• Title/Summary/Keyword: 디지털 기반 교육

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A Prototyping and Classification of Meta Data for Learning Content Management System Development Based on SCORM (SCORM기반의 학습 컨텐츠 관리 시스템 개발을 위한 메타 데이터 분류 및 프로토타이핑)

  • Song, Yu-Jin;Kim, Ji-Young;Kim, Haeng-Kon
    • Annual Conference of KIPS
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    • 2004.05a
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    • pp.951-954
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    • 2004
  • 최근 디지털 지식기반 사회에 대응하는 교육의 형태로 e-Learning이 교육적 대안으로 급부상하면서, 시스템의 상호 운영성 및 컨텐츠 명세, 활용을 지원하기 위한 표준화에 따른 연구가 국내외에서 급속도로 확산되고 있다. 특히, 국제표준기관에서 제시한 e-Learning 개발 환경을 위한 Learning Technology Standard Architecture(LTSA)와 Sharable Content Object Reference Model(SCORM)을 제정하여 컨텐츠의 사용과 상호 호환을 가능하게 함으로써 e-Learning의 효율성을 증대시키고 산업 시장의 확장을 이룰 수 있다. 또한, 현재 많은 교육관련 업체에서는 SCORM 체계를 기반으로 한 학습 컨텐츠들을 개발하여 제공하고 있다. 따라서, 본 논문에서는 국제 표준 기술인 SCORM을 기반으로 개발된 학습 컨텐츠를 체계적으로 지원하기 위해 컨텐츠 관리 시스템 개발에 대한 기술을 정의하고, 다양한 관점의 컨텐츠 메타 데이터를 식별, 분류함으로써 컨텐츠의 생성과 저장, 검색 나아가 형상관리를 위한 기본 정보로 이용 가능하다. 또한 이들 메타 데이터를 기반으로 한 학습 컨텐츠 관리 시스템의 프로토타이핑을 제시함으로써 재사용성과 유지보수성 향상을 통해 컨텐츠 개발의 용이성과 품질 및 생산성을 높일 수 있다.

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Scorm-based Sequencing & Navigation Model for Collaborative Learning (Scorm 기반 협력학습을 위한 시퀀싱 & 네비게이션 모델)

  • Doo, Chang-Ho;Lee, Jun-Seok
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.189-196
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    • 2012
  • In this paper, we propose a Scorm-based Sequencing & Navigation Model for Collaborative Learning. It is an e-Learning process control model that is used to efficiently and graphically defining Scorm's content aggregation model and its sequencing prerequistites through a formal approach. To define a process based model uses the expanded ICN(Information Control Net) model. which is called SCOSNCN(SCO Sequencing & Navigation Control Net). We strongly believe that the process-driven model delivers a way of much more convenient content aggregating work and system, in terms of not only defining the intended sequence and ordering of learning activities, but also building the runtime environment for sequencing and navigation of learning activities and experiences.

The Effect of Team-Based Learning on Adult Nursing Education of Nursing Students (성인간호학 수업에 팀 기반 학습 적용의 효과)

  • Jeong, Kyeong-Sook
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.241-249
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    • 2019
  • The purpose of this study was to develop a TBL program in the nursing Hematopoietic disorder in adult nursing, to apply nursing students to confirm the effects of academic self - efficacy, learning attitude and learning satisfaction and attempts have been made to identify perceptions of team-based learning. The study was conducted as a one-group pre-post test design study, and was conducted after the TBL class for the in the nursing students 3grade at B city from April 5 to May 17, 2018. The collected data were analyzed using SPSS/WIN 20.0 program. The results of this study showed that the improvement of both academic self-efficacy, learning attitude, and learning satisfaction after team-based learning showed statistically significant difference, and the participants' perception of TBL was positive. Therefore, it is suggested that if the TBL is actively extended to nursing education, it will contribute not only to the improvement of self-directed learning ability but also to the quality of nursing education and I suggest to research later in comparison with other teaching methods.

A Survey of Elementary School Students' Perception of Data-based Scientific Inquiry (데이터 기반 과학탐구에 대한 초등학생의 인식 조사)

  • Jeong, Eunju;Son, Jeongwoo
    • Journal of Science Education
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    • v.43 no.2
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    • pp.227-238
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    • 2019
  • In this study, we investigated the perception of elementary school students on inquiry activities and collaborative problem-solving ability in data-based scientific inquiry. For this purpose, 20 data-based scientific inquiry classes were conducted in 26 elementary school students in Gyeongnam City. After selecting the inquiry problem, students conducted an inquiry process to collect data using digital inquiry instruments. The following results were obtained through questionnaires and interviews after the classes: First, students perceived the step on 'inquiry design and execution' as the most useful in the data-based scientific inquiry. Second, students perceived that their scientific ability and cooperation improved through data-based scientific inquiry, with the selection of inquiry problems being the most difficult. Third, students perceived positively the improvement of cooperative problem-solving ability. From the above results, it was found that data-based scientific inquiry is necessary to improve the elementary school students' scientific inquiry ability and cooperative problem-solving ability. Based on this research, we hope that the development and research of various inquiry activities will provide opportunities for inquiry that can cultivate various abilities needed for students living in the future.

