In this study, a STEAM program emphasizing the engineering design process was developed and applied to investigate its effects on the creative engineering problem-solving proficiency and self-directed learning ability of elementary school students. In addition, the study compared and analyzed differences according to gender. The program was conducted across five sessions targeting 141 students in the fourth grade in an elementary school in the Gyeongin area. The study measured the creative engineering problem-solving disposition and self-directed learning ability of the students before and after the STEAM program. It also administered satisfaction and perception tests. The result confirmed that the STEAM program that emphasizes the engineering design process is effective in improving the creative engineering problem-solving propensity and self-directed learning ability of elementary school students, particularly female ones. Analyzing differences in changes based on gender, the study pinpointed significant improvements among female students in all factors except for the subfactor communication and collaboration within tendencies toward creative engineering problem-solving. For male students, the study observed significant effects in the factors engineering design and communication and collaboration. Lastly, the study discussed the educational implications of the findings.
Su Jeong Park;A Reum Lee;Byoung Gil Yoon;Jung Hee Park
The Journal of the Convergence on Culture Technology
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v.9
no.6
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pp.461-469
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2023
We attempted to identify the mediating effect of self-efficacy on the relationship between health perception, social support, and health promotion behaviors among university students and to provide basic data to improve health promotion behaviors. Data were collected using a structured questionnaire from a sample of 173 university students in City C. Health promotion behaviors according to general characteristics were found to have statistically significant differences in gender(t=3.892, p<.001) and major satisfaction(F=5.867, p=.003) .There was no statistically significant difference in age, grade, major field, hospitalization or surgery experience in the last three years, and economic activity. Health promotion behavior was positively correlated with health perception (r=.439, p<.001), social support (r=.532, p<.001), and self-efficacy (r=.533, p<.001) and was statistically significant. It was found that self-efficacy had a partial mediating effect (Z=3.964, p<.001) on the effect of health perception on health promotion behavior, and self-efficacy had a partial mediating effect (Z=4.24, p<.001) on the effect of social support on health promotion behavior. Therefore, it is necessary to identify the factors affecting health support, social support, and self-efficacy among college students and prepare intervention measures to improve health promotion behavior.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.6
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pp.51-70
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2022
This study examined whether learner-customized start-up education, such as business consulting, functions effectively as part of universities' start-up support and whether business consulting positively strengthened start-up capabilities compared to consulting from other institutions. Furthermore, it explored the direction of universities' start-up support development by harnessing customized education, such as business consulting. The results of the study are as follows. First, business consulting had a positive impact. It informed the shortcomings of individual founders (teams) and identified the direction for improvement. Second, compared to consulting from other institutions, the fact that it formed a relationship between the consultant and the student beyond the business relationship and that it was conducted for free on campus have a relative advantage. Such business consulting enabled university students to see the world more maturely. Third, this study argues that customized start-up businesses can generate synergy with school curriculum and other non-curricular subjects. Based on this perception, it designed a method to build a co-curriculum education system. This study is significant because it investigated satisfaction and the possibility of a customized start-up business with business consulting as a representative case, exploring the direction of support for start-up education students want.
Journal of The Korean Association For Science Education
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v.37
no.1
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pp.87-101
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2017
The analysis was carried out with meta-analysis on master's and doctoral dissertations, and academic journals that analyzed the effects of STEAM education between 2012 and 2015. From the total number of 75 dissertations and articles analyzed, 183 different effect sizes were calculated. The analysis was done to find out the kinds of differences that would be created according to the effect size of creativity, problem-solving ability, and researcher, target area, student division research design type, and level of schools. The total effect size of creativity scored 0.776, and demonstrated satisfaction in symmetry of funnel plot, with no publication biases. The fail-safe N scored 780, and since the number is smaller than 8,945, the results of this research has credibility. Furthermore, problem-solving ability shows intermediate level of effect size with a score of 0.584. It also showed satisfaction in symmetry with funnel plot, with no publication bias. With the different research methods of the sub-factors of creativity, fluency scored the highest with 0.929, flexibility with 0.881, originality with 0.838, sophistication with 0.653, abstractness with title 0.705, and resistance to termination, 0.527. This study finds its significance in the demonstration of average effect size of STEAM education through meta-analysis. According to research results, the effects of inclusive education could be determined, yet the specific effect cause or learning principles were difficult to find. It was found that the effects of STEAM education do not rise or fall depending on school age, and demonstrated differences in creativity according to the research methods or the researchers.
This study was to analysis perception about Teaching & Learning Support System of the school of Rural Areas in Korea. In order to accomplish the study purpose, the study conducted a research through Web Survey method and examined their recognition. Major findings of this study were as follows: First, Student was satisfied with TLSS of the school of Rural Areas in Korea. Students would like to 'using e-learning with Electronic board and Tablet PC' among program contents. But the system' utilization was low. However, 90% of the students wanted that teacher usually using the FASTEL. Second, Teacher satisfaction was lower compared to the students is relatively. Teachers prefer 'various after school program' to 'using e-learning with Electronic board and Tablet PC'. However, learning effective of using FASTEL system was a 73.8% of teachers are effective is aware and had. Third, 35% Students recognized that are using the pastel system, frequently, On the other hand, the teachers are 60% and to recognize that there was. The reason doesn't the system to good use is slow wireless. Still, e-learning classroom infrastructure for satisfaction was high. Fourth, Teachers recognized students and the pastel system interaction than other e-learning system high. FASTEL System used in the most uncomfortable things on e-learning classroom Wireless Internet phenomena and lost content lacking, in order, I was told. Therefore, there is an urgent need to improve to include Wireless Internet speed improvements and various content added support, easy-to-use instructional tools Add support order selected.
