In this paper, we analyzed 2015 revised curriculum for elementary school's practical art and middle school's information subject based on core competency. As a result, in 2015 revised curriculum for practical art subject, the ability to use information was well reflected in all achievement criteria and learning objectives. Also, problem solving ability and creativity·convergence ability were well reflected. In 2015 revised curriculum for information subject, the ability to use information was well reflected in all achievement criteria and learning objectives as like practical art subject. However, there were fewer learning elements to develop self-management ability. Therefore, it is proposed in this paper that the learning elements and teaching, learning activities and evaluation contents should be included in the SW curriculum, which can further enhance cooperative capabilities, self-management ability and communication ability.
The specific objectives of the study were (1) to determine the preferences for three home economics curriculum designs(HECD) categorized by Majorie Brown(Technical HECD, Self Actualization HECD, and Practical Reasoning HECD), (2) to determine the differences between middle school HE teachers and high school HE teachers on each curriculum element, and (3) to determine the relationships between preferences for three HECD by curriculum elements and personal and professional characteristics of HE teachers. For these objectives, the subjects were randomly selected from HE teachers of secondary schools in the areas of Seoul, In-Cho, and Keungi. The 300 data collected by mailed survey were analyzed into frequency, percentage, Chi-square, and contingency coefficient using SAS program. The major findings were as follows: 1) the majority of HE teacher respeondents preferred the Practical Reasoning HECD about the following curriculum elements: Purpose of HE education, knowledge, subject matter, teaching method, society and culture, learner, learning atmosphere, and HE teacher's role. 2) No significant difference emerged when Chi-square was applied to determine difference between the two groups(middle and high school HE teachers) on three HECD according to each curriculum element. 3) The contingency coefficient between preferences of HE education purpose for three curriculum designs and age was 21, years of teaching was 23, between preferences of learning atmosphere of three curriculum designs and location of school was. 17. These mean that the younger and more beginning teachers perferred HE purpose of the Practical Reasoning HECD, and HE teachers working in urban area more preferred learning atmosphere of Practical Reasoning HECD.
With the development of e-learning teaching methods, the demand for blended learning, which combines face-to-face education and e-learning, is increasing, and it shows a learning effect that can replace the existing face-to-face class. Engineering subjects have various learning activities such as practice, so it is not easy to operate them with traditional blended learning. Therefore, a different teaching and learning design is required according to the learning activities required for the subject. In this paper, examples of teaching method design and operation for blended learning in engineering subjects were introduced, and their effects investigated and analyzed. Learning activities were subdivided into theoretical classes, practical classes, quizzes and Q&A, assignments and solutions, and teaching and learning methods such as online videos, LMS utilization, and face-to-face classes were applied according to learning activities. According to the results of the student satisfaction survey, blended learning showed higher satisfaction than pure online and face-to-face classes in engineering subjects, and showed differentiated satisfaction for each learning activity.
Purpose: This research was to develop a module for problem-based learning(PBL) and to enhance the problem-solving abilities of physical therapy students in a neurological physical therapy course and to evaluate the effects of the module using quantitative and qualitative data. Methods: The PBL module was applied to 55 third-year physical therapy students who participated in a neurological physical therapy course at S university in Seoul. Anonymous self-report questionnaires and reflection journals were collected, and the data were analyzed. Results: The results of the analysis showed that the academic achievements of the students who participated in the first PBL class improved compared to the academic achievements of the students who had participated in the same class in the previous semester. Second, the students who participated in the PBL class evaluated the PBL as a very effective learning method for developing clinical practical ability. Third, the students of the PBL class showed increased cooperation and communication abilities between team members. Conclusion: The results of this study indicated that, if PBL class case studies and various types of teaching and learning methods appropriate for theoretical and practical fields are continuously studied, then it is expected that teaching models will be developed that can develop flexibility and creativity among preliminary physical therapists in a rapidly changing medical environment.
With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.
The purpose of this study is to empirically investigate critical success factors for effective implementation of web-based distance learning system. First of all, four critical success factors are theoretically derived from reviewing previous research. They are: (1) learner-related factor including the variables such as teaming ability, learning attitude, and attending motivation, (2) environmental factor including the variables of physical and mental support for learners, (3) instructional design factor represented by one variable, the degree of appropriateness of learning contents, and (4) the factor concerning the level of self-directed learning readiness embracing the variables such as curiosity for learning, openness towards challenge of learning and affection for learning. Subsequently, the relationships between these four critical success factors and the degree of learning satisfaction are empirically investigated. The data for empirical analysis of the research are collected from 1,020 respondents who have already passed the web-based distance learning courses which have been implemented in Information and Communication Officials Training Institute. Out of 1,020 responded questionnaires, 875 data were available for statistical analyses. The main results of this study are as follows. Firstly, the most important factor for successful implementation of the web-based distance learning system is shown to be the instructional design factor, and in the next place, the self-directed learning readiness factor, the environmental factor and the learner-related one in sequence. Secondly, additional analysis of the variables included in the instructional design factor shows that availability of practical information and knowledge is the most influencing variable, and next, interesting composition of contents, reasonable learning amount, optimal level of instruction, and understandable explanation are significantly important in the descending order. Lastly, among learning motivators, strong intention of acquiring business knowledges and skills is found to be the most important satisfier in the web-based distance learning. The theoretical contribution of this study is to derive a comprehensive model of critical success factors for implementing the web-based distance learning system. And, the practical implication of this study is to propose efficient and effective guidelines for developing and operating the web-based distance learning system in the various kinds of organizations.
