• Title/Summary/Keyword: Self-Learning Development Ability

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A Development and Application of Learning Materials about the Regional Autonomy in the Social Studies For Web Based Instruction (웹기반 학습을 위한 사회과 지역화 학습자료 개발과 활용)

  • Park, Hyun-Soon;Kim, Jeong-Rang
    • Journal of The Korean Association of Information Education
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    • v.4 no.1
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    • pp.57-71
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    • 2000
  • Generally, Web Based Instruction has been deployed through whole studies, but the characteristic that is suit various WBI materials to a course of study is a important problem of instructional practice and it also has not to overlook. Therefore, Today's problem that is application of learning materials about the regional autonomy for Web Based Instruction, A plan that it can be solved in the social studies is propelling in this paper. Each of the whole country's region, the learning about the regional autonomy with centering around text, it is a text book, 'Social Investigation', that is developed specially is teaching until now, but developmental model of learning materials about the regional autonomy for Web Based Instruction is proposed by the efforts for improve this problem. Various learning materials about the regional autonomy for Web Based Instruction applied to learn our regional cultural life through the school homepage with based on this proposal. As a result of this study, By sloughing off old sensibility with centering around text, Student's Ability of self directed learning and solving problem is expanded with the dynamic multimedia regional Webpage's environment

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Development of Collaborative Robot Control Training Medium to Improve Worker Safety and Work Convenience Using Image Processing and Machine Learning-Based Hand Signal Recognition (작업자의 안전과 작업 편리성 향상을 위한 영상처리 및 기계학습 기반 수신호 인식 협동로봇 제어 교육 매체 개발)

  • Jin-heork Jung;Hun Jeong;Gyeong-geun Park;Gi-ju Lee;Hee-seok Park;Chae-hun An
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.543-553
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    • 2022
  • A collaborative robot(Cobot) is one of the production systems presented in the 4th industrial revolution and are systems that can maximize efficiency by combining the exquisite hand skills of workers and the ability of simple repetitive tasks of robots. Also, research on the development of an efficient interface method between the worker and the robot is continuously progressing along with the solution to the safety problem arising from the sharing of the workspace. In this study, a method for controlling the robot by recognizing the worker's hand signal was presented to enhance the convenience and concentration of the worker, and the safety of the worker was secured by introducing the concept of a safety zone. Various technologies such as robot control, PLC, image processing, machine learning, and ROS were used to implement this. In addition, the roles and interface methods of the proposed technologies were defined and presented for using educational media. Students can build and adjust the educational media system by linking the introduced various technologies. Therefore, there is an excellent advantage in recognizing the necessity of the technology required in the field and inducing in-depth learning about it. In addition, presenting a problem and then seeking a way to solve it on their own can lead to self-directed learning. Through this, students can learn key technologies of the 4th industrial revolution and improve their ability to solve various problems.

A Comparative Analysis of Professional General Education In Engineering School (공과대학의 전문교양 교과목 운영 현황 분석)

  • Han, Jiyoung;Kim, Sung-Hui
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.42-49
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    • 2014
  • This study analyzed and compared the curriculum of 12 arbitrarily selected Colleges of Engineering for their professional general education. Since the Korean Accreditation of Engineering Education has existed for the last 10 years a growing need for improvements was identified and thus this study shall provide a basis for future curriculum developments of the professional general education. For this purpose the educational objectives, the syllabus, the self-assessment reports and catalogues of the 12 Colleges were reviewed and the relevance between the educational objectives of each engineering school and the learning outcomes in the professional general education were analyzed. Furthermore, by analyzing the area of subject that each College of Engineering's mechanical engineering program's professional general education focuses on, the current trend can be examined. Finally, the credit requirements and their allocation and the distribution of the professional general education over the semesters were analyzed. The results of this study were as followed; these capabilities such as creativity, professionalism, globalization, ethics, humanism, design ability, management ability, responsibility and communication are suggested as educational objectives of 12 engineering schools. But courses related to globalization, ethics & responsibility and communication skills were much more often taught. Not only do the allocated credits for the courses of professional general education differ from university to university but the distribution over the semesters vary as well.

