• 제목/요약/키워드: IT전공자

검색결과 176건 처리시간 0.024초

Students' Perception of Self-Regulated Learning in a Project-Based Learning Curriculum (프로젝트 수업에서의 자기조절학습에 대한 학생들의 인식)

  • Chung, Sun Joo
    • The Journal of the Korea Contents Association
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    • 제21권4호
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    • pp.645-657
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    • 2021
  • Project-based learning (PBL) encourages self-autonomy and connects learning and real-life skills in the learning process. The purpose of the current study is to investigate students' life skills and self-regulated learning strategies in a PBL curriculum in order to examine how the proposed benefits of PBL are manifested in students' self-awareness of their learning process. Twenty-three students in a university in Korea participated in a 3-credit, 4-week, intensive PBL course for English majors. During the PBL course, students were asked to self-assess their life skills related to time management, cooperation, standard of work, and participation three times. In addition to the self-assessment, students kept reflection journals to keep track of their use of self-regulated learning strategies and progress which were also submitted three times. Based on the analysis of self-assessment and self-reflection, the results showed that students' perception of cooperation improved significantly during PBL. Furthermore, it was found that students also progressed through the three phases of self-regulated learning. Implications on suggesting on the use of PBL to encourage the development of life skills and self-regulated learning strategies are provided.

Systematic Review in Regard to Career Education for Students Who Major in Physical Education (체육전공 대학생의 진로 교육 방안에 관한 체계적 문헌고찰)

  • Lee, Weon-Il;Lee, Eun-Young;Yi, KyoungJune;Jin, Yeon Kyung
    • 한국체육학회지인문사회과학편
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    • 제58권3호
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    • pp.241-260
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    • 2019
  • The purpose of this study is to explore effective and practical career plans reflecting demand of the field, in regard to education for university students who major in physical education, as the importance and necessity of career education at a university level are increasing. Systematic literature review (PRISMA) methodology was used for this study. From 38 pieces of literature that were finally selected for this study, research results were put together from three perspectives as follows: 1. 'Factors Related to Students' Decision-Making for Career' which should be considered in career education for physical education majors; 2. Problems of Career Education in the Physical Education Curriculum, and; 3. Improvement Plans. First, it was found that students' decision-making for career is affected by individuals' personal internal factors (i.e., satisfaction with major, self-efficacy, and career barrier) and external factors (i.e., counselling history on career paths, career conditions, and the status of related jobs). Second, the state of career education for physical education majors was found to be insufficient in terms of a lack of career education in the curriculum, a lack of support from major professors, and a lack of support for field experience. Third, improvement plans were suggested from the following perspectives: development of systematic career education curriculum (i.e., fostering leadership, reorganization of curriculum focused on career specialty, and operation of systematic curriculum); provision of an adequate environment for career education (i.e., establishment of infrastructure that links the university to society and collection of information on career paths for physical education majors). Moreover, the necessity to develop career education curriculum in connection with demand of students regarding career, the lack of systematic information on career paths of physical education majors, and the lack of researches on career education for physical education majors were discussed in this study.

The Effect of the Job Satisfaction, the Employment Barriers and the Risk-taking Orientation on the Entrepreneurial Intention of Undergraduates Majoring in Cultural and Arts (문화예술전공 대학생의 직무만족, 고용장벽, 위험감수성향이 창업의도에 미치는 영향)

  • Jeong, Jae-Yeob
    • Journal of Korea Entertainment Industry Association
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    • 제14권8호
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    • pp.11-23
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    • 2020
  • Many former studies for the entrepreneurial intention dealt with the opportunity-driven motivation, but the actual entrepreneurial motivation is the necessity-driven motivation such as maintaining a living. It is necessary to study the necessity-driven factors for entrepreneurship such as employment barriers and job dissatisfaction. This study focused on the fact that the majority of cultural artists are freelancers or self-employed entrepreneurs. For those who majored in culture and arts, this study was conducted to investigate how an individual's internal and external environment affects the entrepreneurial intention considering the theory of planned behavior. I explored the factors that led individuals to choose entrepreneurial intention between employment and entrepreneurship, and studied the relationship between these factors and the entrepreneurial intention. As the result of the study, the job dissatisfaction and the employment barriers were the pressure factors for entrepreneurship. Job satisfaction had a negative effect on the entrepreneurial outcome expectation and the entrepreneurial intention. The perceived employment barrier had a positive effect on the entrepreneurial outcome expectation and the entrepreneurial intention. An individual's risk-taking orientation is one of the entrepreneurship and had the positive effect on the entrepreneurial self-efficacy. The entrepreneurial outcome expectation and the entrepreneurial self-efficacy had a positive effect on the entrepreneurial intention.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • 제8권6호
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    • pp.813-818
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    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.

