• Title/Summary/Keyword: Engineering Literacy

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Development of Social Media Curriculum through Recognition of New Civil Servants (신규 임용공무원의 인식을 통한 소셜 미디어 교육과정 개발)

  • Song, Seung-hun;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.178-181
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    • 2019
  • The purpose of this study is to investigate the level of digital literacy, which is the future core competency of new civil servants who will support the services of the public while most of the civil service processing is replaced by the information technology. To do this, we analyzed the recognition and level of technical literacy, code literacy, media literacy, news literacy, and social media literacy by dividing 180 people including new appointees, prospective students, and practitioners into 5 digital literacy subjects. Based on this, we developed an improved social media curriculum. This study suggests that the civil service education and training program can be turned into a learner - centered curriculum.

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Effects of Scaffolding on Writing Apprehension and Media Literacy in Engineering Freshmen's Synchronous Online Writing Course (공과대학 신입생의 동시적 온라인 글쓰기 수업에서 스캐폴딩이 쓰기 불안과 미디어 리터러시에 미치는 영향)

  • Hwang, Soonhee
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.33-45
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    • 2022
  • This study aims to investigate effects of scaffolding on writing apprehension and media literacy in engineering freshmen's synchronous online writing course, and the relationships between the two variables. 'Scaffolding' is in-time support provided by a teacher/tutor or competent peer that enables students to meaningfully gain skills at problem solving process. Also, it is one of the most frequently mentioned concepts in education as well as one of the more necessary teaching strategies in an online writing course. In this study, provided treatments for the experiment were supportive scaffolding for domain-specific knowledge and reflective scaffolding for meta-cognitive knowledge. Participants were 102 engineering undergraduate students, who were assigned to two experimental groups by scaffolding types. A process-based writing course in online learning environment was conducted for 8 weeks. The writing tasks were given according to writing process. The findings were that, firstly, there were statistically significant writing apprehension's reduction and self-expression's improvement through the scaffolding provided in writing class. Secondly, writing apprehension's reduction and self-expression's improvement were significant in supportive scaffolding group. Thirdly, media literacy predicted writing apprehension. The practical implications of these findings are discussed herein, with particular attention on ways for writing apprehension's reduction as well as media literacy's enhancement.

Construction of Practical Teaching System of Database Principles based on Core Literacy

  • JIN, Hua
    • Journal of Information Technology Applications and Management
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    • v.27 no.2
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    • pp.23-36
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    • 2020
  • The promulgation of the overall framework of Chinese students' development of core literacy has made the implementation of core literacy into specific teaching activities an urgent problem to be solved in the field of education. Based on the analysis of the problems existing in the undergraduate education under the mode of emphasizing theory and neglecting practice, this paper constructs the practical teaching system of Database Principle Course Based on the core quality, expounds the implementation strategy of practical teaching, and probes into how to train the students in the practical teaching of database principle Cultivate scientific spirit, learning ability, practical innovation, responsibility and other core literacy. After 5 rounds of practice, students have achieved better development in independent development and collaborative work, and their awareness of practical innovation has been significantly improved.

Analysis of Computational Thinking as Mental Skills (정신적 기술로의 컴퓨팅 사고력 분석)

  • Yu, Jeong-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.221-224
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    • 2018
  • The abilities to effectively use and create technology to solve complex problems are the new and essential literacy skills of the twenty-first century. Digital literacy is an essential tool to support other subjects and all jobs. The digital literacy requires several thinking skills, an awareness of the necessary standards of behaviour expected in online environments, and an understanding of the shared social issues created by digital technologies. The government tried to cultivate communication ability to solve various problems creatively and efficiently through software education in the 2015 revised national curriculum and to raise communication ability and community consciousness through collaborative problem solving process. In this paper, we analyze whether the 2015 revised curriculum can develop digital literacy ability through educational contents of software curriculum.

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Problem-Solving Model to Improve Scientific Literacy of Youth (청소년의 과학적 소양 향상을 위한 문제해결 모형 개발 연구)

  • Kwak Seung-Jin
    • Journal of Korean Library and Information Science Society
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    • v.36 no.3
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    • pp.21-38
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    • 2005
  • This study aims to find methods to improve the scientific literacy of the youth, which comprise the group who will lead the upcoming era of knowledge and science. To do this, the study focuses on improving the youth's understanding of science and their ability to utilize it. It is widely recognized that scientific literacy Is highly essential in this era of scientific revolution and innovations. Accordingly, various kinds of programs are being developed in Korea and other countries. In particular, 'Project 2061' is designed to enable a permanent learning system by improving problem-solving ability through the scientific process. This system plays an Important role In supporting the Americans' Pursuit of Increased literacy in the fields of science, mathematics, and engineering. To improve the scientific literacy of young people, content development in relation with school courses as well as information services that arouse Interest and curiosity In the field of science is very important. In addition, It is necessary to develop a problem-solving program by stages. Further studies focusing on methods of improving scientific literacy of the youth are recommended.

