• Title/Summary/Keyword: Humanities Learning

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The category and education curriculum of Medical humanities - focus on Korean Medicine Education - (인문사회의학(의료인문학)의 범주와 교육과정 - 한의학 교육 중심으로 -)

  • Park, Haemo;Sun, Seung Ho
    • Journal of Society of Preventive Korean Medicine
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    • v.25 no.2
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    • pp.99-111
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    • 2021
  • Objective : The definitions and categories of subjects related to humanities and social medicine are still controversial, and we tried to find the areas lacking compared to the standards of medical education Method : Humanities and social medicine-related subjects of the World Medical Education Standards, ASK2019, and KAS2021 were reviewed, and humanities and social medicine subjects of the College of Korean Medicine were searched. We compared subjects with the medical school learning outcomes and Korean Medicine Doctors' job competency. In order to increase validity, two authors independently classified them. In case of different opinions, we revised after sufficient discussion Results : Humanities and social medicine-related subjects in the Korean Medicine curriculum appear to be sufficient when compared with WFME and ASK2019. The humanities and social medicine-related subjects of Korean Medicine schools were not distributed evenly throughout. The areas to be supplemented in Korean Medicine education were 'a diverse understanding of life and death', 'prevention and response to patient safety incidents', 'effective communication with health-related organizations and groups', 'social responsibility and reflective practice' and 'communication between health and medical professions'. Conclusion : Humanities and social medicine-related subjects in Korean Medicine education are sufficient, but they are not evenly distributed, and the areas listed above need to be reinforced.

An Influence of Curriculum of Science Core School on the the Affective Domain and Non-subject Hands-on Activities Satisfaction (과학중점학교 교육과정 운영이 정의적 영역 및 비교과 체험활동 만족도에 미치는 영향)

  • Song, Kyung-Hoon;Choi, Sung-Bong
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.2
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    • pp.112-123
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    • 2013
  • Under this research, the survey is made on the definitive influence of the first-year education process of the science focus school for each of humanities, science and science core courses and the level of satisfaction of the non-curriculum experiment activity program for each course to find out the effectiveness of the first-year education process of the science focus school. For this purpose, this research has set three research issues. First, By clarifying the research result through the first-year education curriculum for science core school, noticeable change was observed for science focus school students through the change of attitude related to science for each desired course of students. Second, in the self-directed learning characteristics change, there was meaningful change for each desired field of students. Students hoping for humanities curriculum had great help in improvement of creative thinking for openness, creativeness and the like, but the influence was slightly insufficient in the moderation and control capability on themselves in learning attitude. Third, By analyzing the research result comprehensively, the first-year education curriculum for science core school provides high level of tailored science learning for the science focus school students and the level of satisfaction for students was significantly high.

Machine Learning Method in Medical Education: Focusing on Research Case of Press Frame on Asbestos (의학교육에서 기계학습방법 교육: 석면 언론 프레임 연구사례를 중심으로)

  • Kim, Junhewk;Heo, So-Yun;Kang, Shin-Ik;Kim, Geon-Il;Kang, Dongmug
    • Korean Medical Education Review
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    • v.19 no.3
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    • pp.158-168
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    • 2017
  • There is a more urgent call for educational methods of machine learning in medical education, and therefore, new approaches of teaching and researching machine learning in medicine are needed. This paper presents a case using machine learning through text analysis. Topic modeling of news articles with the keyword 'asbestos' were examined. Two hypotheses were tested using this method, and the process of machine learning of texts is illustrated through this example. Using an automated text analysis method, all the news articles published from January 1, 1990 to November 15, 2016 in South Korea which included 'asbestos' in the title and the body were collected by web scraping. Differences in topics were analyzed by structured topic modelling (STM) and compared by press companies and periods. More articles were found in liberal media outlets. Differences were found in the number and types of topics in the articles according to the partisanship and period. STM showed that the conservative press views asbestos as a personal problem, while the progressive press views asbestos as a social problem. A divergence in the perspective for emphasizing the issues of asbestos between the conservative press and progressive press was also found. Social perspective influences the main topics of news stories. Thus, the patients' uneasiness and pain are not presented by both sources of media. In addition, topics differ between news media sources based on partisanship, and therefore cause divergence in readers' framing. The method of text analysis and its strengths and weaknesses are explained, and an application for the teaching and researching of machine learning in medical education using the methodology of text analysis is considered. An educational method of machine learning in medical education is urgent for future generations.

Learning Method of Data Bias employing MachineLearningforKids: Case of AI Baseball Umpire (머신러닝포키즈를 활용한 데이터 편향 인식 학습: AI야구심판 사례)

  • Kim, Hyo-eun
    • Journal of The Korean Association of Information Education
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    • v.26 no.4
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    • pp.273-284
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    • 2022
  • The goal of this paper is to propose the use of machine learning platforms in education to train learners to recognize data biases. Learners can cultivate the ability to recognize when learners deal with AI data and systems when they want to prevent damage caused by data bias. Specifically, this paper presents a method of data bias education using MachineLearningforKids, focusing on the case of AI baseball referee. Learners take the steps of selecting a specific topic, reviewing prior research, inputting biased/unbiased data on a machine learning platform, composing test data, comparing the results of machine learning, and present implications. Learners can learn that AI data bias should be minimized and the impact of data collection and selection on society. This learning method has the significance of promoting the ease of problem-based self-directed learning, the possibility of combining with coding education, and the combination of humanities and social topics with artificial intelligence literacy.

