• Title/Summary/Keyword: Andragogy

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Research Trends on Lifelong Education Workers: For thesis published in domenstic journals in 2001~2021 (평생교육 종사자에 관한 연구동향: 2001~2021년 국내 학술지 게재 논문을 대상으로)

  • Kim, Mi-Ye
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.67-74
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    • 2021
  • The purpose of this study is to analyze the research trends of lifelong education workers, based on research articles related to lifelong education workers published in domestic journals from 2001 to 2021, and to provide basic data for future lifelong education workers research. In order to achieve these research objectives, research trends of 40 research articles related to lifelong education workers published in domestic journals were analyzed by research subject and research method, and the detailed research conclusions are as follows. First, as a result of the analysis by characteristics of researches related to lifelong education workers, it has been continuously increasing since 2001 out of a total of 40 articles by year. From 2001 to 2005, there were 2, 8 from 2006 to 2010, 10 from 2011 to 2015, and 20 from 2016 to 2021. By major publication, there were a total of 20 publications, including 8 Lifelong Education Studies, 5 Lifelong Learning Society, 4 Andragogy Today, and 3 HRD Studies, and 20 articles were published in non-mainstream journals. Second, as a result of the analysis of each study subject, there were 20 lifelong education history, 16 lifelong education managers, and 4 others. Third, as a result of analysis by research method, quantitative research was most used, followed by qualitative research, literature research, and mixed research. In future research, many research topics such as analysis of various policies related to lifelong education workers and exploration of development plans should be carried out.

Re-engineering Adult Education Programme-an Online Learning Curricular Perspective

  • Mathai, K.J.;Karaulia, D.S.
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.685-697
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    • 2003
  • The Web based multimedia programmes/courses are becoming widely available in recent years. Most of these courses focus on Behaviorist way of learning, which does not promote deep learning in any way. For Adults this approach further incapacitated, as it does not satisfy Andragogical needs. The search for Constructivist way of learning through the web applied to Indian conditions led to need for developing a curriculum development approach that would promote construction of knowledge through web based collaboration. This paper attempts to reengineer existing curriculum development processes and lays out a framework of‘Problem Based Online Learning (PBOL)’curriculum design. In this context, entire curriculum development life cycle is evolved and explained. This is a part of doctoral work (Ph.D), which is in progress and being undertaken by K.James Mathai, and guided of Dr.D.S.Karaulia.

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Development of an Information System for Accounting for the Level of Training of Future Specialists in the Field of Information Technology

  • Alla Kapiton;Nataliia Kononets;Valeriy Zhamardiy;Lesya Petrenko;Nadiya Kravtsova;Tetiana Blahova
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.95-106
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    • 2024
  • The article is devoted to the design and development of an information system for preserving the results of testing to verify the residual knowledge of students of the resource for training specialists in information and communication technologies. The purpose of the study is to provide a scientific justification for the problem of developing professional training of specialists in information and communication technologies in the process of using an information system to save test results to verify students' residual knowledge and to verify the effectiveness of its implementation in universities. According to the results of the experiment, it can be argued that the introduction of an information system to preserve the results of testing to test students' residual knowledge in the educational process contributes to the professional training of specialists in information and communication technologies at the universities of Ukraine. The practice of development and use of modern information technologies focused on the implementation of psychological and pedagogical goals of teaching and education is fundamentally new mediated by modern technical and technological innovations.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.

Reconsidering of critical factors for high quality e-Learning (이 러닝의 질적 우수성에 대한 재고(再考)무엇이 질을 결정하는가?)

  • Cho Eun-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.36-50
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    • 2005
  • e-Learning has been mushrooming with wide range of learning groups from pedagogy to andragogy. Despite of increasing e-learning opportunities, many people doubt whether e-learning learners really learn something. The related research papers emphasized that e-Learning would be a failure in terms of understanding of e-learners and intuitive learning activities for activating learner's long-term memory span. The current learning strategies in e-Learning may be based on the traditional classroom, and this results in boring and ineffective learning outcomes. This paper analyzed that how learners have received e-Learning for the last few years from the research and explained what could be the failing aspects of e-Learning. To be successful, e-Learning should consider the e-Learner's individualized teaming style and thinking patterns. When considering of various e-Learning components, the quality of e-learning should not be focused on any specific single factor, but develop every individual factor to the high level of quality. In conclusion, this paper suggest that we need new understand of e-Learning and e-Learner. Also the e-Learning strategies should be examined throughly whether they are on the side of learners and realized how they learn from e-Learning. Finally, we should add enormous imagination into e-Learning for next generation because their teaming patterns significantly differ from their parent's generation.

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A Study on e-Learning Quality Improvement (이 러닝의 질적 향상 방안에 대한 연구)

  • Cho Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.316-324
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    • 2005
  • e-Learning has been mushrooming with wide range of teaming groups from pedagogy to andragogy As e-teaming opportunities increase, many people raise question about whether e-teaming show positive teaming effects. The related research emphasized that e-learning would be a failure in terms of understanding of e-Learners and activating intuitive teaming activities from learner's long-term memory span. The e-teaming strategies based on the traditional classroom and resulted boring and ineffective teaming outcomes, should be changed to provide authentic and effective teaming results. This paper analyzed that how learners have received e-Learning for the last few years from the research and explained what could be the failing aspects in e-Learning. To be successful, e-loaming should consider the e-learner's individualized teaming style and thinking patterns. When considering of various e-Learning components, the quality of e-teaming should not be focused on any specific single factor, but develop every individual factor to be integrated into high level of quality. In conclusion, this paper suggest that it is needed new understandings of e-Loaming and e-Learner. Also the e-Learning strategies should be examined throughly whether they are on the side of learners and realized how they learn from e-Learning. Finally, we should add enormous imagination into e-loaming for next generation because new generation's teaming patterns significantly differ from their parent's generation.

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