• Title/Summary/Keyword: Fusion Education Curriculum

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A Study on the Convergence Education Process for the Fourth Industrial Revolution - Healing Bio Sciences Consortium Convergence Healing Major Focus - (4차 산업혁명을 대비하는 융합교육과정에 관한 연구 : 힐링바이오공유대학 융합치유전공 중심으로)

  • Lee, Jin-Hong;Song, Deok-Geon;Kwon, Hyuk
    • Journal of Engineering Education Research
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    • v.22 no.6
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    • pp.28-39
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    • 2019
  • In order to improve this, Korean universities should reorganize their curriculum such as job system research and job - based program development according to the demand of industry in order to improve their working ability due to the decrease of the school - age population and the youth unemployment rate. In this study, first, conceptualization of friendly education and definition of industry - university cooperation and analysis of cases related to friendly - educational cooperation between industry and academia, second, analysis of fusion healing majors in Healing Bio - I want to conduct research. Konkuk University Healing Bioresource College conducted a survey based on demand such as experts and industry for the development of industry - academic cooperation - friendly curriculum. As a result of this process, I developed a curriculum development committee to study the internal and external environment through the literature survey, focus group interviews, and Delphi research. The purpose of this study is to develop competitiveness curriculum reflecting competitiveness of human resource development in Korea, to develop competitiveness curriculum that reflects customized opinions of societal demand, to organize systematic curriculum to have practical ability, to strengthen the employment link through development of curriculum in accordance with the direction of human resources development, We will make contribution to build the system of operation from the center to the consumer center, evaluation of the practical ability through the curriculum and the feedback system.

IT Fusion Global Education Methods for Fostering Global Teachers (글로벌 교원 양성을 위한 IT 융합 글로벌 교육 방법)

  • Kang, Ju-Young;Kim, Seong-Baeg;Kwon, Sang-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.341-349
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    • 2016
  • To meet the requirements in the global age, the necessity and importance of global education in the field of education is rapidly increasing. However, according to the viewpoint on global education, a general consensus of its definition and model is not clear yet and the substantial outcome falls short of our expectation due to high cost, low effectiveness, and lack of persistency in the process of global education. Furthermore, there has been little research on global education for fostering global capabilities of pre-teachers. In this research, we compared and analyzed the ongoing global education programs for training global teachers in domestic universities. Also, through a study on IT fusion education system for tackling the difficulties in global education, we examined appropriate IT fusion education methods. In particular, beased on big data analysis techniques, we presented a recommendation system to complete a global curriculum, which can help a dual-degree or exchange student program.

A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

Development of a board game-based gamification learning model for training on the principles of artificial intelligence learning in elementary courses (초등과정 인공지능 학습원리 이해를 위한 보드게임 기반 게이미피케이션 교육 실증)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.229-235
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    • 2019
  • By combining the elements of the game or game in education, it improves the interest of the students and improves academic achievement by creating an environment where they can participate directly. We propose a curriculum that can learn the core principles of the elementary curriculum through fusion. The proposed curriculum helps students to understand the principles of the elementary curriculum by learning the artificial intelligence method in board game form. Learning methods that incorporate such elements of the game will enable learners to learn the principles of IT so that they can develop their ability to understand objects from various perspectives and enhance their thinking skills. It is expected that the elementary artificial intelligence curriculum that incorporates the proposed gamification will contribute to the development of the information science curriculum, which has been highlighted recently from the 2015 curriculum.

A Study on Curriculum of Information Subject for Information Concept in Elementary and Middle School (정보 개념에 대한 초.중학교 정보교과의 교육과정 구성에 관한 연구)

  • Ahn, Seonghun;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.265-274
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    • 2014
  • Rising rate of IT industry in world economy, major countries strengthen IT education. Especially, Owing to SW become significant in IT industry, curriculums of school to enlarge SW education are made in major country. Korea Association of Information Education have studied a new curriculum and suggest a new plan that content of information education classify by 'computer system', 'SW production' and 'fusion activity'. Therefore we study on a curriculum for information of SW production of elementary and middle school. In this paper we firstly suggest object to achieve on information of SW production of elementary and middle school. Next we suggest teaching learning method and evaluation method on them. we expect that the object to achieve on information of SW production we suggest will contribute to develop the curriculum of ICT subject.

An Exploratory Study on the Development of the Convergence Curriculm : Konkuk University College of Healing Bio Sciences Consortium Focus (융·복합 교육과정 개발에 대한 탐색적 연구: 건국대학교 힐링바이오공유대학 중심으로)

  • Kwon, Hyuk;Song, Deok-Geon;Lee, Jin-Hong
    • Journal of Engineering Education Research
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    • v.21 no.6
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    • pp.25-34
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    • 2018
  • The low growth rate and the high youth unemployment rate that our society faces have already come to our country core problem. Today, as we enter the era of the Fourth Industrial Revolution, the social atmosphere that urgently needs to solve the problem of youth employment has become imminent, and the importance of university-industry cooperation is increasingly emphasized. In this paper, in this paper, we explore the process of how to develop fusion multifaceted curriculum centered on the Konkuk University College of Healing Bio Sciences Consortium Focus, which is developed and operated through literature review and Delphi questionnaire, The purpose of this study is to propose the conditions for enhancing educational suitability and the expansion of interdisciplinary convergence education.

