational plans for well-aging by investigating the educational needs for health promotion and chronic disease management by life cycle. This is a descriptive correlation research study, and collected and analyzed through a structured questionnaire targeting 330 adults over 19 years of age registered at Gallup Korea. The results of the study were perceived health status 3.11 points (SD=.72), health promotion behavior 2.27 points (SD=.47), and health-related quality of life 0.92 points (SD=.10). Health-related quality of life was found to have a positive correlation with perceived health status (r=.472, p<.001) and health promotion behavior (r=.122, p<.026). The priority of educational needs and contents for health promotion and chronic disease management was the highest in chronic disease management. There was a significant difference according to the life cycle (p=0.001), and it was found that the mature stage was more likely to be aware of the level of knowledge, the need for education, and the willingness to participate in education compared to the youth. Through the results of this study, it is necessary to develop a comprehensive customized program that is subdivided according to the life cycle when developing health promotion and chronic disease management education programs for well-aging.

A Study on Creative and Convergent SW Education Programs for improving Computational Thinking

  • Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.8
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    • pp.93-100
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    • 2017
  • After the fourth industrial revolution came along, SW education to improve creativity and problem-solving ability began in elementary, middle, and high schools first and then in universities as well positively; however, research on the curriculum or what it has to pursue is not yet enough. Here, this study will investigate the current status of SW education provided in software-oriented schools operated in universities and also given as cultural studies in general universities and examines the curriculum or the standard plan for education. In most schools, it is operated as similar subject names, and diverse methods are tried on- and off-line to cultivate computing thinking skills. Also, to study SW education programs that can be operated in the general cultural courses of universities and find out how to utilize them, this author suggests the goal setting, educational contents, and teaching methods for SW education. As follow-up tasks, it will be needed to apply the suggested programs to the field and find out new evaluation methods in order to cultivate creative and convergent persons of ability.

The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.66-72
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    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.

Cognition Level Analysis for Research-Learning Ethics (연구.학습윤리에 대한 인지도 분석)

  • Hong, Jin-Keun;Lee, Jeong-Gi;Oh, Yu-Sek;Park, Sun-Young;Hah, Jung-Chul
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.173-178
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    • 2012
  • This paper presents research analyzed contents in center of awareness of research ethics and learning ethics of B university students. The presented data get from cognition level questions of research ethics and learning ethics in the purpose of establishing educational directions of research-learning ethics for B university students, and recognize ethics awareness level of students, necessity of ethics education from cognition level analysis. The research results will be useful guideline for ethics educations of B university.

The Needs Analysis of Software Safety Education Program for Common Competency Area

  • Kang, Ji-Woon;Do, Sung-Ryong
    • Journal of Information Processing Systems
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    • v.17 no.5
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    • pp.960-971
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    • 2021
  • As the era of the 4th Industrial Revolution enters, the importance of software safety is increasing, but related systematic educational curriculum and trained professional engineers are insufficient. The purpose of this research is to propose the high priority elements for the software safety education program through needs analysis. For this purpose, 74 candidate elements of software safety education program were derived through contents analysis of literature and nominal group technique (NGT) process with five software safety professionals from various industries in South Korea. Targeting potential education participants including industrial workers and students, an on-line survey was conducted to measure the current and required level of each element. Using descriptive statistics, t-test, Borich needs assessment and Locus for focus model, 16 high priority elements were derived for software safety education program. Based on the results, suggestions were made to develop a more effective education program for software safety education.

Restructure Recommendation Framework for Online Learning Content using Student Feedback Analysis (온라인 학습을 위한 학생 피드백 분석 기반 콘텐츠 재구성 추천 프레임워크)

  • Choi, Ja-Ryoung;Kim, Suin;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.21 no.11
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    • pp.1353-1361
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    • 2018
  • With the availability of real-time educational data collection and analysis techniques, the education paradigm is shifting from educator-centric to data-driven lectures. However, most offline and online education frameworks collect students' feedback from question-answering data that can summarize their understanding but requires instructor's attention when students need additional help during lectures. This paper proposes a content restructure recommendation framework based on collected student feedback. We list the types of student feedback and implement a web-based framework that collects both implicit and explicit feedback for content restructuring. With a case study of four-week lectures with 50 students, we analyze the pattern of student feedback and quantitatively validate the effect of the proposed content restructuring measured by the level of student engagement.

