• Title/Summary/Keyword: 디지털교과융합교육

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Development of a Digital Textbook on 'Structure and Contraction Mechanism of Skeletal Muscle' with the Learning Model for Biomimicry-Based Convergence (생체모방 기반 융합 학습 모델을 적용한 '골격근의 구조와 수축'에 대한 디지털 교재 개발)

  • Kim, Soo-Youn;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.42 no.2
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    • pp.95-105
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    • 2018
  • The purpose of this study was to develop a digital textbook on 'structure and contraction mechanism of skeletal muscle' with the learning model for biomimicry-based convergence. The unit of 'structure and contraction mechanism of skeletal muscle' is a part of Life Science I in high school. The convergence learning model was designed with three phases of biomimicry-based convergence (Exploration-Design-Implementation) including 3D modeling & printing. The developed digital textbook was composed of 8 sessions which contains the following learning contents : Exploration of skeletal muscle, creative designing of skeletal muscle using sketch application and 3D modeling, convergent implementing of the designed using 3D printing, exploration of muscle contraction, creative designing of muscle contraction using sketch application and 3D modeling, and convergent implementing of the designed using 3D printing. Each session is also involved in the contents of gallery widgets, media widgets, keynote widgets, sketch widgets, the cloud, polling widgets, and review widgets for interactive and mobile learning. After administering the developed digital textbook to 20 high school students, it was shown a positive effectiveness on life science learning for high school students. Moreover, the digital textbook was evaluated as to promote student's abilities on creative designs and implementation related to biomimicry-based convergence. The digital textbook was also shown a favorable response on students' interest and self-directed learning on life science.

Design of Algodoo Simulation Teaching and Learning Program (Algodoo 시뮬레이션 교수 학습 프로그램 설계)

  • Jeong, Jaehoon;Lee, Taewuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.199-201
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    • 2013
  • 본 논문에서는 학생들의 과학 교과에서 학생들의 흥미와 학업성취를 향상시키기 위해 컴퓨터 시뮬레이션을 이용한 융합인재 교육 프로그램을 개발 하였다. 최근 디지털 기술의 고도화로 인해 다양한 정보통신 기술과 지식의 융합을 교육 환경에 적용하는 스마트러닝에 대한 관심이 증가하고, 학생들은 모바일 기기의 접근성에 대한 인식이 확대되고 학교 현장에서는 모바일 기기와 교육용 프로그램을 활용한 학습이 활성화 되고 있다. Algodoo는 2D기반 시뮬레이션 프로그램으로 다양한 물리적인 효과를 태블릿과 컴퓨터로 시뮬레이션 할 수 있으며, 웹에서 다양한 물리적인 효과나 원리에 대한 학습내용을 참고 할 수 있다. 교수 학습자료는 2009 개정교육과정 초등 과학에 나온 내용을 분석 후 실생활과 관련된 주제를 선정하여 학생들의 흥미와 이해를 향상시키도록 하였다. 또한 학생들은 개별학습과 협력학습을 통해 학습할 수 있으며, 학습 후에는 학생들이 시뮬레이션을 설계 및 실행하여 평가 및 반성을 할 수 있게 하였다.

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A Study on Coding Education of Non-Computer Majors for IT Convergence Education (IT 융합교육을 위한 비전공자 코딩교육의 발전방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.1-8
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    • 2016
  • Coding education is an effective convergence type educational tool. While solving problems and designing programs, students can enhance problem solving ability, logical reasoning ability and creative thinking. Researches on coding education are done primarily for elementary school and middle school students. However, researches on college students are lacking. Today, educating college students about coding is in dire need. Although there are efforts to promote the importance of coding education and make it requirements. People find it difficult to find ways to provide training. There is a need for researches on coding as universal education. Therefore, this research proposed educational training using app inventor based on flipped running in order to effectively promote coding education. This study conducted the survey and the personal interview to measure the effectiveness of coding education. It is hoped that, through coding education, students who do not major in coding could combined their knowledge of their major with coding to improve their problem solving ability to solve various problems based on computing knowledge and approach.

