• Title/Summary/Keyword: 교수요소

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A Case Study on the Digital Media-Connected Liveness of the Dance Performance: Focused on the Chang-jak-san-shil Dance Project (무용공연의 디지털미디어연계 실황중계 사례분석 : 창작산실 무용 지원사업을 중심으로)

  • Lee, Ji-Seol
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.1-8
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    • 2020
  • The case of Dance Chang-jak-san-shil, a dance performance support project linked to digital media, was analyzed from the perspective of liveness. The purpose was to examine the limitations of the liveness and to suggest ways to overcome them. The research case was focused on the factors of the time and space and audience (the sharing of field and acceptance experience) of the creative production room that supports works based on the creativity of dance performances. As a result, active SNS for accessibility of performing arts, expansion of access to art through the use of teaching media of art education through archiving, multi-dimensional access and provision for inducing audience participation and creative appreciation in one-way digital media transmission, provision of copyright protection devices, and audience to enter offline. As a long-term strategy for the future of the performing arts field, I would like to present the need for a change in the communication with the audience and experimental works that combine art and technology.

Designing the Framework of Evaluation on Learner's Cognitive Skill for Artificial Intelligence Education through Computational Thinking (Computational Thinking 기반 인공지능교육을 통한 학습자의 인지적역량 평가 프레임워크 설계)

  • Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.59-69
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    • 2020
  • The purpose of this study is to design the framework of evaluation on learner's cognitive skill for artificial intelligence(AI) education through computational thinking. To design the rubric and framework for evaluating the change of leaner's intrinsic thinking, the evaluation process was consisted of a sequential stage with a) agency that cognitive learning assistance for data collection, b) abstraction that recognizes the pattern of data and performs the categorization process by decomposing the characteristics of collected data, and c) modeling that constructing algorithms based on refined data through abstraction. The evaluating framework was designed for not only the cognitive domain of learners' perceptions, learning, behaviors, and outcomes but also the areas of knowledge, competencies, and attitudes about the problem-solving process and results of learners to evaluate the changes of inherent cognitive learning about AI education. The results of the research are meaningful in that the evaluating framework for AI education was developed for the development of individualized evaluation tools according to the context of teaching and learning, and it could be used as a standard in various areas of AI education in the future.

A Study on how to activate the Gwacheon National Science Museum's regional tour program (국립과천과학관의 지역순회프로그램 활성화 방안 연구)

  • Yoo, Kyung-Suk
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.443-450
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    • 2020
  • This study was started to find a way to activate the regional tour program of the Gwacheon National Science Museum, which covers a relatively wide area among public service organizations with the theme of science. In addition to the permanent exhibition program, the Gwacheon National Science Museum has been conducting tour programs in Gyeonggi and Gangwon Province since 2018 for residents in underprivileged regions who are unable to visit the Science Museum for geographic and environmental reasons, but it lacks awareness and effectiveness compared to other areas such as culture, welfare for the elderly, and education. As a result of the study, the first was an opportunity for a very special experience. The second was the joy of the few, A total of 3 upper units and 5 lower units were derived. This has positive effects such as increasing interest in science and expanding opportunities for experience. but it can be seen that it is urgent to supplement such as systematic promotion and improvement of the quality level of contents through professional artists.

A Study of Information and Communications Framework for Information Education Curriculum Standard Model (초등 정보과 교육과정 표준모델을 위한 정보통신 교육과정 탐구)

  • Park, Namje;Kim, Chul;Shin, Soo-Bum
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.127-137
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    • 2017
  • In this paper, previous research materials for the education in the area of information and communications of elementary information curriculum, new improvement and the suitability of contents selection were examined and analyzed. Targeting professors in the departments of elementary computer education nationwide, the importance of the educational contents organization and the appropriateness of education period were investigated. Based on the investigation results, they were evaluated through the verification of the third delphi survey, the final educational contents were selected, and the elements of key concepts, achievement standards were drawn up and suggested. The proposed organization of educational contents in the area of information and communications of the elementary information curriculum and the achievement standards will be able to be used for the re-organization and improvement of detailed elementary information educational contents.

A Design of Instructional On-Line RPG for The Learning of Geometry in Mathematics (수학과 기하영역 학습을 위한 온라인 RPG 교수 게임의 설계)

  • Yoo, Seoung-Han;Lee, Jae-Inn
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.321-328
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    • 2001
  • Generally, a Learning Games made based on Off-line. But Today, Web based learning has been used for many educational system by aid of the development of internet technique. If Off-line learning game serviced by On-line learning game, can provide learner with interesting and growing learner's study will. In this paper, I design the Mathematical of Elementary school Roll playing game for learning based on On-line. This is matched the point of On-line game with the point of Learning. A Learner's mathematical technic will be improve by The Mathematical On-line Roll playing game for Elementary school student. A student's ability of self directed learning and solving problem is expended too.

