• Title/Summary/Keyword: 놀이를 통한 학습

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유치원과 초등학교 1학년 활동중심 수학교육의 실천 방안 모색

  • Kim, Chang-Bok
    • Communications of Mathematical Education
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    • v.12
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    • pp.1-19
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    • 2001
  • 유치원과 초등학교 1학년 아동은 그들의 발달특성과 학습의 효율성 측면을 고려할 때, 일상생활 경험과 놀이 활동 등을 이용한 활동중심 교육방법으로 상호 연계성있게 수학을 학습하는 것이 바람직하다. 이러한 필요성에서, 본 연구는 현행 교육과정 상에 제시된 수학교육의 성격과 목표, 내용, 교수방법, 평가 면에서 유치원과 초등학교 1학년 간에 얼마나 연계되어 있는 지를 분석해 보았다. 분석 결과, 유치원과 초등학교 1학년 수학 교육과정 간에는 수학교육의 방향 및 목표, 내용 영역, 교수학습 방법, 평가 면에서 대체로 높은 연계성을 보였다. 그러나 교과 편제나 명칭, 세부적인 내용 구성에서 차이가 있었으므로 이를 해결하기 위한 교육과정 상에서의 연계 실천 방안을 제시해 보았다. 그리고 실제 수학 교육 활동측면에서의 실천 방안으로서 활동중심 교수학습 자료의 개발, 수학 영역 설치를 통한 개별화 교육의 실천, 가정과의 협력 방안 등을 제시해 보았다.

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Design for Edutainment Teaching Tool based on ICT Convergence Block Puzzle (ICT 융합형 블록 퍼즐 기반 에듀테인먼트 교구 설계)

  • Song, Mi-Young;Kim, Woo-Yeon;Park, Soo-Bin;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.165-166
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    • 2019
  • 본 논문은 기존의 강압적인 형태의 한글 교육 선행 학습이 아닌 창의적이고 입체적인 에듀테이먼트 교구인 블록 퍼즐과 아두이노를 이용한 명령 센서, 카메라 반사경을 통한 영상 입력을 통해 ICT 융합형 블록 퍼즐기반의 에듀테인먼트 교구를 설계하고자 한다. 즉, 모바일 콘텐츠를 통해 유아에게 교육을 제시하고 유아는 모바일 콘텐츠와 블록 퍼즐 교구, 명령 센서를 통해 입력 영상을 인식하게 한다. 이러한 블록 퍼즐 기반의 에듀테인먼트 교구를 통해서 한글 학습을 놀이 과정 속에서 창의력과 문제 해결 능력을 키울 뿐 만 아니라 스스로 학습을 이끌어가는 자기주도적 학습 능력을 키울 수 있을 것으로 기대한다.

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Research on Jeongganbo Education Program (정간보(井間譜) 교육 프로그램)

  • Han, Mirye;Jung, Nakhyun
    • 지역과문화
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    • v.5 no.1
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    • pp.65-84
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    • 2018
  • The purpose of this study is to develop education programs for effective education of Jeong-gan-bo. Jeong-gan-bo is a unique piece of music made during King Sejong's reign. Starting in the third grade elementary school, Jeong-gan-bo begins to develop. If you fail to understand Jeongganbo in lower grades, you often give up scores of music in a more detailed and complicated manner. This is why we need a customized education program for the first time in lower grades. For this purpose, the basic process of understanding the Jeongganbo is understood to be played as a traditional play. This study consists of the elementary school the 3rd grade scenario. This study consists of the second - grade class scenarios for the 3rd grade elementary school students, the curriculum is centered on the curriculum, which is currently in the 3rd grade curriculum, curriculum in 2009. The program learns to play the rhythm of the 1st phase, the code of the 2nd stage of Jeong-dan, and play the rhythm through play through play. Step 1 is not only visually recognizable, but also a direct sign of the code. The second phase consists of the basic composition of Jeongganbo, through the basic composition of Jangdan, and learns the exact rhythm of Jeongganbo. The results of the study can be divided into meaningful meaning in terms of educational significance and educational content development in terms of educational significance. The methods used to understand the exercises and play games were effective in understanding the contents of Jeongganbo, and also meaningful to the role of traditional music in the context of various programs.