Imagining through webtoon: Webtoon-focused convergence education project in middle school (웹툰으로 상상하기: 중학교 웹툰 중심의 융합교육 프로젝트)

  • Park, Yoo-shin;Yim, Se-hee;Jeong, Hyeon-Seon
    • Cartoon and Animation Studies
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    • s.45
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    • pp.451-477
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    • 2016
  • The changes in media environments have impacted on the ways in which knowledges are formed and transmitted and therefore the relevance of the traditional school subjects have been increasingly questioned. In this context, the discourses of the reformation of the 21st century schooling have focused on convergence education and media literacy education. Therefore, it is worth paying attention to the fact that the practices of transdisciplinary integrated curriculum focusing on digital media content are grown voluntarily in schools. This research is a case study of a convergence educational project that was initiated by a middle school teacher who designed and implemented a unique program of the transdisciplinary class of Korean focusing on reading webtoons with the linked program of a 'Book Club Activity' that was a part of 'Creative Experiential Activitites'. Based on the analysis of the documents, participatory observation of a main event and the interview with the teacher, this article discusses how the webtoon-focused convergence education project might have achieved meaningful connections between a subject-focused learning and a creative experiences-focused learning; between in and out of school learning spaces; between the real and imaginative worlds; and between the boundaries of the popular culture and the arts. The main finding of the research can be summarized as follows: Firstly, webtoon as the subject of the study can be an effective medium of transdisciplinary integrated curriculum. Secondly, the convergence project based on webtoons can create meaningful learning spaces in and out of school environments in terms of creating more learner-participatory learning culture as well as connecting students' everyday lives, popular arts and their learning about culture. Another important finding of this research is the rediscovery of the teacher's role in terms of mediating the voices of students as readers in the process of constructing and implementing the integrated curriculum.

Program Develope and Class Design for Convergence ICT and Character Education (ICT와 인성교육 융합 프로그램 개발 및 수업설계)

  • Lee, Myung-Suk;Jang, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.9-18
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    • 2016
  • ICT is still lacking relevant studies and efforts even though it needs to be accompanied by character education. Against this backdrop, this study has developed and operated an education program that combines ICT with character education and conducted surveys on its accomplishments. The research findings are as follows. The analysis of theme-based correlations has revealed that individual's character has not significantly affected character for others and global character and that building character for others have made a significant impact on establishing global character with a high level of correlations. Therefore, I have found that a program involving a group of people together such as team-based task has a positive effect on fostering problem-solving talents with global leadership. It is hard to obtain tangible results in character education in a short period of time but I would like to contribute to laying the foundation for cultivating and fostering talents equipped with global leadership while respecting oneself and caring for others in everyday life through these classes. There is a study on convergence of character education and different subjects, left behind of this study.

Beauty Education of University Considering the Characteristics of Generation Z (Z세대의 특성을 고려한 대학의 미용교육)

  • Oh, Seo-Hyun;Nah, Ken
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.153-159
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    • 2019
  • With the development of related industries, there is a growing demand for the training of beauty professionals. At a time when there is a growing social interest in Cosmetology, there is a need to review functional Beauty Education. Generation Z, born after 1995, has the characteristics of a 'Digital Native' and is expected to be the main driver of future consumption. This study is intended to propose the orientation of Beauty Education of University considering the characteristics of the digital generation, Generation Z, in an era of declining school-age population. The results from the preceding and literary studies are as follows: First, Generation Z regards cosmetology as fun tool for self-realization. Second, Beauty Education of University should be designed as a creative curriculum combined with psychology, philosophy, aesthetics, etc., as well as acquiring professional skills. Third, it is believed that the learner-centered Beauty Education method using mobile video contents will be effective. Since the discussion of Beauty Education considering the characteristics of Generation Z is still in its early stages, further research on the direction of Education needs to be made in the future.