A Study on PBL Instructional Design for Creative Engineering Design Education (PBL을 적용한 창의공학설계 교수설계 방안 연구)

  • Lee, Keun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4573-4579
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    • 2014
  • In the 21st century, university education is changing from an objective knowledge and information to critical thinking and problem-solving ability. Moreover, university education should change rapidly towards a learner-centered educational environment because it has an educational goal to have college students experience authentic tasks they will be in charge of after graduation, and improves self-directed learning ability and cooperative learning ability. PBL is a pedagogical strategy for posing significant, contextualized, real world situations, and providing resources, guidance, and instruction to learners as they develop content knowledge and problem-solving skills. In problem based learning, the students collaborate to study the issues of a problem as they strive to create viable solution. For these advantages of PBL, the application of PBL in school has been enlarged. On the other hand, the application of PBL in engineering education has not been enlarged. To improve these instruction methods, the development or applications of new instructional methods will be needed. This study examined the PBL instructional design of a creative engineering design subject, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. A plan of creative engineering design subject was developed based on PBL, and focused on the process of PBL. To determine the effects of this model, studies applying this instructional design to many lecturers should be implemented.

The Effect of the on the purchase behavior of the Software Quality (소프트웨어 품질이 소비자 구매 행동에 미치는 영향)

  • Kim, Dae-Sung;Oh, Sung-Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.1
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    • pp.29-65
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    • 2009
  • This study is The Effect of the on the purchase behavior of the Software Quality. To have purchased the software in a Consumer surveys were conducted. The following is a summary of results of this research. First, the software quality and significant consumer purchasing behavior (+) of influence. Functionality, usability, portability of software quality attributes the impulse buying and buy more of both the (+) showed the influence. Second, software quality is urge consumers to purchase significant (+) of influence. Functionality, reliability, usability, portability of software quality (+) showed the influence. Third, the software quality In the consumer buy more significant Chung (+) showed the influence. Software quality, functionality, usability, portability name (+) influence. In conclusion, the quality of the software in consumer purchasing behavior (+) were of significant influence. In particular, factors that functionality, usability factors, portability factor in the relatively large influence on the purchasing behavior. Software technology development, planning, development, testing, and in each step must keep in mind the following. First, the software, when used in certain conditions, Inherent ability to meet the needs and requirements set forth to provide the appropriate functionality and accuracy as the ability of software products each other with the capabilities to the effective and thorough security features should be required. Second, software, a user-specified criteria to use in understanding and learning, and must, and the ability to prefer. Software for users to understand and easy to use, whether the check. In particular, understanding the interface, Help understanding, understand the input and output data, and interface consistency, the user information, the message must be equipped and easy to understand. In addition, ease of learning to be self-learning, and help ease of access shall be required. Third, in certain circumstances, a different environment to transfer be equipped with the functionality of the software. Applying data structures and application environment, helping transplant convenience must keep in mind sex.

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A Study on the integrative ways of moral education for the building of children's social awareness and relationship skills (초등학생의 사회인식 및 대인관계 능력 함양을 위한 도덕교육의 통합적인 방안 연구)

  • Lee, In Jae;Chi, Chun-ho
    • The Journal of Korean Philosophical History
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    • no.29
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    • pp.375-396
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    • 2010
  • The aim of this paper is to suggest some ways of moral education for the building of children's social awareness and relationship skills as social and emotional competencies. Based on the social and emotional learning(SEL), this paper is tried to provide the effective ways to develop children's social awareness and relationship skill. According to SEL, social and emotional competence is the ability to understand, manage, and express the social and emotional aspects of one's life in ways that enable the successful management of life tasks such as learning, forming relationships, solving everyday problems, and adapting to the complex demands of growth and development. And it is also the process of acquiring and effectively applying the knowledge, attitudes, and skills necessary to recognize and manage emotions. Five key competencies such as self-awareness, social awareness, responsible decision making, self-management, relationship skills are taught, practiced, and reinforced through SEL programming. Moral education and social and emotional learning have emerged as two prominent formal approaches used schools to provide guidance for students' behavior. social awareness and relationship skills are necessary for succeeding in school, in the family, in the community, in life in general. Equipped with such skills, attitudes and beliefs, young children are more likely to make healty, caring, ethical, and responsible decisions and to avoid engaging in behaviors with negative consequences such as interpersonal violence and bullying.

Development of a Digital Literacy Scale for College Students and Comparative Analysis Based on Learner Variables (대학생의 디지털 리터러시 역량 진단 도구 개발 및 학습자 변인에 따른 영향력 분석)

  • Daekeun Jeong;Youngah Cho;Cholhong Im
    • Journal of Korean Library and Information Science Society
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    • v.55 no.3
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    • pp.241-262
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    • 2024
  • This study aims to develop and validate a diagnostic tool capable of objectively measuring the digital literacy competencies of college students and also to analyze how learners' personal characteristics and perceptions are related to these competencies. Through literature review and surveys, a diagnostic tool comprising 6 major factors and 38 items was developed. The findings of the relationships between digital literacy and learners' personal characteristics and perceptions revealed that personal characteristics such as gender, age, education level, and college affiliation as well as grades did not significantly affect on digital literacy competencies. However, learners' perceptions towards satisfaction with major, overall academic satisfaction, ability to utilize digital devices for learning, usefulness of digital devices for learning, and frequency of digital device use for learning positively impacted digital literacy competencies. Based on the results, implications are suggested to facilitate self-regulation, participation, utilization, and evaluation competencies in digital literacy.