Analysis of Learners' Satisfaction in Web-based Instructional Development for Expanding Thinking Power (사고력 신장을 위한 웹 기반 수업방식의 학습자 만족도 분석)

  • Kim, Mi-Ryang;Lee, Joung-Hak
    • Journal of The Korean Association of Information Education
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    • v.7 no.3
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    • pp.275-283
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    • 2003
  • Web-based instructional system gives us the greatest potential for supporting face-to-face classroom instruction in many ways. With the help of the Web in high school setting, all of the participants including teachers can share many different experiences, active interactions, and even learning outcomes. In this paper, web-based instructional strategy based on constructivism for extending the geographical thought is suggested. The results from the formative assessment, as well as the statistical results from regression analysis concerning the learners' satisfaction, are also provided.

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A Comparison of Teaching and Learning Method of Sorting Algorithm based on the Playing Activity and Animation (놀이 활동 중심과 애니메이션 기반의 정렬 알고리즘 교수-학습 방법 비교)

  • Lee, Yong-Bae;Lee, Yeong-Mi
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.225-236
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    • 2009
  • According to the revised guideline for information & communication technology, algorithm has to be dealt with the learning contents from elementary school, so now it needs to study various educational methods for students to learn algorithm easily and effectively. In this study, after selecting sort algorithms as the content of learning, which is recognized as an important part of algorithm, an playing activity-based algorithm teaching method and an animation-based algorithm learning and teaching method were applied for the lower graders of an elementary school. Sorting algorithm education is adopted in two different ways, then we got two conclusions after analyzing the results of a specially designed achievement test and the questionnaire. First, there were not great differences in both educational methods in academic achievement, but it was clear that the lower grade elementary students can learn algorithm with ease. Second, the playing activity-centered algorithm education is more effective than animation-based education in improving students' comprehension, interest and satisfaction.

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Design and Implementation of Free Choice Activity Management System based on Smart Education (스마트교육 기반 자유선택활동 운영시스템 설계 및 구현)

  • Kim, Kyung-Min;Park, Hyun-Sook
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.123-133
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    • 2019
  • The purpose of this study is to establish Smart Education Environment for children's personalized learning based on the data are accumulated by Smart Device which is one of element on Smart Education. In this study, we propose the operational improvement plan for the free choice activity in the 5-year-old kindergarten and also implement the Free Choice Activity(FCA) management system for children to select and to evaluate the play plans for themselves. Children participating in this study have fun the whole time for the process of self-planning, the playing activities and the self-assessment of playing. As a result, it is confirmed that children participate actively in decision-making of interesting areas through the smart device than the traditional education environment before. A single teacher using FCA management system with smart device in this study can get useful information without difficulty of individual child's interests, learning and the statistics of children in the classroom.

Textbook design for developing computational thinking based on pattern analysis (패턴 분석을 통한 인공지능 기반 컴퓨팅 사고력 계발을 위한 교재 설계)

  • Kim, Sohee;Jeong, Youngsik
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.253-259
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    • 2021
  • In line with the modern society where artificial intelligence has spread throughout society, the Ministry of Education decided to provide AI education in kindergartens, elementary, middle and high school classes in 2025, and develop related learning materials and textbooks from 2021. Korea currently does not have state-led AI education for kindergarten and elementary school, so there is no systematic teaching material. Therefore, this study designed and presented textbooks for pattern analysis-based computational thinking development based on the GPS curriculum, a kindergarten SW curriculum studied by Y. S. Jeong and S. E. Lim (2020). Class procedures for using the textbooks were classified as introduction activities, development activities, and organization activities. Supplementary explanations were presented by presenting textbooks and teaching aids along with explanations of each activity. In order for this study to help AI education conducted in 2025, research must be conducted to demonstrate its effectiveness through actual application in the future.