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A study for the Influences of Social Interaction on Developing Children's Sociability in the Web-Based Instruction -In the one class of elementary school- (웹기반 학습에서 사회적 상호작용이 아동의 사회성 발달에 미치는 영향에 대한 연구 -초등학교 1학급을 중심으로-)

  • Yeo, Min-Gu;Park, Sun-Joo
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.49-64
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    • 2001
  • Thanks to the technological developments in the Internet, the Web-Based Instruction in the school practices has been available which is now taking its place as one of the new educational methods. With the increased interest in Web-Based Instruction, there appear a lot of materials and methodologies on utilizing the WEB to actively discuss and deal with the teaching-learning ways. Nevertheless, they comparatively tend to overlook the aspect of school guidance such as the development of sociability through social interaction which is an important element for building the personality of learner. This study has tried to design and apply the teaching-learning system for the promotion of social interaction in the Web-Based Instruction, and also made an investigation into the influences of social interaction on the development of children's sociability in the WEB field.

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Instruction Design and Satisfaction Analysis of Information Communication Ethics Education for Primary Schools by applying Conjoint Analysis (컨조인트 분석을 적용한 초등학교 정보통신윤리 수업 설계 및 만족도 분석)

  • Park, Chan-Jung;Moon, Jung-Hee
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.241-248
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    • 2006
  • Recently, as the importance of the information communication ethics education has increased, the research about new instructional method or contents have been progressed actively. On the other hand, due to the advance of e-learning technology, instead of teacher-centered instruction, the development of learning contents and learning method for satisfying students' requirements is proceeded actively. In this paper, in order to increase the learning effect for information communication ethics education for primary school students, we propose a new way to design an instruction which considers the characteristics and the requirements of students. We decompose instructional design features into 4 components such as goal, model, contents, and media, and then we pose questionnaire to the 5th grade students of a primary school. After that, we analyze data by using the conjoint analysis. Based on the result of the conjoint analysis, we give instructions to two classes in order to compare the learning achievement of the two classes. Finally, by evaluating the students and analyzing their satisfaction levels, we diagnose the effectiveness of the proposed method.

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A Study on Convergence Curriculum Development for Idea Creation (아이디어 창작을 위한 융합 교육 과정 개발에 관한 연구)

  • Jang, Ji-Yeun;Lee, Keun-Ho;Yun, Sung-Hyun
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.571-576
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    • 2014
  • Convergence refers to create a new one by combining the different elements of two or more. Currently convergence has expanded academy, industry and education from the concept of combining heterogeneous inter-technology. The most important key to the convergence in success is to derive ideas for problem solving. However, the idea derivation is done in companies to hire professional people for letting the innovation of corporate planning and new product in most cases. It is hard to get the expected results of convergence's variety. In this research, the creation of the general public for their ideas is main focus on developing a curriculum. Development models are: 1) strengthening the internal capacity for creative thinking, 2) curriculum meets the consumer 3) an understanding of convergence technology 4) creative ideas and planning ability is composed of four concepts. It is expected that convergence man power having the creative idea is trained in case of applying the proposed education model to the convergence education.

Engineering and Gender: How to Deal with It in Engineering Education? - From the Experiences of Women Into Engineering (WIE) Program in Korea - (공학과 젠더: 공학교육에 어떻게 적용할 것인가? - 여학생 공학교육 선도대학 (WIE) 사업 분석과 운영 경험을 중심으로 -)

  • Han, Kyong-Hee;Park, Joon-Hong;Kang, Ho-Jung
    • Journal of Engineering Education Research
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    • v.13 no.1
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    • pp.38-51
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    • 2010
  • This article is a theoretical and empirical study of engineering and gender, and also explores the policy development of WIE program. WIE in Korea aims to foster talented women engineers through the introduction of gender-sensitive engineering education system, field-adaptive skill improvements of women students, and industry-university collaborations. This study examines gender perspectives to analyze our WIE program. It is important to recognize that it's not enough to acquire institutional and structural equity in developing women in engineering. Above all, we should note our situations that has frustrated women's career development in engineering. In university education, we need to improve the engineering faculty's recognition of gender equity. Efforts to establish the professional identity of women engineers, involvement of men and women students, and building of women engineers' network are necessary elements to implement successful WIE program. Additionally, we discuss that policy support to WIE program should be continued and enlarged in university level.

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The Effects of Problem-Based Learning on Self-Regulated Learning Ability in LIS Education: Based on Cognitive and Motivational Components (문헌정보학 교육에서 문제기반학습법 적용이 자기조절학습능력 향상에 미치는 효과 - 인지적·동기적 구성요소를 중심으로 -)

  • Lee, Jeong-Mee
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.4
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    • pp.103-124
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    • 2013
  • This study investigated how Problem-Based Learning method effects on students' Self-Regulated Learning Strategies especially for the LIS education. For this purpose, the differences in students' self-regulated learning strategies were examined as a pre and a post survey using the same questionnaire. Correlation between cognitive and motivational self-regulated learning strategies was examined, and the details of the SRL's sub-components were measured to see the effects of Problem-based learning. Statistical significance using the paired sample t-test were also conducted. The results revealed that Problem-based learning is effective in improving students' cognitive motivational self-regulated learning and found out the possibilities for a follow-up study for motivational self-regulated learning.