A way to enhance educational services based RFID (RFID 기반 교육서비스 고도화 방안)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.356-361
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    • 2010
  • The RFID/USN is an area which the government tries to develop as part of new grown-up energy of IT convergence system. The government has a policy which raises a world market share of the RFID/USN 14 percent by 2013, 20 percent by 2018, expands companies with more than 5 billion won in annual sales, and increases employment of 44,000 people by 2013, 120,000 people of 2018. The difficulties of new grown-up energy industry entrants are 'costs of technical development', 'lack of technical experts', and, 'worries to find market', and so on. In this paper, we propose an education program that is systematic and has senses of the spot in order to train technical experts in the field of RFID.

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Research Analysis on STEAM Education with Digital Technology in Korea to Prepare for Post-Corona Era Education

  • Hyun, Jung Suk;Park, Chan Jung
    • International Journal of Contents
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    • v.16 no.3
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    • pp.101-110
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    • 2020
  • Problem solving in real life is a core competency commonly adopted in several subjects recently. The real-world problems were rarely resolved with only one domain of knowledge. Thus, convergence education is becoming a trend in many countries. As on-line education is revitalized because of COVID-19, the need for changes to STEAM education is emerging. In December 2019, the on-line education systems quickly settled in schools because of COVID-19. During the first semester of 2020, most school education was conducted as virtual/distance learning classes. It is necessary to analyze how much technology has been used in the STEAM classes in Korea. This paper analyzes the research papers related to the STEAM education in Korea conducted in the last 10 years. By doing this, we analyze what kind of edutechs we were interested in, what kind of STEAM education actually occurred, and to whom it was conducted. The previous research papers analyzed in this paper are the papers in the Korea Citation Index accredited journals and candidate journals. Finally, this paper proposes educational changing factors to be considered for future technology-based STEAM education.

Development of Automotive Engine Assembly Augmented Reality Simulation for Blended Learning (블렌디드 러닝을 위한 자동차 엔진 조립 증강현실 시뮬레이션 개발)

  • Kang, Min-Sik
    • Journal of Industrial Convergence
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    • v.18 no.1
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    • pp.17-23
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    • 2020
  • This study developed augmented reality contents for assembly of automobile engine parts for blended learning and confirmed the usefulness of educational effects through questionnaire.The curriculum for automobile engine assembly was designed and the shape, location, and assembly order of parts to be assembled according to each curriculum were developed as augmented reality contents. The AR simulations are combined with learner-centered collaborative activities so that students are actively involved in knowledge acquisition. The teachers' role, therefore, shifts. Rather than delivering direct instruction, they take on the role of facilitator, allowing them to personalize learning according to student performance, learning preferences and learning goals. As the responsibility of knowledge acquisition shifts to the students, higher level skills such as complex problem solving, social skills, process skills, systems skills and cognitive abilities are deepened and reinforced.

The Influence of Information Technology Competence on Entrepreneurial Attitude and Entrepreneurial Intention (정보기술역량과 창업태도 및 창업의도의 관계에 관한 연구)

  • Choi, Dae-Soo;Sung, Chang-Soo
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.27-39
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    • 2017
  • Lately, there is a worldwide boom for start-ups. This trends has led to develop many policies for entrepreneurship in Korea, which focused on college education. Also, as the forth industrial revolution knows no borders, demands of software early education are expanding in line with strong interests in IT (Information Technology). Information technology is now an essential competency for all professionals who need creative thinking. And entrepreneurs are a representative job that requires creative thinking. This study suggests IT competencies-IT planning competencies (ITPC) and IT development competencies (ITDC)-as a core factor of the entrepreneurial intention. This paper is to study the relationship between IT competencies and entrepreneurial Intention. So we investigated IT competence and entrepreneurial intention in university students with a questionnaire. The results of this empirical study can be summarized as follows. First, IT planning competencies have positive influence on entrepreneurial attitude and intention. But IT development competencies do not influence directly on entrepreneurial intention. Second, entrepreneurial attitude have mediating effects in the relationship between IT planning competencies and entrepreneurial intention. So, we need to develop good contents related to the IT planning capabilities when organizing training programs in start-up course. In order to improve the quality of entrepreneurship education, it will be necessary to develop educational contents that can have a broad perspective for understanding the trends of technology convergence and creating opportunities.