• Title/Summary/Keyword: learning competencies

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Analytic Study on the Effectiveness of Computational Thinking based STEAM Program (컴퓨팅 사고력 기반 융합인재교육 프로그램의 효과성 분석 연구)

  • Kim, Soon-Hwa;Ham, Seong-Jin;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.105-114
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    • 2015
  • A SW competency based on computational thinking is considered as one of the core competencies in the future society. However, the concept of computational thinking is difficult to be introduced to the class because of the lack of appropriate educational program and the shortage of proper understandings of students and teachers. Thus, we have applied computational thinking based STEAM program and analyzed its effectiveness to explore the educational possibilities of computational thinking. The 49 samples were selected, 23 for the experimental group, and 26 for the control group. Pre-post tests for integrated thinking abilities and computational thinking were done to explore the CT-STEAM program's effectiveness. As a result, the components of integrated thinking abilities, science preference and self-directed learning abilities were enhanced after CT-STEAM instruction. In addition, computational thinking assessment score was statistically significant. We expect new STEAM programs using various computing tools to be developed in the future.

Opportunities and Challenges Perceived by Teachers from Physical Computing Education (피지컬 컴퓨팅 교육을 통해 교사가 지각한 기회 및 도전요소)

  • Choi, Hyungshin;Lee, Sangmin;Lee, Jeonghwa;Woo, Changmun
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.235-242
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    • 2016
  • Physical computing is utilizing principles of computing in the process of expressing one's ideas creatively and implementing them into tangible objects by combining hardware and software. Recent deployment of open source hardware and 3D printers increased the accessibility of physical computing. However, incorporating these into educational practices requires teachers' interest and competencies. This study aims to share the perceived opportunities of developing physical computing based lessons and challenges from teachers' experiences while primary teachers participated in learning fundamentals of physical computing and developing lessons. The findings of this study provide implications to the teachers who are interested in adopting physical computing into classes and in designing teacher training programs.

Success Factors in Effecting Cultural Change in Organizations: A Case Study (조직 문화 변화의 성공 요소에 관한 연구 - KM을 변화 플랫폼으로 적용한 기업 사례를 중심으로 -)

  • Roh, Jeong-Ran
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.2
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    • pp.427-445
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    • 2010
  • In our knowledge-based society, a corporation's main growth engine consists of its unique core competences and how these are organized rather than materialized competitive advantage. Intangible factors such as creative organizational culture, learning capability, brands, marketing ability and technology are notable examples of such core competencies. To ensure constant development of a corporation, it is important to understand the environment in which these factors operate. Drawing on literature research, this paper looks at organizational culture and change, and employees' attitudes and resistance factors to such change. To strengthen the explanation of this study the Korea Asset Management Corporation was used as a case study. From the point of view of information science, knowledge has been viewed as that which is found in books and databases. Such "knowledge" is storable, passive and unchangeable. However, more recently it is seen by many researchers that this approach is limited in that it ignores the knowledge that "sits" in human "bodyminds" and organizations. Such knowledge forms the backbone of organizational culture and should be considered in any meaningful study of information.

A Case Study in Engineering Design of Vehicle Aerodynamics Course by CO2 Model Dragster (CO2 모형 경주차를 이용한 차량 공기역학의 공학설계 사례연구)

  • Jang, Hyun-Tak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.2750-2757
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    • 2010
  • Recently, there have been a number of voices from industry that automotive education at the college is too theoretical and so college graduates are lack of practical ability to apply the automotive idea to actual systems. In order to educate engineering students design qualities in creative problem solving, this paper reports the results of employing engineering design projects in a Motor sports course of at A College. This paper presents design creterion and manufacture process of $CO_2$ model dragster, measures $CO_2$ model dragster speed and aerodynamic drag. In order to investigate the impact of engineering design on student's learning, a survey was conducted in 2008 spring semester. According to the results of survey analyses, student's key competencies and satisfaction reports high values on engineering design projects.

A Study on the Information Subject Curriculum Considering ICT Using Education - Based on the Analysis of the England's ICT Curriculum (ICT 활용 교육 활성화에 따른 정보교과 교육과정 고찰 - 영국의 ICT 교육과정 분석을 기초로)

  • Hong, Ji-Young;Han, Byoung-Rae;Kim, Hong-Rae;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.145-154
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    • 2001
  • As it is shown that the Ministry of Education has asked teacher to use ICT (Information and Communication Technology) at least 10% of class time in core subjects of the 7th national curriculum, the ICT using education is being facilitated. In this point of view, current information subject curriculum can be criticized due to the lack of series and redundancy, less connectivity with ICT utilization in other subjects, limitation of training students to adapt rapidly changing world environment. Therefore, we analyze the England's ICT curriculum and derive the concrete objects for competence of students according to their ability, systematic connection with other subjects, class teaching methods based on activities. We insist on that information subject curriculum should focus on the development of learners' concrete competencies rather than learning of tools' functions.