Digital color practice using Adobe AI intelligence research on application method - Focusing on color practice through Adobe Sensei - (어도비 AI 지능을 활용한 디지털 색채 실습에 관한 적용방식 연구 -쎈쎄이(Adobe Sensei)을 통한 색채 실습을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • 제8권6호
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    • pp.801-806
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    • 2022
  • In the modern era, the necessity of color capability in the digital era is the demand of the era, and research on improving color practice on the subdivided digital four areas that are not in the existing practice is needed. For digital majors who are difficult to solve in existing paint color practice, classes in digital color practice in four more specialized areas are needed, and the use of efficient artificial intelligence was studied for classes in digitized color and color sense. In this paper, we tried to show the expansion of the color practice area by suggesting digital color practice and color matching method based on Photoshop artificial intelligence and big data technology that existing color and color matching were practice that only CMYK could do. In addition, based on the color quantification data of individual users provided by the latest Adobe Sceney program artificial intelligence, the purpose of the practice was to improve learners' predictions of actual color combinations and random colors using filter effects. In conclusion, it is a study on the use of programs that eliminate ambiguity in the mixing process of existing paint practice, secure digital color details, and propose a practical method that can provide effective learning methods for beginners and intermediates to develop their senses through artificial intelligence support. The Adobe program practice method necessary for coloration and main color through theoretical consideration and improvement of teaching skills that are better than existing paint practice were presented.

Analysis of Brain Activation on the Self-Regulation Process in College Life Science Learning between Biology Major and Non-Major Students (생물전공 대학생과 비전공 대학생의 생명과학 학습에서 자기조절 과정의 두뇌 활성 분석)

  • Su-Min Lee;Sang-Hee Park;Seung-Hyuk Kwon;Yong-Ju Kwon
    • Journal of Science Education
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    • 제46권3호
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    • pp.255-265
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    • 2022
  • The purpose of this study is to analyze and compare brain activation that appears in the self-regulation process of biology major and non-major college students in life science learning. The self-regulation task implemented a life science learning situation with the concept of biological classification. The brain activation of college students was measured and analyzed by fNIRS. In the assimilation process, bilateral FP and left DLPFC show significant activation, and the two groups show a difference in the left OFC activation related to motivation and reward. In the conflict process, the left DLPFC shows significantly lower activation in common, and the two groups show a difference in activation between BA 46, which is related to recent memory, and BA 47, which is related to long-term memory. In the accommodation process, a significantly high activation was found in right DLPFC in common, and the two groups show a difference in activation between right DLPFC and right FP. These areas are in the right frontal lobe area and are related to the understanding of life science knowledge. As a result of this study, it can be seen that the brain activation patterns of biology major and non-major college students are different in the self-regulation process. In addition, we will propose additional neurological studies on self-regulation and present systems and learning strategies that can be constructed in school settings.

Studying Women's Experiences with Art Therapy Kits in the 2030s through Focus Group Interviews (포커스 그룹 인터뷰를 통한 2030대 여성의미술치료 키트 참여 경험 연구)

  • Kim, Bohyun;Park, Boram
    • The Journal of the Convergence on Culture Technology
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    • 제9권5호
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    • pp.275-290
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    • 2023
  • We aimed to revise and supplement the art therapy kit based on the findings of a review of women's experiences participating in the art therapy kit in the 2030s. After women in their 2030s experienced the developed art therapy kit for one month, we organized two homogeneous groups of 8 art psychotherapy majors and 5 non-majors to collect data through focus group interviews and analyzed them using grounded theory methods. In the end, 100 converted meaning units, 16 subcomponents, and 5 components were derived. There is a lack of research on the development and experience of art or art therapy-based kits in Korea, so it is important for us to provide basic data on the experience of art therapy kits. In addition, the study participants experienced insights into themselves and their emotions based on the accumulated art therapy kit outputs through immersion in emotion exploration and recognition, and these experiences led to the participants' recognition of the need and value of developing art therapy kits. The individual and unique outcomes of the art therapy kits became evidence of self-awareness, confirming the therapeutic effectiveness of art therapy kits as a tool for emotion exploration and recognition and for emotional change and resolution.

Comparison of physical materials using the 3D Clothing Simulation Z-weave program and its feasibility in the sustainable fashion industry (3D 의류 시뮬레이션 Z-weave 프로그램을 이용한 실물 소재 비교와 지속 가능한 패션 산업에서의 실현성)

  • Heeju Chae;Doeun Kim;Yoonji Shin
    • Smart Media Journal
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    • 제13권6호
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    • pp.80-89
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    • 2024
  • This study aims not only to address environmental issues caused by indiscriminate fashion consumption, specifically in the context of Fast Fashion but also to find an alternative and a sustainable solution that is 'Upcycling' using the 3D clothing simulation program Z-weave. Upcycling products have limitations in that it is difficult to produce samples since finished products must be produced directly with limited materials and resources like waste clothes. To overcome these limitations, a 3D clothing simulation program is introduced to effectively utilize the limited resources of waste clothing. The purpose of this study is to confirm the similarity between a virtual fabric created through Z-weave and a real fabric, through this, to evaluate the possibility of application in the actual fashion industry. As a research method, surveys and interviews were conducted with related majors on virtual clothing created as similar as possible to actual clothing by adjusting the physical properties within the Z-weave program. This study attempted to describe the impact of digital technology on the fashion industry and how 3D clothing simulation programs can be used in sustainable fashion production.

