In modern society, doctors are a representative example of professionals-that is, doctors are members of an occupation with high barriers to entry. For doctors, long-term education, training, and licensing are factors that make it difficult to enter medical practice. These external characteristics, which have mainly arisen in the modern era, play an important part in the professional identity of doctors. Nonetheless, the core of the doctor's identity is the identity of the healer. In today's Korean society, the universal identity of doctors as healers results from a combination of the special historical identity of professionals with high entry barriers. Korean society currently demands a high level of ethical awareness from doctors. These demands are partly derived from the nature of the practice of medical care, but they also reflect demands for strong social responsibility as professionals. It is difficult to cultivate professional ethics simply by imposing legitimate virtues, presenting an ideal model, or emphasizing moral education that is not fully realistic. A deep-rooted sense of professional ethics stems from a clear awareness of professional identity. Education plays an important role in the formation and awareness of doctors' professional identity, and various types of content and methods can be used in education. However, since the identity of an entity is formed through the process of historical experience, it is thought that the historical process of the formation of doctors as a profession should be included as an important part of education.
Journal of The Korean Association of Information Education
/
v.23
no.6
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pp.561-571
/
2019
Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.
Journal of Korean Home Economics Education Association
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v.10
no.2
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pp.57-65
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1998
The purpose of the study is to search for on teaching and learning to improve creativity in home economics education. It has been important for students to formulate and solve problems about home and family through creative thinking, home economics educators have to provide these teaching and learning methods. This research's methods were to search the importance of creativity in home economics education and the relevance between home economics and creativity, then to find the problems of some recent creativity education and formulate the assumption for creativity education in home economics education. Finally, it was presented the examples of teaching and learning to improve creativity. In above the process, we have to recognize as belows; 1. The teaching and learning methods in home economics education need the creativity for formulating problems and finding the elements which effect on practical problems. 2. It is properly selected to some teaching and learning methods in home economics education, and many methods to improve creativity may be included the assumptions for self-realization and moral responsibility.
This article aims to analyze the experience of designing and operating a class model linking undergraduate and graduate students in engineering education and suggest its development direction. To achieve these objectives, the undergraduate-graduate linked class model was applied to community problem-solving education and a case was analyzed. It also specifically presented the process of how we design the class model and what the actual operational performances and improvements are. This study found that undergraduate and graduate students could build integrated and horizontal cooperative relationships in their classes through undergraduate-graduate linked education and, particularly, graduate students could gain meaningful educational experiences. However, it was difficult to obtain tangible performances through the team activities of these students within a semester. In order for engineering colleges to operate undergraduate-graduate linked education, it would be necessary to provide a longer and more systematic educational environment and better curriculum. The study tried to seek specific tasks and ways to improve them.
Journal of The Korean Association For Science Education
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v.11
no.2
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pp.23-30
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1991
The purpose of this study is to investigate the interrelationships on integrated science process skills and Piagetian cognitive modes for high school students according to the different cognitive reasoning levels. About 509 high school students were randomly selected for the samples of this study. They were identified as concrete, transitional and formal operational stage with the scores of GALT(Group Assessment of Logical Thinking) developed by Roadrangka, Yeaney and Padilla(1982), and TIPS II(Test of Integrated Process Skills) developed by Burns, Wise and Okey(1983). The result of this study were showed that about 11.8% of the samples were in the concrete operational stage and about 24.4% of the samples were in the transitional stage, while about 63.8% of them were in the formal operational stage. It was also found that the achivement scores of the science process skills increase in accordance with the cognitive reasoning levels. The value of the correlation coefficient between science process skills and cognitive reasoning abilities was 0.49, which was significant at the 0.05 level. This finding seems to support previous research that the student's cognitive reasoning abilities appeared to have influenced student's scores of the science process skills No differences to the logical reasoning ability between male and female students according to each cognitive level were found except formal operational stage.
The Journal of Korean Association of Computer Education
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v.8
no.6
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pp.95-102
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2005
Development of information & communication technologies brought a lot of changes into a fashion industry system. Based on this advancement, various classes which utilized a computer is opened in the educational field. However, because of the shortages of ICT quality of leaner, It must spare a section equivalent for ICT literacy during educational contents. In secondary education and the culture process of a university It is because ICT literacy education was not realized directly. This study is purposed to present more desirable direction the curriculum of Fashion Design, in order to study like the fashion design technical education division, defined the ICT literacy ability that leaner must have and under the tyrannies that that kind of ICT quality ability was had, designed a educational 'process in the fashion design that utilized the ICT which was suitable for information oriented society.
