• Title/Summary/Keyword: Learning Course Design

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Analysis of Syllabi for Landscape Architectural Design Courses as Project-Based Classes and Improvement Strategies (프로젝트 기반 수업으로서의 조경설계 교과목 수업계획서 분석과 개선방안)

  • Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.1
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    • pp.51-65
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    • 2016
  • A syllabus can be considered to be a masterplan for good educational results. This study tries to diagnose the current status of landscape architectural design education and suggest improvement strategies for better landscape design courses through the analysis of the syllabi of mid-level landscape design studio classes collected from the four-year undergraduate programs. The findings and suggestions are as follows. First, it is necessary to take advantage of a syllabus as a contract as well as a plan and a learning tool. Second, it is crucial to make more detailed statement from the perspectives of learners. Third, more customized components for design courses should be developed; the syllabus should give the structure of a design class as an integration and synthesis of other courses. Fourth, it is necessary to increase the interrelationship and relevance among the components, especially between course objectives and evaluation criteria, and course activities and references. Fifth, a syllabus needs to function as a communication tool in a flexible manner. Sixth, a syllabus needs to give a comprehensive information about the site and the design project. Finally, instructors need to introduce a set of detailed evaluation rubrics or criteria acceptable to students in order to increase the fairness and transparency of the evaluation.

Students' Perception on K-MOOC Utilizing and Academic Achievement as a Higher Education Innovation Mechanism (대학교육혁신기제로서의 K-MOOC 활용과 학습성과에 대한 학생인식조사)

  • Cho, Jin-Suk;Jeon, Young-Mee
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.232-243
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    • 2021
  • This study analyzed how K-MOOC was used and identify the academic achievements in higher education. The participants who completed the survey questionnaire were composed of 379 students who were in curriculum-related extra-curriculum using K-MOOC. Results show that the participation rate in individual learning activities was high, thus indicating the activities were perceived positively. In addition, students perceived positively their academic achievements of receiving, valuing, and responding in affective area, as well as synthesis and evaluation of knowledge in cognitive area. Students were also satisfied that they had no psychological burden to the credit of the course and they could take a course from another college. By contrast, platform instability, too much online content, and tedious activities in the lessons were perceived negatively. Nonetheless, the group assessment results suggested that the students taking a course related to their major had further engagement in discussions, and their academic achievement was higher. Based on the foregoing findings, the study proposed developing a subject matter with various theme, utilization plans, interaction reinforcement, and quality management by supporting instructional design strategies in order to expand the use of K-MOOC both as a general education and a major curriculum. The results obtained in this study represent baseline data that may assist in the decision making for university system and operation plan.

A Study on the Learning Effect and Satisfaction of Practical Classes for Students Majoring in Radiology in a Non-face-to-face Class Environment (방사선학 전공 학생의 비대면 전공 실습 수업에 대한 학습효과와 만족도에 관한 고찰)

  • Sung-Jin, Kang
    • Journal of the Korean Society of Radiology
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    • v.16 no.7
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    • pp.995-1006
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    • 2022
  • The purpose of this study was to investigate the current status of practical course operation in a non-face-to-face online environment, learning effects, and students' experiences and perceptions for radiology major students using a survey. The questionnaire consisted of a total of 34 items in 5 areas: general characteristics of subjects, current learning participation in non-face-to-face environments, learning satisfaction, learning outcomes, improvement and requirements. For the analysis of the questionnaire responses, frequency analysis was performed on the response frequency, ratio, and scale for each item. Based on the general characteristics of the survey respondents, cross-analysis was performed using the chi-square test for participation in non-face-to-face learning, learning performance, and learning satisfaction. implemented. Improvements and requirements were qualitatively analyzed for the repetition frequency of words with the same meaning. Through the results of analyzing the responses of a total of 397 questionnaires, the direction of design and development of practical classes in a non-face-to-face environment in the future and basic information and implications for efficient operation were confirmed. Based on this, it is necessary to continue to think and make efforts for the efficient operation of non-face-to-face practice classes in the post-corona era.

Analysis of Science and E-book Application for Universal Design for Learning for Students with Disabilities (장애학생을 위한 초등학교 과학과 e-book의 보편적 학습설계 적용 분석)

  • Lee, Okin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.9-14
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    • 2020
  • This study examined whether the integrated education science and resource e-book developed for students with disabilities were properly implemented in terms of universal design for learning. For analysis, "Teaching and learning materials for inclusive education of students with disabilities: grade 3~6 sciences", which were instructional adaptation, were selected for students with disabilities who are unable to learn the contents of general textbooks for the 3rd to 6th grade of the elementary school science course in the 2015 revised curriculum. The science grades are composed of 40 units, including basic science inquiry, matter, life, kinetic and energy, earth and universe. The content analysis standard was based on detailed items of 9 definitions according to the 3 principles of UDL presented in CAST (2018). As a result of the study, the strategy network was the largest among the UDL principles. As for the domain of the science curriculum, the kinetic and energy was the most common. As UDL detailed items, informations presentation suitable for learners was most frequent in cognitive network. Various ways of searching for data, was most frequent in strategies network. Diverse materials optimized difficulty of contents was most frequent in affective network.