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Development and Application of Play-Based Science Class Program for the Unit of 'Favorite Constellation' of 4th Grade Students (초등학교 4학년 『별자리를 찾아서』 단원 지도를 위한 놀이 과학 교실 활동 프로그램의 개발과 적용)

  • Shin, Young A;Sohn, Jungjoo;Seo, Eun-Kyoung
    • Journal of Science Education
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    • v.33 no.2
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    • pp.248-257
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    • 2009
  • The purpose of this study is to investigate the learning achievement of students who has taken the play-based and activity-oriented programs in the class. These new science class programs and instrument to measure student learning achievement were developed for the "Constellation Favorite" lesson of 4th grade students and Those are verified by science education experts, teachers in serve. The subjects of this study consist of 121 students in four classes who were selected on the basis of midterm examination result before teaching treatment. They were divided into two categories with two classes per each category, one class for experimental group and the other class for control group. The experimental groups were given five classes including five play-based class programs. The control groups were given five conventional instruction-type classes. The students were given questionnaires to test their interest ratings. The results show about 17% increase of their learning achievement with (p<0.005) by independent sample T-test method and 40% increase of interest rating in play-based class sample compared to normal class sample. In conclusion, the play-based science class program is found to enhance the students' learning achievement and to interest the students more effectively.

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Relationship classification model through CNN-based model learning: AI-based Self-photo Studio Pose Recommendation Frameworks (CNN 기반의 모델 학습을 통한 관계 분류 모델 : AI 기반의 셀프사진관 포즈 추천 프레임워크)

  • Kang-Min Baek;Yeon-Jee Han
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.951-952
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    • 2023
  • 소위 '인생네컷'이라 불리는 셀프사진관은 MZ 세대의 새로운 놀이 문화로 떠오르며 사용자 수가 나날이 증가하고 있다. 그러나 짧은 시간 내에 다양한 포즈를 취해야 하는 셀프사진관 특성상 촬영이 낯선 사람에게는 여전히 진입장벽이 존재한다. 더불어 매번 비슷한 포즈와 사진 결과물에 기존 사용자는 점차 흥미를 잃어가는 문제점도 발생하고 있다. 이에 본 연구에서는 셀프사진관 사용자의 관계를 분류하는 모델을 개발하여 관계에 따른 적합하고 다양한 포즈를 추천하는 프레임워크를 제안한다. 사용자의 관계를 'couple', 'family', 'female_friend', 'female_solo', 'male_friend', 'male_solo' 총 6 개로 구분하였고 실제 현장과 유사하도록 단색 배경의 이미지를 우선으로 학습 데이터를 수집하여 모델의 성능을 높였다. 모델 학습 단계에서는 모델의 성능을 높이기 위해 여러 CNN 기반의 모델을 전이학습하여 각각의 정확도를 비교하였다. 결과적으로 195 장의 test_set 에서 accuracy 0.91 의 성능 평가를 얻었다. 본 연구는 객체 인식보다 객체 간의 관계를 학습시켜 관계성을 추론하고자 하는 것을 목적으로, 연구 결과가 희박한 관계 분류에 대한 주제를 직접 연구하여 추후의 방향성이나 방법론과 같은 초석을 제안할 수 있다. 또한 관계 분류 모델을 CCTV 에 활용하여 미아 방지 혹은 추적과 구조 등에 활용하여 국가 치안을 한층 높이는 데 기대할 수 있다.

Development and Application of Elementary Information Security Education STEAM Program through Simulation Hacking Play Activities (모의해킹 놀이 활동을 통한 초등 정보보호교육 STEAM 프로그램 개발 및 적용)

  • Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.273-282
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    • 2016
  • The new STEAM program suggested in this paper aims at helping students to have interest in information security engineering experts and to design their career creatively through the project on future promising career. The program was designed to help teachers and students understand the jobs and capabilities required for information security experts through direction and execution of the information security expert project. Teaching tools of information security through simulation hacking play activities based on hexagon cell is designed to provide students with the chance to indirectly experience the job of a computer security expert through an unplugged education. Because the content of cyber security is unfamiliar and difficult to understand, the program is designed to allow students to access the key principle of the job, rather than to describe the technical part. Using this program, students will be able to communicate with each other to solve the problems, to have interest in computer security experts, and to design their careers in a creative manner.