• Title/Summary/Keyword: 교육미디어 활용

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A Case Study On Digital Media Design Of Education In Foreign Countries (디지털 교육매체 디자인에 관한 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.27
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    • pp.177-198
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    • 2012
  • Development of digital media and interest in education bring big progress at digital device of education globally. UK which is advanced country of education is using digital education devices such as digital chalkboards, digital desks etc. and Japan plan digital text book's through the state. At 2011, Korea which is advanced country of internet adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital textbook is in a transition period, that needs case-study of advanced country of education for setting design guide and educational effect to Digital text book plan. All researches are based on LG europe design center at London, UK and target countries are UK and Sweden which is advanced country of education and a welfare state. Analysis by using FGI, KJ, survey of questionnaire, heuristic method, concentration observation. Through analytical researches prefer using digital text book with paper text book to using solo that can offer each advantage to user and teacher. Especially Interactive GUI design of digital text book to easy to access for teacher whom not friendly with digital device. When plan Digital text book content and design needs methodical design guide for target who students and teachers an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital text book and digital educational media in industrial aspect.

Development of Observation Measure for Analyzing the Teaching and Learning Activities in Ubiquitous-Based Learning Class (유비쿼터스 기반 수업활동 분석을 위한 관찰도구 개발)

  • Lee, Young-Min;Lee, Soo-Young
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.119-124
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    • 2011
  • The purpose of the paper was to develop an observation measure for analyzing the teaching and learning activities in ubiquitous-based learning. To develop the measure, we reviewed the literature related to the measure and identified the valid observation domain and indicators. In the procedure, we did a pilot study for validating the measure and its indicators, and in the end, finalized it. The observation measure consists of: types of instruction, teaching and learning strategies, learning activities, use of technology, evaluation process, and wrap-up. In addition, we added the qualitative domain, which needs for monitoring and writing more specific teaching and learning activities in ubiquitous-based learning.

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Case Study and Development of Quest-Based Learning Using QR Code (QR코드를 활용한 퀘스트 기반학습 개발 및 적용사례 연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.79-88
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    • 2011
  • The purpose of this study is to confirm meaning for quest-based learning designed as one of learning methods with new media, which the contents were made of QR code based on smart-phone. For this purpose, this study conducted 8 times of class during one month with 32 elementary third graders. And analysis for the result of this study was carried out MANOVA focus on four sub-factor of motivation. The results showed positive effect for quest-based learning in attention and confidence factor on motivation. Quest-based learning of gaming version as a learning method using various media can use a learning method for facilitation of learner participation, supporting of learning by doing.

The Impact of Speech-To-Text-based Class on Learners' Cognitive Abilities

  • HyunMin Kang;SunKwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.287-293
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    • 2024
  • This research studied the cognitive impact of classes using artificial intelligence on aviation technical school students. First, we developed a class consisting of a class based on traditional presentation materials and a class composed of speech-to-text (STT)-based artificial intelligence materials. A 133 students from an aviation education institution participated in two types of classes. We measured students' cognitive load and Mind Wandering test results before and after class, and conducted an achievement evaluation. As a result of the test analysis, we confirmed that extraneous cognitive load was reduced, content concentration increased, and achievement improved. In the future, we hope that AI-based STT classes will be widely used in schools that teach technology.

A Case Study on the Big Data Analysis Curriculum for the Efficient Use of Data (데이터의 효율적 활용을 위한 빅데이터 분석 교육과정 사례 연구)

  • Song, Young-A
    • Journal of Practical Engineering Education
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    • v.12 no.1
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    • pp.23-29
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    • 2020
  • Data generated by the development of ICT, the diversification of ICT devices and services and the expansion of social media are categorized as big data characterized by the amount, variety and speed of the data. The spread of the use of big data is expected to have the effects of identifying the status quo by analyzing data in all industries, predicting the future, and creating opportunities to apply it. However, while it is imperative for these things to be done, the nation still lacks professional training institutions or curricula. In this case study, we will investigate and compare the state of education for the training of big data personnel in Korea, find out what level and level of education is being trained to nurture balanced professionals, and prepare an opportunity to think about how it can help students create value at a time when the need for education is growing in the wake of awareness of big data.

A Problem Based Teaching and Learning Model for Scratch Programming Education (문제 중심 학습을 적용한 스크래치 프로그래밍 교수 학습 모형)

  • Bae, HakJjn;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.11-22
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    • 2009
  • Scratch, one of the educational programming languages, provides a media-rich programming environment and easy interface to users. It supports Korean language and is utilized usefully in programming classes in elementary and middle schools. However, programming causes cognitive loads to young students. Because the programming process is a complex problem solving procedure that requires logical and abstract thinking abilities. Therefore, we developed a problem based scratch programming teaching and learning model to enhance intrinsic motivation of learners and to maximize the effects of using the scratch, educational programming language. The developed problem based teaching and learning model considered elementary students' characteristics. It was implemented in fifth grade elementary school classes and the educational effects of the model was analysed. The developed model was helpful in enhancing students' problem solving potential and logical thinking abilities.

