Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.
Park, Jong-Seok;Oh, Won-Kun;Park, Jong-Wook;Chung, Byung-Hoon
Journal of The Korean Association For Science Education
/
v.19
no.2
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pp.329-339
/
1999
The 34 gifted children at 4th grade to 5th grade had attended the science camp for 3days. After the camp. they were asked to write which activities were most or least interesting, and most or least fruitful for themselves. By analyzing these answers, we could conclude that the activities which have novelty. give curiosity. or give opportunities to participate were thought to be interesting to them.They considered that a profitable activity should have something worth-learning. From these result. the effective activities in science gifted education gave the opportunity for self-doing and stimulate the curiosity with new phenomenon.
Park, Kyung-Ae;Woo, Hye-Jin;Kim, Kyung-Ryul;Lee, Soo-Kwang;Chung, Jong-Yul;Cho, Byung-Cheol;Kang, Hyun-Joo
The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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v.18
no.3
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pp.142-161
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2013
In order to enhance scientific interest and a sense of affinity about ocean, the programs of the oceanic camp 'oceanic summer school' were developed and applied to $4^{th}$ and $9^{th}$-grade elementary and middle school students for 9 years from 2004 to 2012. It was composed of oceanic training for snorkeling, a tour to oceanic institutes and museums near the camp academy place, experimental learning in oceanic-related field, field trips for ocean and earth sciences, and lectures on various subjects of ocean. We developed and implemented 9-kinds of inquiry surveys to evaluate changes in cognitive and affective characteristics, and ocean literacy of students participated at the present oceanic summer camp. Based on the statistical analysis, affective characteristics such as interest, inquisitiveness, passion, and so on, were enhanced. Analysis of ocean literacy revealed that cognitive characteristics of the students were increased by 40%. We presented parents' responses on the programs of oceanic summer school. Some students with less initial interest of ocean have positively changed to make up their minds to be a oceanographer in several years later. In light of this, the summer school can be evaluated to be successfully functioned as a long-term support system for potentially young-talented students in the field of ocean science. This study addresses that long-term implementation of the summer oceanic camp may trigger students with potential talent toward in-depth science in the near future even though it could not bring positive effect immediately. This addresses the necessity of policy supports in order that various programs like the scientific camp should be more constructively developed and executed for next-generation manpower in oceanographic fields.
This paper was built for an activation of a merged education and development of non-subject, new type creative merged education program having effectivities. This program is disciplined a kind of flipped learning and camp program of 2 nights and 3 days. Given a problem which big enough and open-ended problem, multidisciplinary team that composed with engineering and design major students works the capstone design project. For ordinary engineering design process, 'how can we make?' was important. But in this program 'what can we make?' is more serious question. Our program was pursuing an creative idea that can induce innovation. Teaching or interference of professors was minimized and then students solve the problem theirselves by long time and liberal brainstorming. Last products is not real goods and only a proposal for manufacturing. Finally, the results are presented using ppt and board. After not only professors but also students of other teams can ask a question, resolve and comment on that proposal. The benefits of this program are that inner members of university take a whole process from planning and working to last evaluation. Besides economic benefit, they can secure an infrastructure for development of creative merged education program by running for several times and so can improve the program continuously. For an aspect of students, they can respond to recently highlighted creative experiences that required for recruitment.
Journal of the Korean Institute of Landscape Architecture
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v.35
no.1
s.120
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pp.9-19
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2007
This plan was submitted as part of an invited competition for the provincial park planning of Yeonin Mountain, which was held by the Gyeonggi Innovation Corporation in November, 2006. The proposed site is located at Seungan-ri, Gapyung-eup, Gapyung-gun, Gyunggi-do and covers about $150,010m^2$. The main goal of this project is to "Suggest a New Park Paradigm" by shedding old ways of thinking about parks through an integrated development concept. Planning was approached as follows: First, providing an unique theme to the support facilities area of Yeonin Mountain Piovincial Park. To achieve this theme, the Seungan support facilities area was designated to be home to a Seven Colored Theme Garden, currently named the Native Wild-flower Garden, while the Baekdun facilities area is to be centered on a Self-loaming Forest Camp, which will give the chance of a hands-on wildlife experience. With these themes, which create recreational goals that will encourage not only tourism but education as well, the foundation was laid for a multi-purpose park paradigm. Second, Developing a Core Facility Zone. To accomplish the development of a core facility zone, park buildings will be arranged in accordance with an integrated building lay-out for easy access and use, and the facilities specified by design for the Seven Colored Theme Garden are provided for the newly prepared site. This will allow focus on the user's viewpoint instead of the view of the planner or of ease of maintenance.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.13
no.3
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pp.37-46
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2018
This paper define the research problem as the jeopardized situation of most startups in early chasm. Korean government have put more policy focus on helping these startups to jump over the chasm. One of the effective policy measures helps these startups defining the core competencies validated from target customers, in-housing them effectively, and therefore enhancing the level of differentiation against the competitors by "Product Pivoting Training Boots Camp." It ultimately give the key nudge to startups in struggling with unsold products after initial launch to the market. This paper carried out the empirical test to the target sample of startups participating in this camp. In particular, this research analyze the level of satisfaction of startups, as move along with characteristics of the participant and training program, going through this camp whether it enhance their will of application into real business case. The survey were delivered and collected from 203 startups in attending "Product Pivoting Academy, the following program of Startup Jump-up package policy module. The research result shows that all startups participating in this academy were so much satisfied and motivated strongly to take the training process into applying real business case in order to increase sales. The quality of the training program and the characteristics of the participants had mediating variable effects on the will of application with respect to the level of satisfaction. It imply that the program should put more attention on improving coaches' nudge and learning motivation of participants to enhance the level program satisfaction.