A Proposal for the Development of Online Graduate School for Lifelong Education (평생교육을 위한 온라인 대학원 발전방안 제안)

  • Kwon, Arum;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.415-422
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    • 2022
  • This study requires a new paradigm for universities in line with the global pandemic and the 4th industrial revolution. Accordingly, we propose an educational plan for the H university online graduate school in Korea. As a research method, the implications of scholars and experts on future education were synthesized, and the cases of overseas universities using it were analyzed to propose an online graduate school education plan. As a result of the study, online graduate school needs diversity as a venue for providing new opportunities as lifelong education, and to realize this, they use a microcredit. Blockchain technology is introduced so that microcredit can be transparently verified. In addition, to correspond to various convergence major programs and further develop them, problem-solving-oriented teaching methods enhance students' convergent skills as well as active learning and interaction. More detailed curriculum research at online graduate schools is needed in the future, and we hope that you will contribute to the development of online graduate school education based on this study.

Exploring Digital-Based Educational Innovation Method (디지털 기반 교육혁신 방안 탐색)

  • Yoon, Ok Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.321-328
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    • 2024
  • Due to the recent development of artificial intelligence technology, the field of education also needs fundamental changes, such as digital competency and digital media literacy education. However, it is still a situation where one teacher has no choice but to teach diverse students in one classroom. To solve these problems, the Ministry of Education announced a 'digital-based education innovation plan' focusing on the introduction of 'AI digital textbooks'. The purpose of this study is to examine the current status of the government's digital-based education innovation and suggest specific measures for digital-based education innovation. First, one of the key points of the 2022 revised curriculum is the establishment of a teaching, learning, and evaluation system suitable for the digital and AI educational environment. Second, the contents of the 2023 Ministry of Education's digital-based education innovation plan are as follows. The direction of implementation is the realization of the vision of customized education for all, gradual voluntary expansion through digital leading schools and leading teachers, and establishment of cooperative partnerships with various entities within the government and the private sector. The detailed implementation plan for digital-based education innovation is as follows. First, improving digital infrastructure. Second, digital conversion teacher education and capacity building. Third, providing a digital, personalized learning experience. Fourth, developing digital content and platforms. Fifth, ensuring digital safety and personal information protection. Sixth, overcoming digital social inequality.

A Study on Developing Communication Courses to Enhance Undergraduates' Core Competence (대학생의 핵심역량 강화를 위한 커뮤니케이션 교과목 개발에 관한 연구)

  • Kim, Hyo-Jin
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.9-16
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    • 2016
  • Along with the development of advanced technology as well as the trend of becoming information society where all different cultures become convergent, communication competence is becoming one of the most important. Therefore, universities are making efforts to open and operate a related curriculum regarding communication competence as the most needed core competence in cultivating competitive men of ability. Accordingly, this study is going to suggest courses and detailed contents for developing communication courses to enhance undergraduates' core competence. The contents of communication subjects include the course outline, objectives, manner of lecturing, evaluation, weekly learning topics, learning objectives, and learning contents, and so on. This study will lay the ground for cultivating undergraduates' communication skills effectively and improving their core competence further to lead their college life soundly based on the understanding of communication. Also, this study will form a field of cultivating competent persons who can create social value through systematic education on communication competence which is the most emphasized as core competence that the members of universities or societies should be equipped with.

The Effect of Convergent Programming Study Utilizing Scratch and Sensor Board on the Elementary School Students (스크래치와 센서보드를 활용한 융합적 프로그래밍 학습이 초등학생들에게 미치는 효과)

  • Moon, Wae-shik
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.23-31
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    • 2017
  • This research targeted some content of curriculum of the 2nd semester of the 6th grade to search a method for algorithm realization and digital programing of the regular curriculum. This research analyzed the effect of programing study on the elementary school students by analyzing the survey and teachers' evaluation result after programing utilized with some curriculum along with scratch and sensor board after conducting a class on 6th graders. As the result, interest and participation of programing study appeared higher, respectively 9.37% and 7.53% when sensor board, the hardware, rather than merely utilizing scratch while programing study. Also, understanding of class displayed 7.53% higher. Achievement evaluation that evaluated effective completion of programing, also, was analyzed effective, since it is available for a wide algorithm realization.