• Title/Summary/Keyword: Education Goal and Content

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The Effect on Information Communication Ethics of Experience Type Smart Learning Contents Application for High School Information Security Education (고등학교 정보보안단원의 체험형 스마트교육 콘텐츠 적용 수업이 정보통신윤리의식에 미치는 영향)

  • Seo, Hyun-Jeong;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.81-89
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    • 2016
  • As the social and technical circumstance changes rapidly, passive learners who were knowledge-finders not only remember and regenerate about the given information but also critically grasp the phenomena of real life, and then also it became necessary for us to help cultivate the ability to solve the problem creatively in the new form of educational goal, educational content, educational methods and evaluation, educational environment. As a result, this study analyzes the smart learning education, fit the model of smart learning education training in high school information ethics parts, design the lesson that is proposal class of 'Information protection and Security' section, and develop the teaching and experience educational contents, furthermore, It is to investigate the impact on the ethics consciousness about information communications.

Consumer Education Policy for Net Generation -focused on Developing Social Support System- (N 세대를 위한 소비자 교육정책연구 -사회적 지원시스템의 구축을 중심으로 -)

  • 박명희
    • Journal of the Korean Home Economics Association
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    • v.40 no.2
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    • pp.143-159
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    • 2002
  • Consumer Education Policy for -Focusing on developing Social support System- The purpose of this research is to understand the change of future consuming environment and the characteristics of future potential consumer: the net generations. With those research results, we deduced our goal, content and method of consumer education for these net generations. Finally, I suggested a scheme of the social construction by demand of our future society. Literature review and depth interview are used for this research. The main factors of the change of our future consuming environment are Digitalization, globalization, improvement of consumer sovereignty, Sustainable consumption culture, the increasing pursuit of safe life. It is necessary to educate our future consumer, net generations, the information searching skills in order to be able to obtain right information. We also need to educate them how to practice the safe life and Sustainable consumption and how to get consumers sovereignty. The method of the education requires interchangeable communication. We need social networking system for the support of consumer education, in order to build this social system. We need an administrative support from the government and financial support from corporations. We have suggested that it is very desirable to share all the information developed among Academic field, Consumer related organizations and schools by this network be build.

Research on Middle School and High School Teachers′Awareness of Instructional Media on Clothing and Textiles Education (중.고등학교에 재직하고 있는 교사의 의생활 수업매체에 대한 의식 조사)

  • 박일록;이은희
    • Journal of the Korean Home Economics Association
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    • v.39 no.5
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    • pp.75-88
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    • 2001
  • This research aims to obtain basic information on the present situation of the instructional media on clothing and textiles education, in middle and high schools. It also strives to get various information needed in order to improve educational environments and teaching methods. The targets of this survey were 225 teachers who teach home economics at middle and high schools in Taejeon, Choongchungnamdo and Junrabookdo. I made up questions their awareness about the instructional media on clothing and textiles education, the educational circumstances of their schools having to do with new media, and their real educational goal. Methods such 3s frequency, percentage, and Chi-square(${\chi}^2$)(statistical significance of differences between variables) were used to research the differences of awareness on using instructional media, according to teachers'various characters, were checked using the SPSS WIN computer program. The results of this research were as fellows; 1. They thought content on the management and the materials of clothing were the ones that need to be developed, compared to other content having to do with the curriculum on clothing and textile education. 2. The real things tuned out to be the molt useful and effective. So the most frequently used media was the Over Head Projector. Also, the teachers expressed in general that they wished to increase the use of computers in order to teach more efficiently. 3. We knew the teachers had little knowledge on the software developed for clothing and textiles education. The infrastructures for educating the using of clothing and textiles, using computers and the internet, were very poor in most schools. The new curriculum that has been proposed needs a more enlarged investment in order for it to function properly and effectively.

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Methods and strategies for cultural heritage education using local archaeological heritage (지역 고고유산 체험 교육의 활성화 방안과 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.54 no.3
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    • pp.106-125
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    • 2021
  • This paper presents several reasons for the necessity of archaeological hands-on training and strategies for its implementation. First, it is necessary to produce a specialized manual for local cultural heritage education that can enhance the specialization and educational effectiveness of archaeological experience education. In addition, in order to secure professionalism in hands-on education and conduct it systematically, the ability of instructors to conduct education is important, so instructor competence reinforcement education needs to be conducted regularly. In addition, hands-on education needs a strategy of planning and content development of archaeological education programs, with consideration given to the subjects of learning, and the establishment of a cooperative network. It is time to cooperate with various experts to establish an education system necessary for cultural heritage education in the region and develop customized content for local archaeological heritage supplementary textbooks. Finally, due to Covid-19, we agonized over effective education plans for online archaeological heritage education, which requires active interaction class design and a strategy to promote interaction between professors and learners. In addition, such archaeological heritage education should be compatible with the goal of providing customized lifelong education.

