• 제목/요약/키워드: 스마트 수업

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Development of hands-on activities of STEAM for 'Manufacturing Technology and Automation' unit Technology subject in Middle school (중학교 기술교과 '제조기술과 자동화' 단원을 위한 STEAM 체험활동 과제 개발)

  • Jung, Jin-Woo;Yi, Sang-Bong
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.66-84
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    • 2014
  • The purpose of this study is to develop STEAM hand-on activity task for middle school manufacturing & automation unit. This study was conducted following three stages. First of all, I carried out documents research and requirements analysis. And the goals for STEAM hand-on activity were set at this stage. Second, topics for STEAM hand-on activity were selected, and the organized for designing hand-on activity related STEAM in the development step. Finally, pilot and field test were conducted in order to amend and/or complement in improvement step. The theme and/or title of the hand-on activities were 'Making the print using wood', 'Making the close up photography & telephoto lens for smart phone'. The STEAM hand-on activities were designed for ten hours for each subject respectively. Each hand-on activity consists of problem situation, objectives statement, materials and tools, an evaluating criteria, related knowledge, portfolio and so on.

A study on non-face-to-face 5AL teaching and learning method applying extended reality (XR)

  • Lee, Byong-Kwon;Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.125-132
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    • 2021
  • At a time when non-face-to-face classes are being held for a long time due to Corona (COVD-19), research on non-face-to-face teaching and learning methods is needed. Existing teaching and learning methods are limited in their application to non-face-to-face classes as they present face-to-face practical and experiential teaching methods. In this study, we present a method of utilizing the extended reality (XR: eXtended Reality) technology for the 5AL (5 Activity Learning) teaching method, which is a teaching and learning method selected by the Institute for University Education Innovation. The 5AL teaching method consists of PBL Learning, Havruta Learning, Flipped Learning, Smart Activity Learning, and Gamification Learning. In this study, a method of combining the released extended reality contents with 5AL was presented. In addition, we developed content that integrates the 5 learning methods of 5AL and confirmed the learning effect through testing.

Influence of Task Value and Academic Self-efficacy on Learning Engagement in Nursing Education using Smart Learning (스마트 러닝을 활용한 간호교육에서 과제가치와 학업적 자기효능감이 학습참여에 미치는 영향)

  • Kim, Eun-Jung;Seo, Dong-Hee;Ki, Eun-Jung
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.229-236
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    • 2020
  • This study aimed to analyze the effects of nursing students' select task value and academic self-efficacy on learner's learning engagement. The subjects of this study consisted of 186 nursing students who completed the major course with Smart Learning of a university in G city. Data were collected from September 1 to November 30. 2018. This study was designed as a research study and multiple regression analysis was conducted to analyze the effects of task value and academic self-efficacy on learning engagement. The results showed that the degree of influence on learning engagement was in order of academic self-efficacy(β=.515) and task value(β=.244). It was found that both task value (r=.52, p<.001)and academic self-efficacy(r=.64, p<.001) had a significant positive effect on learning engagement. Based on the results of this study, we proposed teaching and learning strategies and suggestions for strengthening learner's learning engagement in smart learning which has recently been applied to increase the effectiveness of education.

App contents plans for convergence education of French literature (프랑스 문학의 융합교육을 위한 앱 콘텐츠 설계)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.281-286
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    • 2014
  • Humanities knowledge makes the learners overcome the boundaries of study and can be applied variously by means of contents for study. This paper suggests application contents plans designed as the learning tools for blended learning, which can be sure of the possibility to the extension of other fields. Literary education with application contents has effects followings: First, smart device based on the web under the ubiquitous circumstances has the information system like the neuron's. So the application selects the necessary information and makes the contents for infusion into the education. Also it provides with more abundant and extended information system. With this approach, learners are able to get further literary knowledge and promote the ability for tapping them for new knowledge as well. Lastly, literature applied to the class with web contents is based on the foundation that creates new knowledge necessary for culture, arts, and so on. As a result, the education using web contents achieves the boundless of study, which is the final goal of the blended learning.

Design a Programming Education Plan for SW Education Using Robot and Mobile Application Development Tool (SW 교육을 위한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안)

  • Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.615-624
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    • 2014
  • According to the rapid growth and popularization of the SMART device, the society is being changed greatly and importance of SW education is being emphasized. Also many student have a lot of interests about mobile application programming. The latest study suggests using the robots in the programming education may help to induce learners' interest and motivation, participation, achievement. So in this research, I designed a programming educational plan for SW education using robot and mobile application development tool(App Inventor) and applied them. And I conducted a survey four ares such as class, robot, App Inventor, robot and App Inventor. As a result, learner's response of interest and satisfaction was very positive commonly at four areas. In particular, learners could get programming result immediately using smart phone and could control the robot using smart phone, so learner's interest had increased especially. The conclusion is that suggested plan for SW education using robot and mobile application development tool is useful for programming education.