Practical discourse of civil democracy education in the elementary and the secondary school through the lense of competency education: based on human rights (역량교육을 통해 바라본 초·중등학교 민주시민교육의 실천적 담론: 인권을 중심으로)

  • Shin, Min-Hye
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.813-817
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    • 2022
  • The purpose of the study was to suggest how and what human rights education goes with civil democracy education. Analysis of civil democracy education contents in the 2022 revised general education curriculum draft and that of the 2030 OECD Education project have been performed to find out what contents are necessarily included. Results are as follows: Firstly, human rights education needs to be adopted as an independent subject to be delivered with detailed and organized information. Secondly, actual experiences in diverse curricular and extracurricular activities need to be provided. Thirdly, a human rights-friendly atmosphere needs to be established to update teachers' perception and upgrade competency regarding human rights education. Lastly, it is expected that these activities facilitate adoption of human rights education curriculum into 2022 general education.

Implementation Plan to Ensure Digital Continuity of University Information Resources (대학 정보자원의 디지털 연속성 보장을 위한 실행 방안)

  • Jun, Bobae;Seol, Moon-won
    • Journal of Korean Society of Archives and Records Management
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    • v.21 no.1
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    • pp.141-161
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    • 2021
  • This study aims to propose an implementation plan for ensuring the digital continuity of university information resources that require the continuous management of temporary and permanent records in digital transformation environments. Thus, the cases of The National Archives (TNA; United Kingdom) and the National Archives of Australia (NAA)'s digital continuity policies were investigated and analyzed, drawing implications for ensuring universities' digital continuity. The process for ensuring digital continuity proposed by TNA was then applied to a university case for the proposal of an implementation plan applicable to university information resources.

The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

A Study on the Deep Learning-Based Textbook Questionnaires Detection Experiment (딥러닝 기반 교재 문항 검출 실험 연구)

  • Kim, Tae Jong;Han, Tae In;Park, Ji Su
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.513-520
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    • 2021
  • Recently, research on edutech, which combines education and technology in the e-learning field called learning, education and training, has been actively conducted, but it is still insufficient to collect and utilize data tailored to individual learners based on learning activity data that can be automatically collected from digital devices. Therefore, this study attempts to detect questions in textbooks or problem papers using artificial intelligence computer vision technology that plays the same role as human eyes. The textbook or questionnaire item detection model proposed in this study can help collect, store, and analyze offline learning activity data in connection with intelligent education services without digital conversion of textbooks or questionnaires to help learners provide personalized learning services even in offline learning.

Designing an Intelligent Data Coding Curriculum for Non-Software Majors: Centered on the EZMKER Kit as an Educational Resource (SW 비전공자 대상으로 지능형 데이터 코딩 교육과정 설계 : EZMKER kit교구 중심으로)

  • Seoung-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.901-910
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    • 2023
  • In universities, programming language-based thinking and software education for non-majors are being implemented to cultivate creative and convergent talent capable of leading the digital convergence era in line with the Fourth Industrial Revolution. However, learners face difficulties in acquiring the unfamiliar syntax and programming languages. The purpose of this study is to propose a software education model to alleviate the challenges faced by non-major students during the learning process. By introducing algorithm techniques and diagram techniques based on programming language thinking and using the EZMKER kit as an instructional model, this study aims to overcome the lack of learning about programming languages and syntax. Consequently, a structured software education model has been designed and implemented as a top-down system learning model.

A Basic Study on the Development of Artificial Intelligence Education Content Based on Nuri Curriculum (누리교육과정 기반 인공지능교육 콘텐츠 개발에 관한 기초연구)

  • Pyun, Youngshin;Han, Jungsoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.71-76
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    • 2022
  • The innovative development of the 4th industry and the COVID-19 pandemic caused a great change in the education, eventually requiring elementary, middle and high schools, including kindergartens, to implement artificial intelligence(AI) education. However, since early childhood AI education is conducted in the form of results-oriented and special activities, the need for research on what early childhood AI education is and how to apply it to the Nuri curriculum has been raised. Accordingly, this study defined early childhood AI education through literature research, identified the contents of AI education, and organized and operated it in the Nuri curriculum. As a results, AI education for children should be conducted for the purpose of cultivating digital capabilities based on computing thinking skills, and computers, the Internet, and programs were extracted as sub-elements of child AI education contents. Two approaches were proposed to incorporate this into the Nuri curriculum. The first is to set each of the three AI education contents as a life theme, select sub-factors accordingly, and plan and implement activities suitable for each sub-factors. The second is to develop and operate AI education contents at the level of sub-educational activities in accordance with the life theme of the existing Nuri curriculum. It is hoped that this study will consider the characteristics of early childhood education and be organized in the Nuri curriculum to realize the true meaning of early childhood AI education, and more research on AI play education programs according to the five areas of the Nuri curriculum.