The purpose of this study is to develop a communication model of teaching-learning at culinary practical learning class in school. Statistically, the organizational culture of culinary schools was influenced by the nature of hierarchical culture, task outcomes, and the conservative culture of organizations in companies. First, in basic skill class, teaching and learning methods are based on a teacher who leads students according to his plans and decisions. Second, in a higher skill course, teaching and learning methods are based on students who take an active part by injecting some fresh ideas into their class. Third, the model of three courses for culinary skill development has an effect on processing into a modeling-scaffolding-fading method by teaching and learning in school. It was ascertained that organizational culture directly or indirectly influenced organizational effectiveness and organizational culture in culinary schools. Moreover, it was found that organizational culture was the biggest influencing concept for communication effectiveness between teachers and students.
The purpose of this study was to analyze majors trends and issues of e-Learning curriculum for human resource development in the corporate context. The e-Learning curriculum was chosen as the subject of research consists of 2,710 lectures that were given from 2007 to July 2009 for the recent three years by providing at Ministry of Labor and Korea Research Institute for Vocational Education & Training. In order to investigate trends and issues, it was employed theme analysis which is one of the types of document analysis that approach a qualitative research methodology. As a result of this research, 7 major trends and issues in e-Learning curriculum for HRD in the field of corporate education were drawn; ① Strengthening expertise through learning of job related professional knowledge, ② Cultivation of common & essential knowledge for a job to increase work performance efficiency ③ Organizational management strategy for improving performance, ④ Organizational management and operational strategy for actively responding to environmental changes, ⑤ Leadership as a strategy for cultivating core personnel and field-centered practical leadership. ⑥ Creating a happy workplace through the work-life balance, ⑦ Strengthening global communication skill. Based on these analysis, practicals and theoretical implications of e-Learning professionals and HR researchers for HRD were suggested.
International journal of advanced smart convergence
/
v.13
no.2
/
pp.48-60
/
2024
With the exponential growth of satellite data utilization, machine learning has become pivotal in enhancing innovation and cybersecurity in satellite systems. This paper investigates the role of machine learning techniques in identifying and mitigating vulnerabilities and code smells within satellite software. We explore satellite system architecture and survey applications like vulnerability analysis, source code refactoring, and security flaw detection, emphasizing feature extraction methodologies such as Abstract Syntax Trees (AST) and Control Flow Graphs (CFG). We present practical examples of feature extraction and training models using machine learning techniques like Random Forests, Support Vector Machines, and Gradient Boosting. Additionally, we review open-access satellite datasets and address prevalent code smells through systematic refactoring solutions. By integrating continuous code review and refactoring into satellite software development, this research aims to improve maintainability, scalability, and cybersecurity, providing novel insights for the advancement of satellite software development and security. The value of this paper lies in its focus on addressing the identification of vulnerabilities and resolution of code smells in satellite software. In terms of the authors' contributions, we detail methods for applying machine learning to identify potential vulnerabilities and code smells in satellite software. Furthermore, the study presents techniques for feature extraction and model training, utilizing Abstract Syntax Trees (AST) and Control Flow Graphs (CFG) to extract relevant features for machine learning training. Regarding the results, we discuss the analysis of vulnerabilities, the identification of code smells, maintenance, and security enhancement through practical examples. This underscores the significant improvement in the maintainability and scalability of satellite software through continuous code review and refactoring.
Home economics lesson plan model was developed based on cooperative learning stategy focusing on human development and family relations area. The cooperative learning is an instructional strategy that meets the challenge of helping students master home economics content objectives by acquiring and practicing the social skills that are essential in life for satisfactory relationships with peers, families, coworkers, and others in society. Through cooperative learning, students can satisfy their needs for friendship, power, belongs, and fun. Practical problems were selected in human development and family relations area for middle school students assuming that home economics is critical science. Lesson plans were developed according to the practical problems, "what should we do regarding the effective communication between family members\ulcorner".ner".uot;.
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