• 제목/요약/키워드: 과학교육 콘텐츠

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Perceptions of the Knowledge of the Channel ⓔ as educational media for school teachers (<지식채널e>의 교육적 활용에 대한 교사 인식 연구)

  • Park, Yooshin;Na, Yeohoon;Jang, Eunju
    • Cartoon and Animation Studies
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    • s.49
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    • pp.425-464
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    • 2017
  • The Knowledge of the Channel (e) is often used as educational materials; it delivers very short but compelling message of strong or interesting timeliness. However, as the media environment changes, expectations and demands for The Knowledge The Knowledge of the Channel (e) is used in school education and what should be improved upon to increase utilization of educational resources. We surveyed 361 elementary, middle and high school teachers and analyzed the frequency of using, approach and learning activities of The Knowledge of the Channel (e) in school education. We also analyzed difficulties in using it in the school and what improvements should be made. Result show that the frequency of using The Knowledge of the Channel (e) in school is highest in elementary schools, followed by middle school, and then high school. Teachers strongly consider curricular relevance when selecting broadcasting contents for education, and among programs of EBS(Educational Broadcasting System), most frequently use The Knowledge of the Channel (e). The The Knowledge of the Channel (e) is mainly used as an incentive for increasing motivation. When examined by elementary school curriculum, this material is highly utilized in subjects with content such as society, morality, and science, or with approaches that require various perspectives. However, it is difficult for teachers to find materials directly related to their classes, and since other media content similar to The Knowledge of the Channel (e) is abundant, the utilization of The Knowledge of the Channel (e) is decreasing. To improve this, The Knowledge of the Channel (e) needs to improve its platform and transformed the type of The Knowledge of the Channel (e) content being provided on social media.

Research on the Emotional Expression of Synesthesia through STEAM Education Program (융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구)

  • Lee, Jin;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.448-454
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    • 2013
  • This paper proposes a methodology of expanding the mind in multi-disciplinary ways through STEAM education program based on science and art. The paper aims at analyzing both the analog- an digital-based emotional expressions experienced by students. Students use digital visualization technology using linguistic tool as well as sense of vision, hearing and touching. This is a STEAM education program designed for high school students and called "Kandinsky, Drawing the Sound". Kandinsky was a prominent proponent of synesthesia and through his artwork, students can learn how to express and develop synesthetic senses. Through this STEAM program, students are empowered to express diverse emotions reconstructed through plays, stories and synesthesia.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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The Analysis of Young Children Science Educational Content Shown in the Child Picture Book (유아용 그림책에 나타난 유아과학교육 내용분석)

  • Yun, Eun-Gyung;Lee, Mi-Na
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.588-597
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    • 2015
  • This study is to distribute 5-year-old nuri curriculum science education contents in child picture books, and to investigate the categorical difference of science education contents between domestic and foreign picture books and among genres. The subjects were 219 picture books for children from 4 to 7, listed in which is published by Children's Book Study Group in 2012 and 2013. The research tool was from the article of 5-year-old nuri curriculum nature study, to analyze the contents of young children science education in the child picture books. Content analysis categories was set to two upper-categories and seven sub-categories. Research data were calculated in the analysis of the frequency and percentage of each item's category by the method of analysis conformity. In conclusion, first, in the analyzed result of the upper categories of young children science education contents in 219 picture books, the frequency appeared in order of 'Curious to maintain and expand', 'Learn living things and the natural environment', 'To explore the investigation technique', 'To enjoy the investigation technique', 'Utilize simple tools and machines', 'To search objects and materials', 'Learn natural phenomena'. Second, in the compared result between the domestic and foreign picture books and among genres, "scientific inquiry" is appeared more than "fostering an attitude of exploration".

An Application Scheme and Comparison for the Education Homepage By the Web Accessability Guidelines (웹 접근성 지침에 의한 교육용 홈페이지의 적용 방안 및 비교 분석)

  • Jung, Deok-Gil;Lee, Jong-Hun;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.6
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    • pp.1142-1147
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    • 2008
  • In recent years, the efforts for standards of Web contents accessibility and the improvements of Web accessibility are expanded in the government, enterprises, and public institutions. In this paper, we examine the Korean Web contents accessibility guidelines, and propose the evaluation scheme for the education homepage by the Web accessibility guidelines using KADO-WAH program which is the evaluation tool for Web accessibility. Also, we propose the improvement scheme for education homepage by modifying the error and warning clauses directed in which are appeared in the evaluation report. And, we evaluate the various education homepages using KADO-WAH, and analyze the comparisons for the Web accessibility guidelines among the education homepages.