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Content Analysis of Debriefing after Simulation-based Nursing Education on Respiratory Distress Syndrome in the Neonatal Intensive Care Unit (간호학생이 경험한 시뮬레이션 기반 간호교육의 디브리핑에 대한 내용분석: 호흡곤란증후군 신생아 간호를 중심으로)

  • Kang, Kyung-Ah;Kim, Sunghee;Kim, Shin-Jeong;Lee, Myung-Nam
    • Child Health Nursing Research
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    • v.24 no.2
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    • pp.208-219
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    • 2018
  • Purpose: The purpose of this study was to explore nursing students' experiences of debriefing after simulation-based learning and to obtain fundamental data to support the development of effective teaching strategies. Methods: Sixty-seven nursing students participated in this study from April to May, 2017. This was a descriptive study analyzing the content of students' descriptions of structured questions in 3 stages (description, analysis, and application) based on recorded videos. Results: The description stage was classified into 3 categories for problem recognition, 4 categories for the nursing plan, and 6 categories for the nursing intervention. The analysis stage was classified into 6 categories for satisfactory practice, 3 categories for experience and 4 categories for what they learned through practice. The application stage was classified into 5 categories, that were to be mastered, and 6 categories, that were important to recognize. Conclusion: This study succeeded in charaterizing learners' experiences of debriefing. During the debriefing, students watched recorded videos, and we found that self-evaluation through structured questionnaires could be a very effective way to strengthen students' core competencies. Our content analysis of the debriefing is expected to contribute to the development of effective strategies in simulation-based education for students and nurses.

The Development and Application of Elementary Mathematics Performance Assessment Model for Student Development (학생성장을 위한 초등수학 수행평가모델의 개발 및 적용)

  • Choi-Koh, Sang Sook;Park, Mangoo;Kang, Kyung Eun;Kim, Hye Young
    • Communications of Mathematical Education
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    • v.29 no.4
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    • pp.625-642
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    • 2015
  • The purpose of this study was to develop and verify the feedback-enhanced performance assessment model through a variety of assessment strategies focused on the development of students. In order to achieve the purpose of this study, we analyzed the achievements of the sixth grade curriculum standards and set the central achievement standards in core competencies. We then established an evaluation plan to take advantage of a variety of methods and develop an assessment tool for process-based evaluation during lessons. We applied this assessment model to 6th grade students while teaching and learning mathematics in the classroom. The result of applying the performance evaluation model showed the improvement of students' reflective thinking ability. Also, some students who was not achieved at the level of 'N' could develop to the level of 'N + 1'. A long term research using various assessment strategies should be continued for effective help of students' mathematical development.

Communication Effects of Gamification App : Focused on (게이미피케이션 앱의 의사소통 효과: 앱 <모두의 이웃>을 중심으로)

  • Kang, Seungheon;Jeong, Ji-Yong;Park, Sung-Jin;Kim, Sang-Kyun
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1245-1251
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    • 2018
  • Communication skills are emphasized as one of the key competencies of the people who are living in the fourth industrial revolution era. However, it is widely believed that traditional education systems focused on individual learning do not provide sufficient communication opportunities. This paper proposes a method to activate communication using mobile app. In this study, app was developed and used by college students for two days, and then analyzed the communication-related effects through questionnaires. The results showed that both fun and communication were effective. Based on the experimental results, it is expected that the proposed app in this paper will contribute to activation of communication among people, increase of interest among members, and improvement of cooperative thinking ability.

A Study on The Effect Business Performance of Convergence Capabilities on Corporate (기업의 융합역량이 경영성과에 미치는 영향)

  • Choi, Seung-Il;Song, Seong-Bin
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.177-184
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    • 2015
  • Modern society is rapidly going digital as blowing hot air about it Convergence castration. Iran fusion product management, technology, and services such as free from black-and-white logic of various activities such as management of alternative recognition by further series of management innovation in the way of trying to fill the other gaps win-win. In addition, the company is to survive through the creation and unceasing. Performance of firms in contemporary globalization, which is still more sensitive. In this study, based on the fusion needs of the enterprise and explores how this convergence competencies affect to business performance. Results showed that the fusion capacity is affecting the financial performance and non-financial performance. That fusion technology education learning capability and convergence capabilities appeared to affect the financial performance and non-financial performance.

The Development of 'Good Dietary Life Guide' Textbooks for Elementary School Students (초등학생 식생활교육을 위한 '바른식생활 길라잡이' 교재의 개발과 활용방안)

  • Sang, Eun-Young;Kim, Jeong-Weon
    • Korean Journal of Community Nutrition
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    • v.22 no.1
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    • pp.74-83
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    • 2017
  • Objectives: This study aimed to develop dietary education textbooks for elementary school students by focusing on the three core values of environment, health and gratitude from the National Food Education Plan. Methods: The contents of textbooks and teacher's guidebooks were developed with brainstorming of the authors as well as consultation with experts and by considering not only the three core values of environment, health, and gratitude, but also the performance indicators of the 2nd National Food Education Plan and the key competencies and creative convergence approach of the 2015 revised national curriculum. Results: A total of 12 different dietary education textbooks named 'Good Dietary Life Guide' and the teachers' guidebooks from the first to the sixth grade of elementary school were developed. The textbooks were fundamentally developed connecting the three core values, the outcome indices of the 2nd National Food Education Plan and the key competences of the 2015 revised national curriculum. Various educational activities such as thinking, debate, writing, cooperative learning, experience, practice were included to promote students' participation. These books could be utilized in every field of dietary education targeting elementary students such as creative experiential activity, convergent classes (integrated subjects, Practical arts, Social studies, Science, Moral education and Korean), after school classes, rural experience, general agricultural education, after-school child care services and community child care centers. Conclusions: The continuous and repetitive use of the textbooks from the first to the sixth grade would contribute to the improvement of food habits and the personalities of elementary school students, and consequently make the students grow up as healthy citizens.