Journal of the Korean Society of Food Science and Nutrition
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v.38
no.9
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pp.1271-1278
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2009
The purpose of this study was the improvement of satisfaction for school foodservice customers through analysis of the importance and performance of school foodservice quality and the understanding what factors affected customer's loyalty. The questionnaire was distributed to three hundred students at five high schools in Busan. Students evaluated the factors of importance and performance, the order of importance was sanitation> food> service and then, the order of performance was sanitation> service> food. Gap analysis resulted 4.39 for importance factors and 2.51 for performance factors; importance scores were higher than performance scores at all areas (p<0.01) and the sanitation factor gap was the biggest gap compared to all others. Each factor's analysis resulted that the gap analysis order was taste> balance of main & sub side dish> diversity of food in food area, quick react to customer complaint> reflection of customer proposal and recommendation> provide better service than competitor in service area, sanitation of food> cleanness of tableware> cleanness of container in sanitation area. The average score of customer's loyalty was 1.66 and female' score was significantly higher than male (p<0.001). Food, service and sanitation had a significant correlation to customer's loyalty than service (p<0.01), food (p<0.05), and sanitation (p<0.05) affected customer's loyalty significantly. So, intensive control is needed in the sanitation area which had the highest gap analysis result between importance and performance in food service. Especially, service factor was very important in explaining customer's loyalty, so service improvement through training is needed to improve student's satisfaction.
Journal of the Korean Society of Food Science and Nutrition
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v.40
no.8
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pp.1172-1178
/
2011
The purpose of this study was to investigate the status of a school foodservice menu evaluation and the perception of the school's dietitian on menu evaluation. Questionnaires were distributed to 448 school dietitians with an official letter, and a total of 292 responses were used for analysis. More than 90% of the respondents stated that a menu evaluation for the school foodservice was necessary. The major barriers to menu evaluation were "excessive workload" and a "lack of know-how", and the expected benefits were "increased satisfaction of customers" and "increased foodservice efficiency". The menu evaluation for "student preferences", "health improvement", and "ease of quality management" categories were performed in more than 45% of schools. The proportion of subjects who answered that "customer satisfaction" and "increased efficiency of foodservice" were expected benefits of menu evaluation were significantly higher in the menu evaluation group (p<0.05).
Journal of the Korean Society of Food Science and Nutrition
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v.34
no.2
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pp.209-218
/
2005
The purpose of this study was to evaluate the students' satisfaction with the Quality of middle school foodservice in Busan area. For purpose, Questionnaires were distributed to 788 students in 8 middle schools (four schools for classroom service, four schools for restaurant service). The average scores were -1.13 for gap of meal, -1.68 for sanitation, -1.19 for menu, -1.63 for attitude of foodservice staffs, and -0.89 for rapidity and exactness of service. The whole students assessed the important and performance of school food service 4.20/5.00 and 2.99/5.00. The restaurant service had significantly (p<0.01) higher average scores performance of meal, sanitation, and rapidity and exactness of service than those of the class room service. The Importance-Performance Analysis (IPA) gride, high importance and low performance (focus here) were cleanliness of dish, cleanliness restoration area, rapid treatment about complaints, reflection students' opinions, and listening to students' opinions in the classroom service and the restaurant service, but the Quality vs. price of meal, sanitation of meal, and dessert supply were included in focus here part in the classroom service.
Journal of Korean Home Economics Education Association
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v.21
no.4
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pp.71-89
/
2009
The purpose of this paper was to suggest effective management of clothing department in vocational high schools. Bibliographic research on ten vocational high schools' clothing departments was done. Also a survey was done to figure out what students and teachers think of clothing department education. The results were as follows. There are ten clothing departments in vocational high schools countrywide. 1493 students are enrolled in the department and they are taught by 51 teachers. Each school has two to seven laboratories. Professional subject time assignment of clothing department varies from 82 to 112 hours. Students chose clothing department in order to enter the university and their satisfaction on the department was "fair." Students' satisfaction level of professional education courses was "fair" and they felt difficulties both in theory and practice. Students answered that Embroidery/Knitting courses should be closed and Fashion Coordination be opened. Students were "fairly" satisfied with facilities for practice and felt job training was necessary. Most of them wanted to enter university after high school graduation. Teachers answered professional education curriculum was "fair." They found it necessary to improve the textbooks and felt both theory and practice difficult. They wanted Embroidery/Knitting courses to be closed and Fashion CAD course to be installed. From the teachers' view, students' prospect was better to enter university than to get a job. Teachers suffered from too much teaching-unrelated workload and wanted the number of teachers to be increased. Considering the above results, vocational high schools should concentrate their efforts on making students continue to study by extending the way to enter the same department of university as department of vocational high schools. In addition, they should develop various practice programs through field practice and educational-industrial relationship to help students get jobs. Both teachers and students think that the clothing department curriculum is difficult now. Therefore, the level of the curriculum should be adjusted. Finally, it was necessary to increase the number of teachers and to carry out teachers' training to raise quality in education.
Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
Journal of Korean Home Economics Education Association
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v.34
no.1
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pp.35-57
/
2022
This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.
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