• Title/Summary/Keyword: Project-Based Learning

Search Result 667, Processing Time 0.029 seconds

Practical discourse of civil democracy education in the elementary and the secondary school through the lense of competency education: based on human rights (역량교육을 통해 바라본 초·중등학교 민주시민교육의 실천적 담론: 인권을 중심으로)

  • Shin, Min-Hye
    • Journal of Digital Convergence
    • /
    • v.20 no.5
    • /
    • pp.813-817
    • /
    • 2022
  • The purpose of the study was to suggest how and what human rights education goes with civil democracy education. Analysis of civil democracy education contents in the 2022 revised general education curriculum draft and that of the 2030 OECD Education project have been performed to find out what contents are necessarily included. Results are as follows: Firstly, human rights education needs to be adopted as an independent subject to be delivered with detailed and organized information. Secondly, actual experiences in diverse curricular and extracurricular activities need to be provided. Thirdly, a human rights-friendly atmosphere needs to be established to update teachers' perception and upgrade competency regarding human rights education. Lastly, it is expected that these activities facilitate adoption of human rights education curriculum into 2022 general education.

Data Literacy Education in Design Curriculum of Higher Education Focused on Development of Design-Data Convergence Curriculum (디자인 교과과정에서의 데이터 문해력 교육에 관한 연구 -디자인-데이터 융합 교과 개발 사례를 중심으로)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.5
    • /
    • pp.685-696
    • /
    • 2022
  • This study explores convergence curriculum for design and data science, and applies data science knowledge on undergraduate design classes for designer's data literacy. First, related studies about data literacy education for non-data science major's, and data driven design project cases are explored, then design competency and data competency based on NCS are studied. Then this study developed 3 step design-data convergence curriculum model for designers' data literacy. The curriculum model is applied on case study classes, which are Big data and UX design(2) classes. The learning results and student's feedback of the case study classes are collected and analyzed to prove the design-data convergence curriculum, and the results provide findings and implications of the design-data convergence class case study.

Development of an Artificial Intelligence Integrated Korean Language Education Program

  • Dae-Sun Kim;Eun-Hee Goo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.2
    • /
    • pp.67-78
    • /
    • 2024
  • Amidst the onset of the Fourth Industrial Revolution and the prominence of artificial intelligence, societal structures are undergoing significant changes. There is a heightened global interest in AI education for nurturing future talents. Consequently, this research aims to develop an AI-integrated Korean language curriculum for first-year high school students, utilizing the ADDIE model for instructional program development. To assess the program's effectiveness, pre-post assessments were conducted on future core competencies (Collaboration, Communication, Critical Thinking, Creativity) and knowledge information processing skills. The curriculum, spanning nine sessions and incorporating four small projects, sought to provide students with a new experience of AI-integrated Korean language education. As a result, students who participated in the program demonstrated improvement in future core competencies across all areas, and positive outcomes were observed in satisfaction levels and qualitative analysis. Through these findings, it is suggested that this program successfully integrates artificial intelligence into high school Korean language education, potentially contributing to the cultivation of future talents among students.

The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity (공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과)

  • DongYoung Lee;Hyojin Yi;Younkyeong Nam
    • Journal of the Korean earth science society
    • /
    • v.44 no.1
    • /
    • pp.79-89
    • /
    • 2023
  • The purpose of this study was to investigate the effects of engineering design-based ocean cleanup classes on STEAM attitudes and creative engineering problem-solving dispositions. Furthermore, during this process, we tried to determine interesting points that students encountered in engineering design-based classes. For this study, a science class with six lessons based on engineering design was developed and reviewed by a professor who majored in engineering design, along with five engineering design experts with a master's degree or higher. The subject of the class was selected as the design and implementation of scientific and engineering measures to reduce marine pollution based on the method implemented in an actual Ocean Clean-up Project. The engineering design process utilized the engineering design model presented by NGSS (2013), and was configured to experience redesign through the optimization process. To verify effectiveness, the STEAM attitude questionnaire developed by Park et al. (2019) and the creative engineering problemsolving propensity test tool developed by Kang and Nam (2016) were used. A pre and post t-test was used for statistical analysis for the effectiveness test. In addition, the contents of interesting points experienced by the learners were transcribed after receiving descriptive responses, and were analyzed and visualized through degree centrality analysis. Results confirmed that engineering design in science classes had a positive effect on both STEAM attitude and creative engineering problem-solving disposition (p< .05). In addition, as a result of unstructured data analysis, science and engineering knowledge, engineering experience, and cooperation and collaboration appeared as factors in which learners were interested in learning, confirming that engineering experience was the main factor.

