• Title/Summary/Keyword: Experience of Learning

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A Study on the Creative Problem-Solving Education in Entrepreneurship Education of Higher Educational Institutions: Lessons and Implications From Leading Countries' Educational Policies and Cases (대학 창업교육의 고도화를 위한 창의적 문제해결역량교육에 대한 고찰: 해외의 교육정책 및 사례분석의 시사점)

  • Kim, Jiyoung;Sung, Chang Soo;Park, Joo Y.
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.2
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    • pp.65-76
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    • 2017
  • The purpose of this study is to promote the activation of creative problem - solving education in Korea through the case of countries leading education for creative problem solving in order to overcome the limitation of creative problem solving education in Korea. Based on 5 success factors by our cases of United States, Singapore, and Dublin City University in Ireland, we focused on the cases and extracted five key characteristics of creative problem solving education. The university should be able to provide various information gathering and theoretical knowledge for problem definition as well as continuing guidance and mentoring, rather than one-time teaching, in the form of teaching-student cooperative learning paradigm. Second, the class should be a team - based learning team which is a key factor in overseas universities' policy, so as to be able to identify differentiated, new ideas and creative problem solving methods based on knowledge and experience sharing. The creative problem solving method derived from education could be able to collect, organize, and apply to the field continuously and comprehensively about the learning process of the individual. Evaluation of curriculum should be based on characteristics of school and characteristics of students. The results of creative problem-solving education should be evaluated in order to continuously develop and create value in addition to the outcomes of the class. Therefore, it is necessary to develop an evaluation process for each university. The university should try to make creative problem solving education create value through specialization of university. Based on this, we propose a creative problem solving education framework.

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Categorization of motion drawing for educating animation -A basic study on the development of educational model applied with principles of brain science (애니메이션 교육을 위한 모션드로잉 범주화 -뇌과학 원리를 적용한 교육모형 개발 기초연구)

  • Park, Sung Won
    • Cartoon and Animation Studies
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    • s.35
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    • pp.1-27
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    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the brain function, learning and creative mechanism is applied with a perspective of effectively increasing the animation drawing ability. Recently, studies in each field of study is not simply limited to one major but are attempting to produce subdivided integrated educational contents through integrated study activities with other fields. It is because for any field, it has a complex structure of humanistic experience and this is the same for artistic fields. Especially, in the field of animation, a specialized area is subdivided so when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic educational method is required. Therefore in this study, a literature study result to design the educational model suitable for professional characteristics of animation education method is proposed. The study aims to conceptualize and categorize the meaning of drawing that can refine the basic ability for education of animation field to suit the characteristics of majoring field. Afterwards, the components are derived through re-established concept of drawing and categories, and this becomes the basis for the process of materializing the study goal which is the follow-up work. As a result, the components are examined by defining the meaning of drawing as the motion drawing due to the characteristics of the picture contents field, and used as a basis for planning the educational model applied with brain scientific creative-learning principles.

A Study on the Effectiveness of Dietary Education Program Based on Learning Cycle Model for Young Children's Nutrition Knowledge, Dietary Behavior, Science Process Skill and Scientific Attitude (순환학습모델에 기반한 유아 식생활 프로그램이 영양지식, 식행동, 과학과정기술, 과학적 태도에 미치는 효과)

  • Jang, Suk Hyun;Kim, Ji Hyun
    • Korean Journal of Child Education & Care
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    • v.17 no.4
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    • pp.91-119
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    • 2017
  • The purpose of this study is to determine whether using a dietary education program based on learning cycle model has any significant effect on enhancing their nutrition knowledge, dietary behavior, science-process skill and scientific attitude. The subjects of this study were children in H and G daycare center in G City. The experiment group of this study was 16 children in the class of five-year-olds and 7 children in the class of four-year-olds who passed their birthday and became five-year-olds in H daycare center. The Analysis of Covariance(ANCOVA) and Pared t-test was conducted using SPSS WINDOWS 20.0 program. The results of applying dietary education program were as follows. Experimental group indicated enhancements between pre and post test of Nutrition Achievement Test, Nutrition Quotient for Preschooler, Science Process Skill and Scientific Attitude Assessment compare to comparative group. Therefore, we can conclude that the dietary education program does have effects on enhancing of nutrition knowledge, dietary behavior, science process skill and scientific attitude. The result of this study can be used as basic data to study dietary related factors that present importance of health dietary life of young children and need to provide educational experience of healthy diet for young children.

An Exploratory Study of the Relationship between Smart Learning and Smart Work: The Use of Personal Laptops by Graduate Students in a Smart Campus Environment (스마트러닝과 스마트워크의 관련성에 대한 탐색적 연구: 스마트 캠퍼스 환경에서 대학원생의 개인 노트북 컴퓨터 사용을 중심으로)

  • Kim, Young-Woo
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.27-35
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    • 2012
  • The importance of smart learning (SL) has been emphasized in schools. Additionally, the significance of smart work (SW) in improving business performance has gained much attention among industries. From theoretical, technological, and environmental perspectives, SL and SW are somewhat similar. Therefore, a case study was performed to find a way to link SL and SW, and a linking model was proposed for this purpose. Because laptops are considered a pivotal element in the technological aspect of SL, graduate students' use of personal laptops in classes (Bring Your Own Laptop, BYOL) was investigated. The results showed that the students reacted positively to the idea of using personal laptops in class and that they expected to learn IT skills more effectively this way. They listed being able to study even after class and the easy accessibility of relevant data as the strengths of BYOL. However, they cited the heaviness of the laptops and occasional loss of focus during classes as the weaknesses of BYOL. Thus, this study showed the possibility of that students who experience SL can perform better in an SW situation. Therefore, if a policy is enacted that allows students to efficiently use laptops, a greater number of educational achievements will be attained on smart campuses and, subsequently, a greater number of smart workers will be produced.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