Participant Characteristic and Educational Effects for Cyber Agricultural Technology Training Courses (사이버농업기술교육 참가자의 특성과 교육효과)

  • Kang, Dae-Koo
    • Journal of Agricultural Extension & Community Development
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    • 제21권1호
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    • pp.35-82
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    • 2014
  • It was main objectives to find the learners characteristics and educational effects of cyber agricultural technology courses in RDA. For the research, it was followed by literature reviews and internet based survey methods. In internet based survey, two staged stratified sampling method was adopted from cyber training members database in RDA along with some key word as open course or certificate course, and enrollment years. Instrument was composed through literature reviews about cyber education effects and educational effect factors. And learner characteristics items were added in survey documents. It was sent to sampled persons by e-mail and 316 data was returned via google survey systems. Through the data cleaning, 303 data were analysed by chi-square, t-test and F-test. It's significance level was .05. The results of the research were as followed; First, the respondent was composed of mainly man(77.9%), and monthly income group was mainly 2,000,000 or 3,000,000 won(24%), bachelor degree(48%), fifty or forty age group was shared to 75%, and their job was changed after learning(12.2%). So major respondents' job was not changed. Their major was not mainly agriculture. Learners' learning style were composed of two or more types as concrete-sequential, mixing, abstract-random, so e-learning course should be developed for the students' type. Second, it was attended at 3.2 days a week, 53.53 minutes a class, totally 172.63 minutes a week. They were very eager or generally eager to study, and attended two or more subjects. The cyber education motives was for farming knowledge, personal competency development, job performance enlarging. They selected subjects along with their interest. A subject person couldn't choose more subjects for little time, others, non interesting subject, but more subject persons were for job performance benefits and previous subjects effectiveness. Most learner was finished their subject, but a fourth was not finished for busy (26.7%). And their entrying behavior was not enough to learn e-course and computer or internet using ability was middle level as software using. And they thought RDA cyber course was comfort in non time or space limit, knowledge acquisition, and personal competency development. Cyber learning group was composed of open course only (12.5%), certificate only(25.7%), both(36.3%). Third, satisfaction and academic achievement of e-learning learners were good, and educational service offering for doing job in learning application category was good, but effect of cyber education was not good, especially, agricultural income increasing was not good because major learner group was not farmer, so they couldn't apply their knowledge to farming. And content structure and design, content comprehension, content amount were good. The more learning subject group responded to good in effects, and both open course and certificate course group satisfied more than open course only group. Based on the results, recommendation was offered as cyber course specialization before main course in RDA training system, support staff and faculty enlargement, building blended learning system with local RDA office, introducing cyber tutor system.

A Convergent and Combined Activation Plan for Exercise Rehabilitation in the Era of the Fourth Industrial Revolution (4차 산업혁명시대에 운동재활분야의 융·복합적 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • 제14권8호
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    • pp.407-426
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    • 2020
  • The purpose of this study was to make convergent and combined analysis of the sport industry and exercise rehabilitation in the era of New Normal based on the Fourth Industrial Revolution and devise a comprehensive plan for future activation. For this purpose, literature review was performed mainly by analyzing the environment of the sport industry in the New Normal era based on the Fourth Industrial Revolution and by carrying out convergent and combined analysis of the sport industry to present a convergent and combined activation plan for exercise rehabilitation comprehensively as follows: First, it is necessary to make a strategy of promoting exercise rehabilitation in convergent and combined ways at the sport industry level. This means development of a convergent and combined exercise rehabilitation-tourism-ICT model as well as a convergent and combined exercise rehabilitation-ICT model through collaboration among ministries, including those of health and sports. Second, it is necessary to convert into a convergent and combined way of thinking and extend and reinforce educational competitiveness in the area of exercise rehabilitation. That is, it is necessary to refine the education and training systems for reinforcing personal ICT competence of exercise rehabilitation majors and relevant ones and provide convergent and combined business commencement education. Third, it is necessary to make different types of research and development by applying practical, convergent and combined skills based on the industrial field to exercise rehabilitation and relevant areas. Efforts should be made to overcome any risk in the era of New Normal and support business commencement with convergent and combined skills for exercise rehabilitation. Fourth, it is necessary to make mid- and long-term clusters where exercise rehabilitation and relevant businesses can be accumulated. This means building an industrial hub and complex for exercise rehabilitation and requires making an R&D-based cluster with industrial-academic-governmental collaboration, maximizing the synergy effects with local infrastructures, and fulfilling the function of realizing a spontaneous profit-generating structure.