Study on Recognitions of Department of Technology Education Professors Introducing 'Creative Engineering Design' Unit of Highschool Technology.Home Economics (고등학교 기술.가정 교과 '창의공학설계' 단원 신설에 따른 기술교육과 교수의 인식 분석)

  • Kim, Seong-Il
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.128-142
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    • 2014
  • The purpose of this study was to provide a basis information for the education direction of 'creative engineering design' lesson to highschool students and pre-technology teachers by analyzing pre-experienced the d epartment of technology professors' recognitions, according to the newly opened unit 'creative engineering design' in 2009 revised highschool technology home economics education curriculum. The survey questionnaire was composed of 34 questions and collected from 16 department of technology education professors. The data was analyzed by SPSS program. The results of study were as follows : First, in 'creative engineering design' educational objectives, the highest average level(M) of response was problem solving ability, the opportunity of engineering experience and creativity improvement were followed. In the response about 'creative engineering design' educational contents, the average level(M) of the creative thinking method education was the highest(3.94). and the following important level was the write training education for presentation. Second, in the 'creative engineering design' educational areas, the professors preferred the idea conception, design, and production manufacturing area. In the teaching learning method, the average level(M) of design-based learning method was the first. and PBL, problem solving method were favored Third, in the 'creative engineering design' lesson manage, the secure of practice room and material cost, and the check of the progress situations were needed preferentially. In the education assessments, various and combined assessment preferred such as production, portfolio, and presentation. Fourth, in the pre-technology teachers' lesson of the university course, the product manufacturing level was preferred production to improve uncomfortable thing in life. The major difficulty in product manufacturing was the lack of major knowledge and product conception.

The Effect of Havruta Learning Method on Academic Self-Efficacy, Academic Achievement and Communication Skills of Radiology Students (하브루타 학습법이 방사선과 학생들의 학업적 자기효능감, 학업성취도 및 의사소통능력에 미치는 효과)

  • Gil-Ju Na
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.1009-1015
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    • 2023
  • This study was a one-group pretest-posttest design experimental study that attempted to verify the effects of applying the Havruta learning method on the academic self-efficacy, academic achievement, and communication skills of radiology college students. This study was conducted from May 1 to June 23, 2023, and applied the Havruta learning method for 6 weeks to 38 second-year radiologists taking a radiology technology course at a university in Jeollanam-do. SPSS/WIN 21.0 was used for data analysis, the reliability of the scale was verified, the subject's general characteristics, pre-test values and post-test values for measurement variables were verified with descriptive statistics, and the difference between before and after the Havruta learning method was verified with paired t-test. Research results show that the Havruta learning method improves academic self-efficacy (t=-2.70, p<.001), academic achievement (t=-2.87, p=.006), and communication skills (t=-2.76, p=.008). showed a statistically significant difference. As a result, Havruta learning method was confirmed as an effective learning method that improves academic self-efficacy, academic achievement, and communication skills of radiology college students. In the future, expanded application of the Havruta learning method will be necessary.

Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Altemative Instructional Methods and Strategies for Effective Computer Programming Education (컴퓨터 프로그래밍 교육에 적용 가능한 효과적 교수방법의 탐색적 대안)

  • Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.1-9
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    • 2002
  • For teaching-learning activities to be effective, the teaching methods need to reflect the contents of instructional materials and the characteristics of the learners. The purpose of this paper is to investigate the effective ways of teaching computer programming languages. The main components of teaching computer programming languages might be the characteristics of the language itself, the function of design, and general problem-solving capacity. But the analysis of the Quality and environments of learners is much more important. To improve the Quality of teaching computer programming languages, the structured syllabus needs to be provided and a variety of teaching methods such as project-based approach, problem-based approach, cooperative learning, peer tutoring and case study should be applied selectively, depending upon the instructional situations. In addition, procedural and constructive evaluation process needs to be developed to monitor each stage of learning and to give the guidelines of completing the course projects.

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An analysis of Dental Hygine Curriculum in Three Countries (한 . 미 . 일 치위생사 양성기관의 교과과정 비교)

  • 권현숙;최병옥
    • Korean Journal of Health Education and Promotion
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    • v.17 no.1
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    • pp.185-213
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    • 2000
  • The purpose of this study is to analyze and compare dental hygine curriculum of three countries--Korea, U.S.A., and Japan--, focusing on the ways of organizing content. In this study, 30 curriculum documents of dental hygienist in U.S., Japan, and Korea were analyzed and discussed by a framework of analysis which was constructed referring to Tylerian curriculum model. Using this framework, three kinds of key components of curriculum document were compared according to specific elements of each component. More specifically, comparing those curriculum documents, we must consider the dimension of content organization. In this study, the problem of course organization was viewed on three dimensions: continuity, sequence, and integration of curriculum content. Based on the results of this study, the conclusions are as follows. 1. Courses of dental hygienist education should be organized so that the curriculum foster the cumulative and continuous learning. It will be accomplished by considering the essential procedures or sequence of dental hygiene activities. 2. When organizing curriculum elements, we should consider the continuity dimension of learning content. Continuity deals with the vertical manipulation or repetition of curriculum components. In other words, it accounts for the reappearance in the curriculum of certain major ideas or skills. Therefore, courses should be based on the level of the dental hygienist activities in order to ensure a continuity of learning experiences. 3. Dental hygienist curriculum must be organized in a way to integrate the logic of dental hygiene as a discipline with the process of dental hygiene performance. Integration refers to the linking of all types of knowledge and experiences contained within the curriculum design. It emphasizes horizontal relations among various content topics and themes involving all domains of knowledge recognized. Thus, courses of dental hygiene curriculum should be integrated to allow college students to obtain a unified view of knowledge and an in-depth meaning of the dental hygiene as a profession.

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