The purpose of this study was to introduce the development and application of STEAM education science camp program conducted in J university for high school students and to suggest the ideal class design method and procedures along with STEAM logics and viewpoints. The pre-service science teachers participated in the class developed teaching materials in accordance with STEAM education model and the teaching procedures and materials were modified and supplemented through the education specialist group's assessment and the actual class. The developed program was applied to the second-year students(N=45) of a science-focus school in Jeonju City and the first and second-year students(N=61) of 13 high schools in Jeonbuk province who participated in the 'STEAM experiment camp' during the summer vacation in 2012. After the class, the learners' average satisfaction level in the program content and activities was 4.02 point out of 5 point and the pre-service science teachers' average satisfaction level in the program and teaching-learning was 4.28 point. Therefore, the STEAM education program of this case study can be a model to the teachers who desire to plan the science-focus STEAM class and conduct it.
This study has developed STEAM educational program designed to cultivate topophilia using Jeonbuk educational resources and applied the program to a science camp. Topophilia is a sense of attachment and nostalgia towards one's birth place and specific objects, which can create positive affection and act as motivations for learning to the students. We developed a 32-hour STEAM program which consisted of 8 experiential activities and 2 travel programs including Gochujang, Hanok Village, a reverse ice spikes in Mai Mountain, and art works by Choi Book. In particular, we emphasized the fun of class, voluntary learning, and process of attaching significance by providing aesthetic and emotional experience of synesthesia. As a result of application, the students' level of confidence(Likert scale level 4, 2.5 points) in science and the level of interests(3.3 points) have improved. The pleasant experience of voluntary learning and active participation in class provided meaningful memories through value recognition and significance ascription. 93.3% of the students participated said they would recommend the Topophilia science camp to their peers. The level of satisfaction overall was 3.8 points(Likert scale level 5) and the program received positive evaluations that the class was fun and interesting(4.1 points).
The purpose of this study was to calculate the economic effect of Women-Farmer's Center. Since 2001, The Ministry of Agriculture and Forestry has run Women-Farmer's Centers in which women-farmers can receive the care for their pre-schooling children, after-school learning service, and city-farm exchange, education, and counseling. In other words, Women Farmer's Center provides not only improvement of ease and quality of life of women-farmer's, but also spreading economic effect to community and country. By calculation based on business plan of 14 centers that run centers, total economic income effects are 2,784 million won, which consist of 1,265 million won for counseling, 146 million won for the care of infants and children, 139 million won after-school learning, 1,020 million won for education, and 214 million won for city-farm exchange program. The Women-Farmer's Center should be managed reasonably with government support so that Women-Farmer's Center will become as a base camp for young women farmers to participate in agriculture and rural community and increase its economic effect for the nation in the future.
The purpose of this study is to design smart learning based extracurricular program of the university and to analyze the effect of core competencies. This program was formed by 10 teams with S and K University in Seoul, and run a daily camp format to use smart devices and apps. As a result, the participating students, communication skill, self-directed and creativity increased significantly. In addition, the educational effects of this program was positive changes in the areas of 'communication', 'self-directed', 'cooperative learning', 'problem solving' in the focus group interview. And the students responded that the use of smart devices and apps help to immerse in the program and increase their interest. The purpose of this study is to suggest new models and implications for the extracurricular program. In the future, we hope to develop the various smart learning based extracurricular programs for enhancing the competencies.
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