A Case Study on the Effective University Presentation Education - In the case of Writing and Communication Classes at Seoul National University of Science and Technology (효과적인 대학 프레젠테이션 교육을 위한 사례 연구 -서울과학기술대학교 <글쓰기와 의사소통>을 중심으로)

  • Kim, Se-Ryoung
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.625-639
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    • 2014
  • Nowadays, the importance of presentations is emphasized more and more. But the university presentation education has not met the today's needs. So this study is focused on showing effective practice methods and finding development directions of the university presentation education, by having a correct understanding of presentation as a process of convergence communication. To accomplish purpose of study, I analyzed and criticized the case of Writing and Communication classes at Seoul National University of Science and Technology which has carried out practical presentation education based on former learners presentation outcomes. As a result, I suggested actually helpful presentation education method by dividing and explaining presentation process into two stages which were 'contents planning' and 'expression&communication'. To properly actualize the university presentation education, It will have to operate as convergence program and activate more learner interactions, the communications between Instructor and learners.

Developing 3D Simulation Contents for Understanding of Light and Shadow (빛과 그림자 개념 이해를 돕는 3차원 시뮬레이션 콘텐츠 개발 및 적용)

  • Lee, Ji Won;Yoon, Hayoung;Kim, Jung Bog
    • Journal of Science Education
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    • v.38 no.3
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    • pp.703-717
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    • 2014
  • In physics, metal simulation is an important mechanism to understand and create concepts. If students have difficulty in mental simulation, understanding the concept of physics also gets difficult. By providing guide for spatial manipulation to students, 3D simulation contents can help them understand the concept of physics. In this study, the 3D simulation contents developed to help understanding the concept of light going straight and shadow is applied to 20 college students. The results, Hake gain is 0.93, showing high level of understanding about the class. In addition, through mental simulation, students predict the phenomenon well about the new context. This is shown that students' understanding of concept through 3D simulation contents are carried out well.

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Analysis of the Experiences and Perceptions of Teachers Participating in the Development of Content-Based Online Science Class Videos, and the Characteristics of the Developed Class Content (콘텐츠 활용형 온라인 과학 수업 동영상 개발에 참여한 교사들의 경험과 인식, 개발된 수업 콘텐츠의 특징 분석)

  • Shin, Jung Yun;Park, Sang Hee
    • Journal of The Korean Association For Science Education
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    • v.40 no.6
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    • pp.595-609
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    • 2020
  • The purpose of this study is to analyze the experiences of teachers who participated in the development of online science class videos in the context of covid-19, their perception of online science class, and the characteristics of the online science class content developed by teachers. A survey and interviews were conducted with ten elementary school teachers who made online science class videos themselves. Also the characteristics of the online science class were investigated by analyzing the online science class video produced by the participants. As a result, participants in the study recognized the lack of production time, difficulty in filming and editing, concerns over misconceptions, the problem of solving copyrights for existing materials, and the burden of external disclosure. Although it was a teacher who had experience producing online science class video contents, no research participants actively answered the merits of online science class. On the other hand, the study participants cited that the shortcomings of online science classes were that students had fewer opportunities for inquiry and lack of communication or interaction. In particular, these shortcomings were thought to have a great influence on the quality of online science classes, especially in making inquiry classes difficult. Some teachers took a negative view that online science classes could not completely replace face-to-face classes. However, if multiple teachers are presented with supplementary teaching activities that complement the content-based online teaching method, the method of combining online science classes and face-to-face classes is not. Through the analysis of the contents of the online science class, the introduction and arrangement steps of the online science class were similar to the process of the face-to-face science class, but the inquiry step and the conceptual explanation step showed a big difference from the face-to-face science class.

Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

Effects of Participation in Non-face-to-face Daily Science Class on Elementary School Students' Perception of Science and Scientific Competency (비대면 생활과학교실 참여가 초등학생들의 과학기술에 대한 인식 및 과학적 역량에 미치는 영향)

  • Choi, Kyoulee;Oh, Yoonjeong;Lee, Sun-Mi;Zhang, Mi-Hwa;Lee, Mihyoung;Cho, Kyung-suk
    • Journal of Science Education
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    • v.46 no.1
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    • pp.40-52
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    • 2022
  • Daily science classes, which have been continued as part of the spread of participatory science culture, has taken the lead in popularizing science as an effective out-of-school experiential and research activity. However, due to the recent COVID-19 situation, daily science classes have also become an environment in which there is no choice but to switch to non-face-to-face or to combine face-to-face and non-face-to-face education. Therefore, in this study, we examine how elementary school students participating in the non-face-to-face daily science class program change their usual fields of interest, perception of science and technology, interest about science, and scientific competency. In addition, the educational effectiveness of the non-face-to-face daily science class improved by comparing the differences in perceptions of students and parents, and future operation plans were sought. As a result of the study, after participating in the non-face-to-face daily science class program, students' interest in science and technology development, future technology, environmental pollution, and social media increased, and their interest in games decreased. Also, students' interest in science and technology activities, interest in science, and scientific competency also increased. This shows that non-face-to-face daily science class education is effective. Therefore, it was suggested that it is necessary to diversify the learning topics and content levels of the daily science class program, to expand the opportunities of non-face-to-face science education for underprivileged learners, and to develop and share science content using the latest media.