• Title/Summary/Keyword: Field-oriented curriculum

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A Study on the Motivating Factors Affecting the Middle-Aged People in Choosing Major in Social Welfare (중장년층의 사회복지 전공 선택 동기 요인에 관한 연구)

  • Bae, Na-Rae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.1
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    • pp.96-102
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    • 2019
  • This study proposes basic information to make effective environments for social welfare education, revealing the reasons why students choose the social welfare major at Konyang Cyber University. We conducted qualitative research with 41 students in the social welfare department at Konyang Cyber University. The result of this research is as follows. First, most students chose their major to get a certificate that can benefit them in the near future. Second, they chose their major as a way to achieve renown, and to enhance the quality of their lives. Third, they desired to contribute to society through their social work. Finally, individual experiences and family background were also motives. Based on the research, to improve learning outcomes in social welfare education, the necessary learning strategies are as follows. First, goal-oriented learning is necessary for students who want to get the certificate. A practical curriculum needs to contain both practical skills and professional knowledge applicable to the social work field. Second, education for students who choose the major to gain fame, and to develop their lives, requires generation-integrated education to help them review their lives and find their own meaning in life. Third, education for students who choose the major for a practical social contribution has to contain volunteer training that can lead them to be professional volunteers in society. Fourth, education for students who choose the major based on their personal experiences and their family background needs to deal with case management, which discovers the recipients who need help in society and the students who can achieve visible outcomes after all.

Clinical Practice Experience including Web-based Simulation Practice of Nursing Students during the COVID-19 Pandemic (코로나19 팬데믹 시기에 간호대학생의 웹 기반 시뮬레이션 실습을 포함한 임상 실습 경험)

  • Kim, Kyung Sook;Park, Ji Min
    • Journal of Convergence for Information Technology
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    • v.12 no.2
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    • pp.81-93
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    • 2022
  • The purpose of this study is to understand the meaning of clinical practice experience, including web-based simulation practice, in the context of the corona pandemic era. As for the research method, data were collected through a focus group interview on the experience of web-based simulation practice and subsequent clinical practice and analyzed by content analysis method. The contents of the two interview groups were analyzed, and the results were divided into 2 components, 7 topic groups, and 18 topics. The first component, the clinical practice, was divided into four topic groups: 'The anxious start of practice in a pandemic situation', 'Direct experience through various cases', 'Training opportunities to prepare as a future nurse', and 'The burden of performance and limited experience'. The second component, the web-based simulation practice, was divided into three topic groups: 'Unfinished nursing practice', 'Indirect experience of clinical nursing in virtual space', and 'Requirement of an integrated practice model'. Clinical practice is a very important part of the nursing education curriculum. However, the nursing that students can perform in the field is very limited. Therefore, to supplement the shortcomings of observation-oriented clinical practice and to increase the quality of practical education, it is necessary to consider a hybrid education model including web-based simulation practice.

Autobiographical Writing for Faith Education of the Elderly (노년기 신앙교육을 위한 자전적 글쓰기)

  • Hyang-Sook Park
    • Journal of Christian Education in Korea
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    • v.76
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    • pp.73-93
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    • 2023
  • Purpose of study: The purpose of this study is to propose an autobiographical writing as an alternative Christian education for the elderly. Research Contents and Methods : First, after analyzing the previous studies on Christian education for the elderly, it was found that most of the studies suggest the need for integrated Christian elderly education and church elderly ministry, and there is a need for a study that suggests a curriculum that can be implemented in the field. Second, there are two educational objectives derived from Fowler's study of faith. One is to describe, analyze, and reconstruct the three elements that make up the content of faith: centers of value, image of powers, and central stories. Second, to explore vocation through a life of pilgrimage in response to the call to partnership with God. Third, autobiographical writing involves an approach based on the tradition of qualitative research and should be oriented toward teaching and learning principles based on descriptive, native, holistic, lived-experience, pathic, interpretive, and open-ended principles. Conclusions and Recommendations: Autobiographical writing will contribute to helping the elderly experiencing crises of despair and anxiety to integrate the meaning of their lives through the holistic expression of their thoughts and feelings, to helping socially isolated older adults to feel connected to society, and to helping them to envision and imagine the future through the present act of revealing their voice. It is hoped that autobiographical writing will increase the number of conversations through retrospection and confession of faith of the elderly.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.