Analyzing in-service primary and secondary teacher's experience on development of instructional media with Scratch: Based on the ASSURE model (초·중등 현직 교원의 스크래치 활용 교수자료 개발에 대한 경험 분석: ASSURE 모형 기반)

  • Cha, Hyeon-Jin;Lee, Gyeong-Suk
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.4
    • /
    • pp.265-278
    • /
    • 2020
  • The purpose of this study is to analyze the experience of the process of developing instructional media by using Scratch for in-service teachers, after they participated in programming education with Scratch conducted as part of teaching methods using ICT. In particular, this study aimed to explore in-service teachers' thoughts and experiences of the objectives and methods integrated the programming education into their subjects creatively and convergently. To achieve the objective, they conducted an instructional design in accordance with their subject's learning goals and methods on the framework of the ASSURE model. Then, they conducted a project to develop instructional media with Scratch as part of the instructional design. 10 in-service teachers who attends the Graduate School of Education at K University in the second semester of 2019 were participated in this study. As a result, teachers showed positive expectation that the use of media developed by Scratch could bring significant results to attract students' interest and promote students' participation to lead learner-centered classes. This study has implications for future direction on programming education for professional development programs of prospective teachers as well as in-service teachers.

Prediction and analysis of acute fish toxicity of pesticides to the rainbow trout using 2D-QSAR (2D-QSAR방법을 이용한 농약류의 무지개 송어 급성 어독성 분석 및 예측)

  • Song, In-Sik;Cha, Ji-Young;Lee, Sung-Kwang
    • Analytical Science and Technology
    • /
    • v.24 no.6
    • /
    • pp.544-555
    • /
    • 2011
  • The acute toxicity in the rainbow trout (Oncorhynchus mykiss) was analyzed and predicted using quantitative structure-activity relationships (QSAR). The aquatic toxicity, 96h $LC_{50}$ (median lethal concentration) of 275 organic pesticides, was obtained from EU-funded project DEMETRA. Prediction models were derived from 558 2D molecular descriptors, calculated in PreADMET. The linear (multiple linear regression) and nonlinear (support vector machine and artificial neural network) learning methods were optimized by taking into account the statistical parameters between the experimental and predicted p$LC_{50}$. After preprocessing, population based forward selection were used to select the best subsets of descriptors in the learning methods including 5-fold cross-validation procedure. The support vector machine model was used as the best model ($R^2_{CV}$=0.677, RMSECV=0.887, MSECV=0.674) and also correctly classified 87% for the training set according to EU regulation criteria. The MLR model could describe the structural characteristics of toxic chemicals and interaction with lipid membrane of fish. All the developed models were validated by 5 fold cross-validation and Y-scrambling test.

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
    • /
    • s.29
    • /
    • pp.151-172
    • /
    • 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.

Development of Curriculum for Dept. of Environmental Education toward a Sustainable Green Society (지속가능한 녹색 사회를 향한 환경교육과 교육과정 개발)