The Effect of e-Learning Application to the Unit of Making Short Trousers in Technology-Home Economics of Middle School (중학교 기술.가정교과의 반바지 만들기 단원에 대한 e-Learning 적용 효과)

  • Jeong, Bok-Hee;Son, Won-Kyo
    • Journal of Korean Home Economics Education Association
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    • v.20 no.2
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    • pp.1-14
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    • 2008
  • This study was performed to evaluate the effect of the e-Learning application on the teaching learning method in Technology-Home Economics of Middle School. For e-Learning of clothing part, diverse teaching programs and contents were reconstructed and provided in cyber-space. Among the uploaded diverse materials including advanced and supplementary materials, students could make a choice which depends on their own levels. Since the results of assignments could be uploaded in cyber-space and easily accessible to all students, the reliablity of estimation was increased and self-directed learning ability was improved. Also, more effective teaching learning activity could be expected through the mutual exchange of opinion between students and teacher, and among students. Besides, counselling and advices on overall aspect of student's life were also possible. The students were generally satisfied to e-Learning instruction. The interest and understanding about clothing part were increased, and the academic attitude and habit were positively changed. Also they responded that e-Learning instruction were very helpful because learning was possible even after school, diverse materials for learning were available, and submitting the results of assignments was very convenient. In conclusion, the application of e-Learning on the teaching learning method was very effective and should be encouraged. The development and supplement of diverse programs and contents will be necessary for more successful e-Learning instructions.

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A Scheme to Diversify of Mathematics Olympiads Types (수학올림피아드 유형의 다변화 방안)

  • Nam, Seung-In
    • Communications of Mathematical Education
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    • v.23 no.1
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    • pp.73-83
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    • 2009
  • Mathematics Olympiad aims to identify and encourage students who have superior ability in mathematics, to enhance students' understanding in mathematics while stimulating interest and challenge, to increase learning motivation through self-reflection, and to speed up the development of mathematical talent. Participating mathematical competition, students are going to solve a variety of types of mathematical problems and will be able to enlarge their understanding in mathematics and foster mathematical thinking and creative problem solving ability with logic and reasoning. In addition, parents could have an opportunity valuable information on their children's mathematical talents and guidance of them. Although there should be presenting diversified mathematical problems in competitions, the real situations is that resent most mathematics Olympiads present mathematical problems which narrowly focus on types of solving problems. In order to diversifying types of problems in mathematics Olympiads and making mathematics popular, this study will discuss a Olympiad for problem solving ability, a Olympiad for exploring mathematics, a Olympiad for task solving ability, and a mathematics fair, etc.

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An Effect on Mathematical Preference and Learning Attitude of the Application of Designing for Portfolio using Mathematical History (수학사를 이용한 Portfolio 제작물 구안 적용이 수학적 성향 및 학습태도에 미치는 영향)

  • Shin, Jae-Yon;Park , Jun-Seok
    • Journal of the Korean School Mathematics Society
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    • v.7 no.2
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    • pp.1-20
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    • 2004
  • The purpose of this study is to suggest the new way about performance assessment through analyzing about what changes are occurred on mathematical attitude and interest by performance assessment as comparing and analyzing the effect on learners' mathematical preferences and learning attitudes through the application of teaching and evaluating model utilizing portfolio products using mathematical history which is one of the various ways of performance assessment. That can satisfy the feature of performance assessment that realizes instruction and assessment simultaneously on the first grade at high school. Also, it can reduce the teachers' works, search the potential ability of students, realize level type curriculum, and draw out the learners' interests because it is a self-leading instruction that consists of student-centered learning. For the purpose of this study, the role of mathematical history and its advantage and the way of utilizing it in mathematical history by referring to sundry records were studied. Evaluation, the way of performance assessment and scoring were also considered to design portfolio teaching and evaluating model using mathematical history. To solve the another tasks for this study, mathematical preference factors and mathematical learning attitude factors are used. Mathematical preference factors divide into confidence, flexibility, will, curiosity, reflection, and value and then make 4 questions each factor. And mathematical learning attitude factors divide into self-esteem, attitude, and learning habit and then make 10 questions each factor. These factors need to be reorganized the materials which are made by Korean Education Development Institute(1992) to be agreed with the purpose of this study.

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