An Investigation on Digital Humanities Research Trend by Analyzing the Papers of Digital Humanities Conferences (디지털 인문학 연구 동향 분석 - Digital Humanities 학술대회 논문을 중심으로 -)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.393-413
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    • 2021
  • Digital humanities, which creates new and innovative knowledge through the combination of digital information technology and humanities research problems, can be seen as a representative multidisciplinary field of study. To investigate the intellectual structure of the digital humanities field, a network analysis of authors and keywords co-word was performed on a total of 441 papers in the last two years (2019, 2020) at the Digital Humanities Conference. As the results of the author and keyword analysis show, we can find out the active activities of Europe, North America, and Japanese and Chinese authors in East Asia. Through the co-author network, 11 dis-connected sub-networks are identified, which can be seen as a result of closed co-authoring activities. Through keyword analysis, 16 sub-subject areas are identified, which are machine learning, pedagogy, metadata, topic modeling, stylometry, cultural heritage, network, digital archive, natural language processing, digital library, twitter, drama, big data, neural network, virtual reality, and ethics. This results imply that a diver variety of digital information technologies are playing a major role in the digital humanities. In addition, keywords with high frequency can be classified into humanities-based keywords, digital information technology-based keywords, and convergence keywords. The dynamics of the growth and development of digital humanities can represented in these combinations of keywords.

Student Engagement of STEM-specialized Institutions : A Comparative Study Employing Propensity Score Matching(PSM) (경향점수매칭을 통한 과학기술특성화대학 재학생의 학습참여(student engagement) 분석 : 일반 종합대학 이공계열 및 인문사회계열 학생과 비교)

  • Byoun, Su Youn;Bae, Sang Hoon;Han, Song Ie
    • Journal of Engineering Education Research
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    • v.20 no.3
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    • pp.13-24
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    • 2017
  • This study investigated student engagement of STEM-specialized higher education institutions in comparison with students from humanities & social science and STEM majors, respectively. By doing so, the study aimed to find the effects of the characteristics of STEM disciplines and organizational culture of STEM-specialized small-sized institutions on student engagement. The students majoring STEM disciplines, regardless of the organizational types, showed lower reflective-integrative learning experiences compared to students on humanities & social science disciplines. In contrast, students of STEM-specialized institutions reported significantly higher levels of peer relationship and student-faculty interaction in comparison with humanities & social science students and STEM students of general higher education institutions. Finally, the study suggests policy implications for STEM education.

Inscriptions on Bones and Tortoise Carapaces and Digital Age - The View of Digitalization of Ancient Scripts (Hieroglyphic Character) - (갑골(상형)문자의 디지털화 조망)

  • Lee, Joo-Eun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.17-23
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    • 2016
  • I think it is valuable to make Chinese ancient character 'Inscriptions on Bones and Tortoise Carapaces' hieroglyphics popular by combining with the digital. Because Chinese characters are ideograms, it has a huge visual effect. When it is thought over meanings with imaged data by using digital technology, it can be easier to conflate Chinese academia and humanities academia, moreover other academia that uses Chinese characters such as jurisprudence or business administration. I believe not only union of humanities and natural science in the global era can be the best example of the word 'consilience', which I mentioned before, but also people enjoy usability from educations, invention of learning contents or open learning to a cultural field by coming into wide use. Futhermore, it should contribute to changing the image of Chinese characteristics from existing difficult stereotype to positive image.

A Case Study on Global Educational Innovation using U-Learning Box and Ubiquitous-based Test (유러닝 박스와 유비쿼터스 기반의 시험 시스템을 이용한 글로벌 교육 혁신 사례 연구)

  • Hwang, Mintae;Bajracharya, Larsson
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.279-288
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    • 2018
  • In this paper, we present the results of educational innovation case study using U-Learning Box and Ubiquitous-based Test(UBT) system for 6 sample primary schools in Nepal. As Nepal is considered to be a developing country with electricity problem to the school, the U-Learning Box, consisting of a small and easy-to-use tablet PC for teacher and a small smart beam with its own battery was evaluated as the optimum solution to support continuous basic English and hygiene education for these schools. And UBT technology using tablet PC was used to evaluate and analyze basic English learning ability of the students, which helped us realized that it is necessary to improve the educational environment and develop suitable educational contents. We hope that the global educational innovation using U-Learning Box and UBT technology will become a successful model for global equality of educational opportunity project for developing countries including Nepal.

A Study of Aggressive Driver Detection Combining Machine Learning Model and Questionnaire Approaches (기계학습 모델과 설문결과를 융합한 공격적 성향 운전자 탐색 연구)

  • Park, Kwi Woo;Park, Chansik
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.361-370
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    • 2017
  • In this paper, correlation analysis was performed between questionnaire and machine learning based aggressive tendency measurements. this study is part of a aggressive driver detection using machine learning and questionnaire. To collect two types tendency from questionnaire and measurements system, we constructed experiments environments and acquired the data from 30 drivers. In experiment, the machine learning based aggressive tendency measurements system was designed using a driver behavior detection model. And the model was constructed using accelerate and brake position data and hidden markov model method through supervised learning. We performed a correlation analysis between two types tendency using Pearson method. The result was represented to high correlation. The results will be utilize for fusing questionnaire and machine learning. Furthermore, It is verified that the machine learning based aggressive tendency is unique to each driver. The aggressive tendency of driver will be utilized as measurements for advanced driver assistance system such as attention assist, driver identification and anti-theft system.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.