Active Attendance-Absence Management System using Push Message (푸시메시지를 이용한 능동적인 출결관리시스템)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.29-36
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    • 2020
  • As the Ministry of Education adds an item to evaluate whether a university strictly manages class time compliance and student attendance, the number of cases in which universities use electronic attendance systems is increasing. If you use the electronic attendance system, you can manage attendance and record management in real time. In this paper, I would like to suggest a solution to the prevention of cheating, which is a problem with the existing electronic attendance system. In this paper, automatic attendance is possible by automatic or correction. If the electronic attendance is performed manually, the BLE beacon service of the professor's smartphone is activated, and then the student's electronic attendance application is automatically executed using the push message service. When the student clicks the attendance check button and the beacon is found, attendance is processed. In the case of automatic processing, the beacon is automatically searched and attendance is handled even if the student is not involved. The proposed system automatically handles attendance even when the student does not recognize it, and has the advantage of preventing illegal attendance because it can reconfirm attendance at unspecified intervals.

A Case Study on the School Push Used for Learner-instructor Interaction (학습자-교수자 상호작용을 위한 교내 푸시의 활용 사례 연구)

  • Mi Yang Choi
    • Smart Media Journal
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    • v.12 no.3
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    • pp.102-111
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    • 2023
  • This study is a case study on investigating the possibility of the school push as a tool of learner-instructor interaction in untact education environment. To this end, one-sentence dictation using the push was implemented and one survey was conducted on a total of 144 students from two different English courses, 127 of whom responded the survey. The findings revealed that the push is effective for instructors to communicate with students in that it has high accessibility as MIM and school-based app. However, making the push be a more useful tool requires for instructors to be committed to communication with their students, to be well informed about the strengths of the push for its promotion, and to provide comprehensive introduction on how to use the push and check if students use it well.

Analysis of Overseas Cases and Field Requirements for SW Education Classrooms (SW교육 교실 구축을 위한 해외 사례 및 현장 요구조사 분석)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.355-364
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    • 2019
  • In this paper, in order to prepare a classroom model that can effectively operate SW education, this study explored cases of creative educational space construction overseas and conducted a demand survey on elementary and middle school teachers. As a result, in overseas cases, classrooms were constructed in various forms, and furniture in the classrooms were produced in various shapes and sizes, and the cases using advanced equipment were explored. As a result of the survey on the education site, it was found that the most desired installation is a fluid type that can restructure the space by freely moving the facilities according to the teaching method. The results of the analysis are expected to be of great help in rebuilding computer labs or building infrastructure for future SW training.

A Research of the suitable Area and Module in Elementary School Classroom - Focusing on Elementary Schools of Northern Province of Gyeonggi-do - (초등학교 일반교실의 필요 면적과 모듈에 관한 연구 - 경기북부지역 초등학교를 중심으로-)

  • Yoon, Hee-Cheol
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.20 no.3
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    • pp.1-10
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    • 2021
  • Before long the number of Elementary School students per class will be 20 in Korea, but the current Area and Module of Elementary School are planned for 30 students. Therefore, necessary Area and Module for less than 20 students should be prepared. The purpose of this research is to find out necessary Area and Module for less than 20 students in Elementary School Classroom. I researched 60 Classrooms of 10 Elementary Schools before 2 researches of mine, and researched the sizes of every path in the classrooms. With the Plans for 20 students, I found the conclusion as follows: First, the one-way class requires a minimum of 5.4m×8.1m (43.74m2), a maximum of 5.4m×8.7m (48.6m2). Second, the 3-row alignment class requires a minimum of 7.2m×7.2m (51.84m2), a maximum of 7.5m×7.5m (56.25m2). Third, the group study class requires a minimum of 6.0m×8.7m (52.2m2), a maximum of 6.3m×9.3m (58.59m2). Fourth, the group study class requires a minimum of 2.34m2, a maximum of 14.85m2 more than the one-way class. Fifth, the suitable module which fits both 2-row alignment class and group study class except the 3-row alignment class is 6.0m×8.7m (52.2m2).

The Effects of Smart Media Based STEAM Program of 'Chicken Life Cycle' on Academic Achievement, Scientific Process Skills and Affective Domain of Elementary School Students (스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향)

  • Choi, Youngmi;Yang, Ji Hye;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.35 no.2
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    • pp.166-180
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    • 2016
  • This paper examines the effects on academic achievement, scientific process skills and affective domain for elementary students learning the 'Chicken life cycle' through traditional science class versus a smart media based STEAM approach. Students designed and built a hatching jar and created a smart media content for chickens using time-lapse technology. This STEAM program was developed to improve their scientific concepts of animals over nine periods of classes using integrated education methods. The experimental study took place in the third grade of public schools in a province, with the STEAM approach applied in 2 classes (44 students) and the traditional discipline approach implemented in 2 classes (46 students). The STEAM education significantly influenced the improvement of academic achievements, basic scientific process skills and affective domain. The results suggest that this STEAM approach for teaching scientific concepts of animal life cycles has the performance in terms of knowledge, skills and affect gain achievements in elementary school students' learning when compared to a traditional approach. Moreover, the smart media based STEAM program is helpful to lead students to engage in integrated problem-solving designs and learning science and technology.