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Bringing Computational Thinking into Science Education

  • Park, Young-Shin;Green, James
    • Journal of the Korean earth science society
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    • v.40 no.4
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    • pp.340-352
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    • 2019
  • The purpose of science education is scientific literacy, which is extended in its meaning in the $21^{st}$ century. Students must be equipped with the skills necessary to solve problems from the community beyond obtaining the knowledge from curiosity, which is called 'computational thinking'. In this paper, the authors tried to define computational thinking in science education from the view of scientific literacy in the $21^{st}$ century; (1) computational thinking is an explicit skill shown in the two steps of abstracting the problems and automating solutions, (2) computational thinking consists of concrete components and practices which are observable and measurable, (3) computational thinking is a catalyst for STEAM (Science, Technology, Engineering, Arts, and Mathematics) education, and (4) computational thinking is a cognitive process to be learned. More implication about the necessity of including computational thinking and its emphasis in implementing in science teaching and learning for the envisioned scientific literacy is added.

A Case of Max Planck as a Model of Engineering Literacy Education (공학소양교육 모델로서의 막스 플랑크)

  • Nam, Young
    • Journal of Engineering Education Research
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    • v.24 no.6
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    • pp.67-78
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    • 2021
  • This study is an analysis of the life of Max Planck (1858-1947), the in view of engineering literacy education. Some expressions describing Planck include "the father of German science", "the namer of Quantum". Furthermore, he is the scientist who permanently engraved his name in a scientific invariant called the Planck Constant. Planck had already made remarkable scientific achievements in his mid-ages, which became the springboard of quantum mechanics, but he went on to achieve much more in his old age. Between 1910s and 1930s, he was the director of the Kaiser-Wilhelm Gesellschaft, the Berlin Academy, and the German Physics Society, which is the German core research group. In the 1910s, he endured the terrible personal suffering of losing his three children and then succeeded in rebuilding German science in the 1920s in his golden age of 70s. His achievement was great not only as a scientist but also as a science administrator. His life was contradictory in several ways. While fundamentally being a conservative, he initiated a great scientific revolution. While making efforts to preserve traditional values, he was in the center of great many upheavals and destruction. While being the incarnation of honesty, he was also given to extremely delicate political positions. In his long career, Planck lived with all his might as a leader of the German science organizations and permanently left his name on the institute representing Germany. Planck succeeded in his work for the institutional development of science, philosophical understanding of science, and as a role model of exemplary scientist. His long life was accompanied by both achievements and failures, intangible and difficult to judge. Today, as research and development management and scientific leadership have become increasingly important, Planck's life may be a good example of engineering literacy education.

A Study on Improvement Plan for Building Up Smart Literacy Core Competencies of Pre-Service Teachers (예비 교사의 스마트 리터러시 핵심 역량 강화를 위한 개선 방향 연구)

  • Jeon, Mi-Yeon;Kim, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.421-426
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    • 2013
  • Under the education system which is shifting to smart circumstances the level of literacy competencies of pre-service teachers who carry out teaching and learning in the future will be drawn in this study. Because above all the role of inservice teachers is so important that smart education may be smoothly carried out and established, this study has been done for the purpose of establishing the understanding of smart literacy of pre-service teachers who carry out smart education in education field in the future and proposing what competencies be needed. To achieve this goal, first, examined the understanding of smart literacy of pre-service teachers on a basic research. Second, analyzed the competencies level of pre-service teachers on the basis of the index of core competencies for smart education. Third, proposed improvement plan for building up smart literacy core competencies of pre-service teachers. The subjects of this study were surveyed pre-service teachers in a college of education. On the grounds of study it is necessary that define a concept of smart literacy applicable to pre-service teachers and derive standard indexes of core competencies for smart education, also study proposed the requisite curriculum which is capable of fulfilling smart literacy core competencies and improvement plan for building up smart literacy core competencies which is able to reinforce field adaptability as smart education carried out in the high-tech learning circumstances like real education field.

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The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.153-165
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    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.