A Study of Convergence Education Type for the College of Engineering (공과대학 융합교육 형태 연구)

  • Kim, Yeon-hee;Byun, Ho-seung;Hong, Chol-Ho;Han, Jeong-su
    • Journal of Engineering Education Research
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    • v.19 no.4
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    • pp.60-71
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    • 2016
  • Due to the development of science and technology, diversity of fusion technologies has become a major concern. Especially the application of the convergence education became necessary in the curriculum of engineering department. The purpose of this paper is to extract characteristics of convergence education among engineering majors and to present a model of applicable convergence education. The researchers collected studies of past 15 years in domestic and international journals in related themes. Academic research information systems, DBpia, e-article, Academic Search Complete were used for keyword searches. 43 Korean papers and 25 international papers were analyzed for the study. The results showed that the convergence education models for college of engineering can be classified into the three types: the cooperative convergence, multidisciplinary convergence, and transdisciplinary convergence. Based on the results, a convergence education model is suggested for the schools of engineering in Korea.

The Study of Causal Model on Science Teachers' Adoption of 'Science' Focusing on the Fusion in the 2009 Revised Curriculum (과학교사들의 2009 개정 교육과정 융합형 '과학' 수용에 관한 인과 모델 연구)

  • Ha, Minsu;Shin, Sein;Lee, Jun-Ki;Park, HyunJu;Chung, Duk-Ho;Lim, Jae-Keun
    • Journal of The Korean Association For Science Education
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    • v.34 no.3
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    • pp.235-246
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    • 2014
  • This study aims to explore how in-service science teachers adopt newly developed 'Science' focusing on the fusion of science based on 'the diffusion of innovation' model. For this study, we have explored five variables (i.e., perception of need, perception of support, innovativeness, perceived usefulness, self-efficacy of teaching, and intention to adopt) based on literature review and developed survey items to measure the level of five variables that in-service science teachers perceive. In addition, the path model of six variables explaining how in-service science teachers adopt an innovation was hypothesized by the literature review. A total of 349 in-service science teachers have participated in this survey study. First of all, results have illustrated that the levels of six variables have not significantly associated with in-service science teachers' teaching experiences, participation in professional development programs on 'Science' curriculum, and majors. In addition, the statistically acceptable model fit indices have illustrated that path model has been statistically valid to explain how in-service science teachers adopt newly developed 'Science' focusing on the fusion of science. The results have also illustrated that 'perception of support', 'perceived usefulness', and 'self-efficacy of teaching' exhibited strong mediating effects between other variables. For the successful establishment of newly developed curricula, textbook, or policies in science education in school, the level of teachers' intention to adopt innovations should be enhanced. This study will be useful for the development of new science teacher professional development programs to promote the level of teachers' intention to adopt innovations.

Development of Instructional Materials for 3D Printing Education Program and Its Application (3D 프린팅 교육 프로그램을 위한 수업자료 개발과 적용)

  • Lee, Younggun;Lee, Sanghyun;Yoo, Seunghoon;Kim, Sitae
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.42-49
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    • 2021
  • This paper deals with the development and application of a 3D printing education program implemented to cultivate creative fusion-type talents required by the 4th Industrial Revolution. Specifically, the entire process developed by applying the ADDIE program development model, from 3D modeling to post-processing of printed materials, was performed individually and for each team for about 200 second-year college students for two weeks. Through this program, students develop the basic ability to apply 3D printing to the learning curriculum, the ability to solve problems through cooperative interactions between team members, and convergence thinking ability by collaborating within the team by students from various major fields. They are proved by analyzing an education satisfaction survey conducted after application of the program. In conclusion, the program of this paper presents a methodology for effective 3D printing education in universities.

Design and Control of a Basic Circuit System for STEAM Education (STEAM 교육을 위한 기초 회로 시스템 설계와 제어 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.99-106
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    • 2017
  • The most important thing in STEAM education is to enhance students' interest and understanding of science and technology. In this paper, we propose basic circuit system design and control method applicable to STEAM fusion education. The circuit system design practice using the breadboard is designated as an essential curriculum in the corresponding department at the high school and college level in the domestic curriculum. However, there is a lack of STEAM convergence implementation examples that can easily understand circuit system design and control methods. Therefore, we proposed and tested a method to implement and control a media art type circuit system.