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Research of Application the Virtual Reality Technology in Chemistry Education (화학 교육에서 가상현실 기법의 활용에 대한 연구)

  • Park, Jong Seok;Sim, Gyu Cheol;Kim, Jae Hyeon;Kim, Hyeon Seop;Ryu, Hae Il;Park, Yeong Cheol
    • Journal of the Korean Chemical Society
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    • v.46 no.5
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    • pp.450-468
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    • 2002
  • As the computer is popularized in individual and society, it is using in a many of area. In particular, there are many materials to learn a science knowledge using multimedia through computer. Many of them are web-based learning materials, which are developed by Java or Flash. Since the technology of the representation, storage, com-putation and communication in computer make progress, the environment of education is also developed. Especially, the internet and VR technology will cause the education to change. A key feature of VR is real-time interactivity, in that the computer is able to detect student input and instantaneously modify the virtual world. It is reported that using the VR simulation in chemistry education can increase student engagement in class, promote understanding of basic chem-ical principles, and augment laboratory experience. In this study, application way of the virtual reality technology in chemistry education is examined.

A Study on the Instructional Model utilizing Scratch for Introductory Programming Classes of SW-Major Students (SW전공자 프로그래밍 입문 수업의 스크래치 활용 수업 모형 연구)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.59-67
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    • 2018
  • The programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, but it requires mathematical knowledge and logical thinking skills, so that many local private university and college students with low basic skills are having difficulties learning it. This problem occasionally causes SW-major students to lose interest and confidence in their majors during the introductory course of programming languages; making them change their majors, or give up their studies. In this study, we designed an instructional model using Scratch for educating C-language which is a typical programming introductory language. To do this, we analyzed the concepts that can be trained by Scratch among the programming concepts supported by C-language, and developed the examples of Scratch for exercising the concepts. In addition, we designed an instructional model, by which the programming concepts are first learned through Scratch and then C-language is taught, and conducted an experiment on the SW-major freshman students of a local private university to verify the effectiveness of the model. In the situation where SW education is becoming common, we expect that this study will help programming language education of security IT students.

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The Improvement of Digital Textbook Functions Required for Curriculum Reorganization (교육과정 재구성을 위한 디지털교과서 기능 개선 방안 연구)

  • Kim, Hongsun;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.23-34
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    • 2022
  • Teachers should be able to reorganize the curriculum according to the student level, reorganize textbooks freely, and distribute them to students. However, current paper-textbooks are difficult to modify or edit some contents and distribute them to students, also current digital textbooks are grouped into units, so the order or educational resources cannot be reconstructed. In addition, The digital textbooks are difficult to update external links or the latest resources, and to contain various multimedia materials or high-definition realistic content due to capacity limitations. Therefore, this study presented functions: teaching and learning and evaluation functions, resources search and sharing functions, learning records and analysis functions, screen showing and printing functions, so that teachers can provide customized learning by level to students using digital textbooks. Through the expert Delphi survey, detailed functions for each area were divided into teachers and students. We proposed expanding and developing digital textbooks to various subjects, and distributing various teaching and learning models using digital textbooks.

패션디자인 DB 개발

  • 김정회
    • Proceedings of the Korea Database Society Conference
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    • 1997.10a
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    • pp.358-375
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    • 1997
  • 가. 패션 디자인 기초 정보 수집/분석 - 국내외에 산재하는 패션디자인 정보의 기초자료를 입수 - 디자이너별/ 컬렉션별/주제별로 분류 - 가공 나- 패션디자인정보의 멀티미디어 DATA BASE개발 - 화상(IMAGE)/해설(TEXT)/ SOUND의 복합 DATA BASE SYSTEM - PC통신망 서비스를 위한 DATA개발 다. 패션디자인 관련자료의 DB화 - 패션디자인 이론서 - 패션디자인 컨테스트 / 이벤트 정보 - 패션디자인 교육기관 정보 - 패션브랜드 정보 (내셔널 / 디자이너 / 수입) 라. DATA BASE 공급 서비스 - PC통신망을 통한 서비스(DOWN LOAD 가능) - 디자인작품 IMAGE 및 CONCEPT/ DETAILS/ CAPTION - PC통신을 이용 디자인 인력 구인/구직정보 활용 - 패션디자인 해외유학 정보 마. Inter-NET 서비스 - Inter-NET을 이용 국내디자이너작품 해외 소개(중략)

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