Although it is widely acknowledged that enhancing creativity is an important educational theme on which schools should depend and embody their educational goal and activities, how to do it can be characterized as 'piecemeal' without a whole picture of it. Thus, school practices of creativity education has been disoriented, discontinuous, short-term, and peripheral in nature. In this practical context, a theoretical model of creativity education was developed in ways in which several theoretical concepts based on research findings on a variety of aspects of creativity education were compiled and organized. The core of the model was creative problem solving process to which the goals and the mediating variables of creativity education were connected in relational fashion. By giving repetitive opportunities for creative problem solving geared to producing the results that are novel and useful for the individual as well as the socity, it was conceptualized that two educational goals could be achieved: a short-term goal of developing creative potential of the individual and the long-term goals of self-actualization of the individual and contribution to the society. It is also conceptualized that creative problem solving can be influenced in positive manner by several mediating variables: content knowledge and skills, creative cognition, creative motivation and attitudes, and creative environment. The creative environment is composed of psychological and physical conditions and provides a basis for creativity education. The former three variables are conceptualized as necessary conditions for the effectiveness and efficiency of creative problem solving, when provided appropriately. The four mediating variables ware conceptualized as mutually affecting so that the development of one variable influences positively that of the other, and vice versa. In terms of practical perspective of teaching creativity, developing creative potential, self-actualization, and contribution to society are the goals; creative problem solving process is the methodology; content knowledge and skills, creative cognition, and creative motivation and attitudes are the content; and creative environment is the condition of creativity education. The model is not yet perfect but needs further explorations to make it more detailed in clarifying various relationships. For instance, how the creative problem solving process can be differentiated in teaching various subject matters is yet to be explored. Thus, the model proposed in this study should be regarded as a general model of creativity education, and is relatively sound to be adopted in school practices since it is based on the theoretical as well as empirical study findings on creativity. However, the proposed model needs to be validated through empirical researches in real teaching settings.
Proceedings of the Korean Institute of Interior Design Conference
/
2004.05a
/
pp.81-85
/
2004
It became new social interest for children to have their own appropriate physical, mental, social environment as one independent identity, In these social atmosphere, new design method and standard of children's residence, education, playing environment which can fill their desire. When home and school are the first places to meet the world and learn, museum and science hall are the representing places to provide education and entertainment, especially to preschoolers, they are the prior education system. it is the most important these science halls to give children potential familiarity of science rather than direct knowledge. Also these places should be stepping stones of the process of intellectual growth as foundation stones for future science education. On this research i will provide a direction to space planning of children's science hall, extended to children' museum studying display producing of playing conception, the necessary element of children's physical, mental, social behavior development process.
International conference on construction engineering and project management
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2007.03a
/
pp.346-355
/
2007
Employability is a critical issue in construction education. Employability is more than students obtaining employment upon graduation. The concept is far more ranging, and should encompass enabling students to acquire the knowledge, personal and professional skills and encouraging attitudes that will support their future development and employment. This paper describes two case studies relating to how the true concept of employability can be incorporated into the construction higher education curriculum. Case study 1 was a collaborative venture with contributions from a higher education provider, employers, students and a professional body (Association of Building Engineers). It outlines the whole process from course inception through to graduation and feedback. Thus it presents a valid model for other higher education providers of construction courses to adapt or adopt. Case study 2 outlines how the opportunity of a degree programme revalidation process was utilized to introduce modules which would enhance students' employability on graduation.
Generative AI has arrived and it's here. Education, research, industry, and labor are all on edge about the changes it will bring. It is noteworthy that while there is a wide range of optimistic and pessimistic predictions about the impact of generative AI, there is more concern than hope when it comes to education. This paper focuses on the lack of discussion on the impact of AI in higher education. First, we reviewed the process of the emergence of generative AI and introduced how the impact of AI is being understood from various perspectives. Second, we classified work areas based on expertise and efficiency and analyzed the impact of AI on work in each area. Finally, the study found that the educational perception of generative AI and the way it is perceived for engineering education purposes can be very different. It also argued that there is a lack of active discussion and debate on areas that need to be specifically discussed around generative AI. This has led to a phenomenon known as professors' delayed indifference. We emphasized that it is time for a serious and realistic discussion on the connection and integration of AI and education.
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