• Title/Summary/Keyword: 과학교육 콘텐츠

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Fairy tale experience system using VR (가상현실 기술을 활용한 동화 체험 시스템)

  • Yoo, Sangwook;Kim, Suhyeon;Kim, Jonghyun;Hwang, Chanho;Choi, Hyosub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.482-485
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    • 2020
  • 최근 물리적 언택트(Untact)와 사회적 온택트(Ontact)를 이끄는 기술에 대한 관심이 커지면서 가상현실(VR:Virtual Reality) 기술을 활용한 교육이 주목받고 있다. 이와 더불어 교육 환경이 경험과 체험 위주의 맞춤형 교육으로 급격히 변화함에 따라 사용자 요구를 만족시킬 콘텐츠는 부족한 실태이다. 따라서, 본 논문에서는 효과적인 독서교육을 위해 종이책과 전자책을 비교 설명하며 가상현실 기술을 활용한 동화 체험 시스템을 제안하였다. 사용자 얼굴 3D 텍스처 모델링과 멀티플레이어를 통해 비대면 실감형 콘텐츠와 공공데이터를 활용하여 동화선택 기능을 구현하였다. 이처럼 교육적인 관점에서 스스로 선택한 동화를 함께 체험하고 인지한다는 점에서 효과적이다.

The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.118-121
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

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Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality) (증강현실 기반의 초등과학교육 콘텐츠 제작)

  • Lee, Jae-In;Choi, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.514-520
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    • 2011
  • Technological development, a diverse range of media adapting to new technology has been developing. Augmented Reality Technology provides realistic information through the stereoscopic 3D images and it has been riding a wave of learner interest as an educational media which can broaden their learning experience through direct operating activity. The biggest reason why the Augmented Reality has gained such attention is because of its unique way of suggesting learning information that unlike the existing educational media, the Augmented Reality provides additional digitalized information while its users are looking at the actual object. Based on the domestic and foreign cases of development for educational contents using the Augmented Reality Technology, this thesis suggests the utilization of Pop-up books and multi-augmented Digilog Books that are ways to maximize the educational effects of the Augmented Reality. Through the development of smartphone applications that are propagating lately at a rapid rate, users can now use the Augmented Reality educational contents in a way that is easier than ever.

The Level of Satisfaction and Needs Assessment of e-Learning Contents on Vocational High School (전문계고 이러닝 교수.학습 콘텐츠 만족도 및 요구 분석)

  • Byun, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.13 no.3
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    • pp.47-54
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    • 2010
  • The purpose of this study is to improve expertise and substantiality of teachers by analyzing the level of satisfaction and the needs assessment of e-learning instructional contents on vocational subject at vocational high school. For the above purpose, we carried out a questiones to the 126 teachers and the 646 students in the second and the third grade of vocational high school. As a result, even though teachers knew the e-learning contents, they does not actively use the e-learning contents in class. They feels in need of contents which are able to be reconstructed. Students also prefer the contents focused on problem-solving to prepare for the national academic aptitude test and indirect experiences through simulation ways.

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A Study on the Achievement Goals, Teaching-Learning Methods, and Evaluation Methods in Computer System Education (컴퓨터 시스템 분야의 성취 목표, 교수학습 방법 및 평가 방법에 관한 연구)

  • Kim, Hyunbe;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.195-202
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    • 2014
  • Computer education in Korea needs to be modified from IT utilization to principle-oriented form of computer science education. In this study the achievement, teaching-learning methods, and evaluation methods in the computer system education area of computer science education are suggested on the elementary and middle schools in Korea. For these purpose the curriculums of computer science in United Kingdom and United States are analyzed.

A Study on Object-Oriented Programming Education for Improving Logical Thinking Ability of Elementary School Students (초등학생의 논리적 사고력 향상을 위한 객체지향 프로그래밍 교육 연구)

  • Park, Kyeong-Mo;Hong, Tae-Jin
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.367-373
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    • 2009
  • Computer programming education helps students understand abstract concepts better and solve given problems independently. Many previous studies on programming education have focused on procedural programming languages such as BASIC and C, but studies on objected-oriented program ming language like JAVA is rare. This paper examines how an architectural neural, objected-oriented JAVA programming study system can improve logical thinking ability and encourage self-led study and stimulate interests in computers among elementary school students. The system has been developed and is suitable for distributed Internet environment. The experiment results demonstrated that the objected-oriented programming education enhances logical thinking ability, exerts a positive impact on student achievement in math and science, and stimulate interests in computers.

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Contents-Development for Increasing Creativity based on Algorithm (알고리즘을 기반으로 하는 창의성 신장 콘텐츠 개발)

  • Kim, Eun-Gil;Kim, Jae-Hyung;Kim, Jin-Woo;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.271-280
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    • 2010
  • Education focus on cultivating creative talent in the rapidly changing knowledge and Information society. Algorithms of computer science students to logical thinking and problem solving to find the best solution is an effective learning content. But the algorithm often educate at the University of reality when considering the level of elementary school students' cognitive structure and it is very important for teaching. In this study, based on the principle of the algorithm with an educational content for students to understand the principles of their own problems as the best way to resolve the situation with the ability to want to kidney. Content that contains elements of the game interesting for students to participate actively interested in effective teaching methods to the understanding of the principles of the algorithm will be a big help.

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The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2792-2798
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

A Case Study on the Effectiveness of Major-friendly Contents in Software Education for the Non-majors (비전공자 소프트웨어 교육에서 전공맞춤형 학습 콘텐츠의 효과에 관한 사례 연구)

  • Seo, Joo-Young;Shin, Seung-Hun
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.55-63
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    • 2020
  • Recently, there is a strong interest in SW basic education for non-major students in universities, but SW non-majors are having a hard time learning. This paper proposes a class operation method that utilizes customized contents reflecting the interests of non-majors, rather than using existing learning contents for SW majors. The proposed method is to improve the education effects by increasing the learning motivation of SW non-majors. The paper shows a case study of A university, which has operated non-major SW basic education for more than five years. The case study analyzed the change of class satisfaction of students of pre- and post- learning group that reformed major-friendly contents about the same curriculum. As a result, the students of social sciences are interested in learning contents using public data that can examine the social and cultural phenomena of the country, and humanities students are interested in text contents such as novels, history books, and SNS articles. In addition to the understanding of the lectures, the class satisfaction was also greatly improved, and it showed that the major-friendly contents is useful for SW basic education of non-majors.

Exploration of extending harmonograph STEAM educational contents toward kinetic art work (하모노그래프 STEAM 교육용 콘텐츠가 갖는 키네틱 예술 작품으로서의 확장 가능성 탐구)

  • Jun, Youngcook
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.239-240
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    • 2018
  • 로봇 키트 등의 도구와 제어하기 쉬운 코딩 기법 등은 학생들에게 창의적인 융합 프로젝트를 할 수 있는 환경을 제공하는데 기여하고 있다. 이 논문은 진자의 왕복 운동을 물리적으로 다루면서 수학 도형을 생성하는 하모노그래프 장치를 만들고 아두이노 키트를 사용하여 향상시키는 중학생들의 사사과정 프로젝트를 소개한다. 그리고 과학(S), 테크놀로지(T), 공학(E), 수학적 접근(M)과의 관련성을 다루고 키네틱 예술 작품으로 발전할 수 있는 가능성을 탐구한다.

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