A Study on the Perception of Dental Student's about Online Classes Based on Non-face-to-face Education Course (비대면 교육 운영에 따른 온라인수업에 대한 치과대학생의 인식 연구)

  • Hwang, Jae yeon
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.289-297
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    • 2022
  • The purpose of this study was to investigate the perception of dental students based on their experiences of online classes after taking non-face-to-face education courses for all the school semesters in 2020. For the research method, an online survey was conducted on A survey was conducted on 161 dental students enrolled in A University. The analytical method was conducted through frequency analysis, correlation analysis, and multiple regression analysis. The survey analysis findings showed that the satisfaction of dental students' about the non-face-to-face education course was above 4.2, and the detailed items were in the order of the appropriateness of the attendance processing method, satisfaction with recorded video lectures, and the assessment method of the course grade. In the case of the factors that affect the satisfaction of non-face-to-face education courses, the learning system and assessment method were statistically significant. The online class type that is most preferred by the students is recorded video lectures, and the highest number of participants chose 21~30 minutes as the appropriate time for the class content. It is considered that the application of the online system will continue to be used together with face-to-face education courses in the education site and various university-level efforts like systematic support are required to achieve effective learning achievements. This study only investigated the non-face-to-face education operation conditions of A University, so it cannot be generalized to all universities, but it can be used as basic data to provide education curriculum design and supportive measures for the compatibility of face-to-face and non-face-to-face courses.

An Intelligent Tutoring System for Nondestructive Testing Training (비파괴검사를 위한 지능형 교육 시스템 개발)

  • Kim, J.K.;Koh, S.N.;Kim, M.K.;Shim, Y.J.
    • Journal of the Korean Society for Nondestructive Testing
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    • v.18 no.1
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    • pp.27-32
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    • 1998
  • This paper is written to introduce a multimedia tutoring system for nondestructive testing using personal computer. Nondestructive testing, one of the chief methods for inspecting welds and many other components, is very difficult for the NDT inspectors to understand its technical basis without a wide experience. And it is necessary for considerable repeated education and training for keeping their knowledge. The tutoring system that can simulate NDT works is suggested to solve the above problem based on reasonable condition. The tutoring system shows basic theories of nondestructive testing in a book-style with video images and hyper-links, and it offers practices, in which users can simulate the testing equipment. The book-style and simulation practices provide effective and individual environments for learning nondestructive testing.

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An Al Approach with Tabu Search to solve Multi-level Knapsack Problems:Using Cycle Detection, Short-term and Long-term Memory

  • Ko, Il-Sang
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.37-58
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    • 1997
  • An AI approach with tabu search is designed to solve multi-level knapsack problems. The approach performs intelligent actions with memories of historic data and learning effect. These action are developed ont only by observing the attributes of the optimal solution, the solution space, and its corresponding path to the optimal, but also by applying human intelligence, experience, and intuition with respect to the search strategies. The approach intensifies, or diversifies the search process appropriately in time and space. In order to create a good neighborhood structure, this approach uses two powerful choice rules that emphasize the impact of candidate variables on the current solution with respect to their profit contribution. "Pseudo moves", similar to "aspirations", support these choice rules during the evaluation process. For the purpose of visiting as many relevant points as possible, strategic oscillation between feasible and infeasible solutions around the boundary is applied. To avoid redundant moves, short-term (tabu-lists), intemediate-term (cycle-detection), and long-term (recording frequency and significant solutions for diversfication) memories are used. Test results show that among the 45 generated problems (these problems pose significant or insurmountable challenges to exact methods) the approach produces the optimal solutions in 39 cases.lutions in 39 cases.

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A Survey on Environment Teachers' Awareness of the Teacher Role in Environmental Classes Introducing Controversial Issues (환경 쟁점 수업에서 교사의 역할에 관한 중등 환경 담당 교사의 인식 조사)

  • Lee, Jae-Young
    • Hwankyungkyoyuk
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    • v.17 no.2
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    • pp.50-59
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    • 2004
  • The environment subject has been introduced to the national curriculum in 1992 in order to overcome serious environmental problems. As using environmental issues in a class, the environment teachers inevitably face some conflicts associated with their role. By applying the questionnaire survey to 192 environment teachers, this study was conducted to understand their attitude and awareness of teacher role in the issue-based classes. The results showed that the majority(92.2%) of the participants had willingness to share their opinion on the issues under consideration with their students. This result implied that environment teachers maintain a position considerably different from the position (value-free and fair) that has been favored and suggested by previous research. This discrepancy may has been related to the unique history and identity of the environment subject in Korea. Despite their high level of willingness, the environment teachers also seemed to experience several barriers to managing issue-based classes effective such as time management, low students interest, and limited teaching materials. To make environmental issue-based classes interesting and meaningful, additional efforts are need to develop issue-based teaching modules and provide both teachers and teacher students with opportunities for learning those modules and teaching strategies.

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A Study on SW Development Process for Increasing Computational Thinking (컴퓨팅 사고력 신장을 위한 SW 개발 프로세스 탐구)

  • Yoo, In Hwan
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.51-58
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    • 2016
  • The importance of SW education is being stressed recent days, and the App Inventor is getting attention as a tool of SW education. In this study, I have developed an app Inventor instruction model, which is based on the Design Based Learning and integrated with elements of computational thinking. And I taught the student to apply this model. and then analyzed the app production process and the changes of student. In developing the app, students defined the problem and made a plan to resolve them. And this student had have a sense of accomplishment and self-confidence through practical experience to implement it in their own source code.