  • Choi, Don-Hyung;Kim, Dae-Hee;Lee, Jae-Young;Cheong, Cheol;Kim, Kee-Dae;Cho, Seong-Hoa;Ahn, Jae-Jung;Park, Hye-Gyeong;Hong, Hyun-Jin
    • Hwankyungkyoyuk
    • /
    • v.24 no.4
    • /
    • pp.111-128
    • /
    • 2011
  • This study was aimed at developing a common curriculum for the department of environmental education from 5 colleges of education. The need and background of curriculum reform can be summarized as follow; first, it has been recognized that new national curriculum of 2009 and 2011 created need for training teachers equipped with more integrated competency. Second, global environmental problems such as climate change and energy crisis asked for more responsible choice and action from all citizens. Third, the extremely low hiring rate resulted in the consideration of new working fields for teacher students majoring in environmental education. Fourth, the expansion of new environmental education paradigms including education for sustainable development called for practicing reconstruction of both contends and methods. From a series of research processes including analysis of current curriculum, DACUM, opinion survey and interest groups review, several new approaches for developing new curriculum had been identified as follow; first, content areas of environmental education should be extended beyond environmental natural science. Second, new learning approaches such as project-based learning need to be emphasized for strengthening the identity of environment as a separate subject. Third, more selective majoring system need to be applied in connection with environment government officials, researchers, and social environmental educators. It was recommended that the application of new curriculum developed by the study would be evaluated and managed by teaching conditions surrounding each of the five university members joined this developing processes. However, it needs to be noted that there is not much time because we had experienced zero hiring rate for the last 4 years and environmental policy and education programs are moving rapidly toward sustainable development.

  • PDF

A Study on Pre-evaluation of Tree Species Classification Possibility of CAS500-4 Using RapidEye Satellite Imageries (농림위성 활용 수종분류 가능성 평가를 위한 래피드아이 영상 기반 시험 분석)

  • Kwon, Soo-Kyung;Kim, Kyoung-Min;Lim, Joongbin
    • Korean Journal of Remote Sensing
    • /
    • v.37 no.2
    • /
    • pp.291-304
    • /
    • 2021
  • Updating a forest type map is essential for sustainable forest resource management and monitoring to cope with climate change and various environmental problems. According to the necessity of efficient and wide-area forestry remote sensing, CAS500-4 (Compact Advanced Satellite 500-4; The agriculture and forestry satellite) project has been confirmed and scheduled for launch in 2023. Before launching and utilizing CAS500-4, this study aimed to pre-evaluation the possibility of satellite-based tree species classification using RapidEye, which has similar specifications to the CAS500-4. In this study, the study area was the Chuncheon forest management complex, Gangwon-do. The spectral information was extracted from the growing season image. And the GLCM texture information was derived from the growing and non-growing seasons NIR bands. Both information were used to classification with random forest machine learning method. In this study, tree species were classified into nine classes to the coniferous tree (Korean red pine, Korean pine, Japanese larch), broad-leaved trees (Mongolian oak, Oriental cork oak, East Asian white birch, Korean Castanea, and other broad-leaved trees), and mixed forest. Finally, the classification accuracy was calculated by comparing the forest type map and classification results. As a result, the accuracy was 39.41% when only spectral information was used and 69.29% when both spectral information and texture information was used. For future study, the applicability of the CAS500-4 will be improved by substituting additional variables that more effectively reflect vegetation's ecological characteristics.

The Development of Education Method and Model for Convergence Reading Education in School Library (학교도서관 융합독서교육을 위한 교육방법 및 모형개발)

  • Cho, Soo-Youn;Cho, Miah
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.56 no.2
    • /
    • pp.5-33
    • /
    • 2022
  • In this study, the direction and contents of public education to develop competencies that are in line with the 2022 revised curriculum and the paradigm of future education were sought, and a plan for reading education was prepared. A creative and cooperative problem-solving method and process as not only information literacy ability to read, select, and reconstruct information but also transformative competency to respond to uncertain future and diversified situations are important amid the complex, pluralistic and rapid development of information and communication technology It was intended to give an experience of exploring and communicating through reading in order to explore and derive it. Analyze the general outline and syllabus of the curriculum, international education project definitions and indicators, and organize academic theories and research to set the direction and goal of high school reading education, and organize creative and convergence class strategies and reading activities A library reading class model was developed. Accordingly, the class model was revised by applying the development research method, and the final model was developed by supplementing it through field application evaluation. In order to achieve the research purpose end, a two-round Delphi survey was conducted on 10 reading education and curriculum experts. The model modified through the Delphi survey was developed in the final school library convergence reading class model by demonstrating the class in the educational field and supplementing it through application evaluation.