Analysis of ICT literacy levels of elementary and middle school students according to their skill sets (초.중학생의 영재분야에 따른 ICT 리터러시 능력 수준 분석)

  • Lee, SeungJin;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.69-78
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    • 2013
  • For the increasingly complicated and technology dependent 21st century, ICT literacy is being emphasized by education authorities as a key ability needed to succeed in a knowledge-based society. Accordingly, since 2007, several studies have been conducted to measure the ICT literacy levels of students. This study aimed at analyzing how ICT literacy levels vary according to students' skill sets from the viewpoint of educational convenience. To fulfill this goal, the ICT literacy abilities of 167 elementary students and 159 middle school students (all receiving education at "gifted students" education centers) were compared with the following results. First, elementary students displayed differences with regards to 'computer and network' and 'information society and ethics' among the content elements, and 'critical mind' and 'information communication' among capability elements according to their skill sets. Second, middle school students displayed differences with regards to 'information society and ethics' and 'information organization and creation' elements according to their skill sets. The significance of this study lies in the fact that it measured the ICT literacy levels of --and made suggestions for education to-- students specially gifted in information, science and mathematics rather than general students.

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A study on the current status and improvement suggestions of cultural heritage education in primary school Focused on curriculum analysis and teachers' cultural heritage education experiences (초등학교 문화유산 교육 현황과 방향 제언 - 교육 과정 분석 및 교사의 문화유산 교육 경험을 중심으로 -)

  • HAN, Geonsoo;KIM, Dawon
    • Korean Journal of Heritage: History & Science
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    • v.54 no.4
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    • pp.132-151
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    • 2021
  • The purpose of this study is to analyze the current status of and suggest future improvement practices for cultural heritage education in primary school. We analyzed a primary school textbook for each of five subjects (Korean, social studies, music, art, physical education), surveyed ten teachers with cultural heritage education experience, and analyzed the results. Based on the results, we made the following five suggestions: First, the goal of cultural heritage education should be expanded to foster citizenship. Second, in cultural heritage education, it is necessary to discuss what should be included in the educational content and to organize the content systematically in connection with the student environment, local community environment, and subject content. Third, cultural heritage education should be linked with sustainable development so that cultural heritage can be passed on from the present generation to future generations. Cultural heritage has characteristics, such as universal values of humanity, that transcend national boundaries, regional identities, dialogue and understanding between civilizations, and sources of creativity, and thus serves as the foundation for sustainable development. Fourth, for the effective implementation of cultural heritage education in schools, it is necessary to develop step-by-step teacher training programs. The success or failure of cultural heritage education in schools depends on teacher training. Fifth, the degree to which cultural heritage education is integrated into the curriculum should be strengthened, allowing learners to be educated so that they can cultivate knowledge and critical thinking about cultural heritage, enjoy and protect it, and connect with a sustainable society.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

Health Education Program Development for Infants, Toddlers and Preschool Children (영유아보건생활 교육프로그램 개발에 관한 연구)

  • Lee Ja-Hyung;Kim Il-Ok
    • Journal of Korean Academy of Nursing
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    • v.35 no.2
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    • pp.262-269
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    • 2005
  • Purpose: The purpose of this study was to develop a health education program for child care workers of infants, toddlers and preschoolers to improve their care ability. The program provided child care teachers and children with information on how to take care of their health. Method: This program development was based on a systematic design of instruction by Dick & Carey(1996). The process included a review of literature, setting an instructional goal, getting advice from various experts, designing instruction and instructional medias, designing formative evaluation, revising the program and making a summative evaluations. Result: The products of this program were the 'Teachers Guide Book & CD-ROM.' The guide book included health education programs for infants, toddlers and preschoolers. The infant program included a basic baby care program for teachers. The toddlers and preschoolers program included basic health promotion, dental health, nutrition management, communicable disease prevention, substance abuse prevention and a safety program. Conclusion: These programs provided a systematic content of health education for children and their teachers, and useful data which can be applied to child care centers.

An Analysis of Mobile Virtual Manipulatives Apps for the Teaching of Elementary School Mathematics (초등학교 수학의 교수를 위한 모바일 가상조작물 앱 분석)

  • Shin, Mikyung
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.935-949
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    • 2017
  • The purpose of this study was to analyze the characteristics of virtual manipulatives apps that can be used to teach students struggling to learn mathematics. To achieve this goal, ten general characteristics of 23 virtual manipulatives apps were evaluated. The instructional, interface, and interactive design features of apps were also evaluated on five-point scale ratings of 18 items. In addition, SPSS frequency analysis and the correlation between each feature was analyzed. Frequently presented instructional contents among 23 virtual manipulatives apps were geometry, arithmetic operation, number concept and measurement. The frequently presented level of instructional contents was lower grade elementary school and kindergarten age. The frequently presented instructional type was the simulation. Regarding the design features, instructional design was rated as the highest (mean = 3.7); interactive design (mean = 3.6) and interface design (mean = 3.3) were also rated higher than neural. In addition, as the learning strategy was appropriately presented, it was evaluated that there was less screen linkage and content error.