• Title/Summary/Keyword: 스마트 수업

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High School Students' Verbal and Physical Interactions Appeared in Collaborative Science Concept Learning Using Augmented Reality (고등학생의 증강현실을 활용한 협력적 과학 개념학습에서 나타나는 언어적·물리적 상호작용)

  • Shin, Seokjin;Kim, Haerheen;Noh, Taehee;Lee, Jaewon
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.191-201
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    • 2020
  • This study investigated verbal and physical interactions which appeared in collaborative science concept learning using augmented reality. Twelve 10th grade students participated in this study. After being organized into three four-member small groups, they participated in classes using smart device-based augmented reality application developed for the understanding of the chemical bonding concept. Their class activities were audio- and video-taped. Semi-structured interviews were also conducted. The results revealed that within individual statement units of verbal interaction, the proportions of information question/explanation and direction question/explanation were found to be high. Within interaction units, the proportions of reformative and cumulative interaction were relatively high. The proportions of progress were also found to be high within both individual statement units and interaction units of verbal interaction. Students' physical interactions were mainly conducted without meaningful verbal interactions. When their physical interactions were accompanied by knowledge construction-related verbal interactions, the proportions of gazing virtual objects and worksheet-related interactions were high. In contrast, various exploratory activities related to the manipulation of markers mainly appeared when they conducted physical interactions only, or when their physical interactions were accompanied by management-related verbal interactions. On the bases of the results, effective methods for collaborative concept learning using augmented reality in science education are discussed.

Comparison of the Effects of Elementary School Students' Experience in Invention Education on Invention Attitudes (초등학생의 발명교육 경험이 발명태도에 미치는 영향 비교)

  • Wang, Yoo-Jin
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.247-261
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    • 2014
  • Education about invention in elementary schools has thus far be conducted mostly through special activities and talented activities rather than through normal curricula. However, with the implementation of the 2007 amended curricula, invention education was reflected as a normal subject unit in the practical subject (technology and home economics) curricula, thereby laying groundwork for invention education being able to be provided through normal subject classes. Thus, at the time when invention education has been reflected as a normal subject unit, it is meaningful to research the effects of elementary school students' experience in invention education on their invention attitudes. This study sought to research the effects of elementary school students' experience or non-experience in invention education on their invention attitudes, targeting those in regional talent private schools who did not take invention talent classes, those who received invention education, and those who did not receive invention education at all. The conclusion of this study is outlined as follows. First, students' experience in invention education proved to be positive in boosting their invention attitude, and continued invention education experience like with students in regional talent invention schools significantly boosted their invention attitudes. Second, considering that students' actual experience in invention education had positive effects on their invention attitudes, the reflection of invention education in the amended curricula was found to be very desirable in improving elementary students' attitudes about invention. Third, according to gender, male students' invention attitude level was found to be higher than that of female students, suggesting that male students more worked on computers, electronic (smart) devices and machines in daily life, leading them to further develop invention attitudes.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

A Literature Review on Media-Based Learning in Science (과학과 미디어 기반 학습 관련 문헌 연구)

  • Byun, Taejin
    • Journal of The Korean Association For Science Education
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    • v.37 no.3
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    • pp.417-427
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    • 2017
  • Media is the medium that impart information beyond time and space. They refer to characters or images that serve as means to convey information. From old media such as newspapers and television to new media such as the internet and smart phones, media has developed cumulatively with the development of technology. The goal of media education is to develop the understanding of the properties of media, the ability of critical interpretation of media and selective acceptance. Furthermore it is to cultivate the ability to express meaning creatively and communicate through media. I carried out 'the research of Korean classroom instruction models based on media' with Korean language and social studies education researchers from July 2016 to December 2016. This study is a fundamental study of the project. Based on 58 research papers published between 2006 and 2016, research trends and factors were extracted through literature studies related to media-based science learning. The Result has shown that the studies related to media-based science learning is on the rise, and more than half of all researchers studied about elementary school students. The studies were divided into research on students, research on teachers and pre-service teachers, research on smart devices or media contents, and research on the development of digital textbooks. Among the four variables, there were many researches related to students' cognitive and affective development, and the development and application of media contents.

Comparison of Discourse by Environments for Using Tools in Small Group Learning with Augmented Reality (증강현실을 활용한 소집단 학습에서 도구 사용 환경에 따른 담화 비교)

  • Seokjin Shin;Haerheen Kim;Taehee Noh;Nayoon Song
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.181-190
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    • 2023
  • In this study, we compared discourse by environments for using tools in terms of participation types, discourse types, and knowledge building processes. 24 first-year high school students were divided into six groups. They were assigned to the sharing tools environment, which used one marker and one smart device, or the individual tools environment, which used markers and smart devices individually. Students participated in small group learning using AR application based on the concept of chemical bonding. All classes were video- and audio-taped. Semi-structured interviews were conducted with six students who voluntarily agreed. The results of the study revealed that the sharing tools environment had a high proportion of one-student dominating type, while the individual tools environment had a high proportion of partly participating type and most students participating type. In the individual tools environment, the ratio of knowledge sharing and knowledge construction discourse was similar compared to the tool sharing environment, and the sub-discourse types were also diverse. In the sharing tools environment, only some students had a meaningful knowledge building process. On the other hand, in the individual tools environment, most of the group members constructed knowledge about the target concept, and had a meaningful knowledge building process. In addition, the misconceptions that appeared to some group members were corrected through small group discussions.

Research on the Transition Process of University Lifelong Education System Support Project (대학 평생교육체제 지원사업 사업의 변천과정 연구)

  • Bog Im Jeong;Tae Hui Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.273-278
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    • 2024
  • The purpose of this study is to examine the limitations of university operating system changes as a result of the policy changes and outcomes of the university lifelong education system support project by project period, and based on this, to propose a development plan to support the university's adult learning system. In this study, we sought to investigate changes in the higher education environment and changes in lifelong education in universities through analysis of literature and various data. The changing times of technological innovation and changes in knowledge require continuous learning even after school education, and the need for re-education and improved education is increasing. Therefore, the Ministry of Education and the National Institute for Lifelong Education have been actively carrying out support projects for lifelong learning-centered universities since 2008 to provide adult learners with opportunities to study. This project is centered around universities and the local community, and is promoting various types of changes in educational operation, such as reforming the university's academic system to be adult-friendly and operating night or weekend classes in order to provide educational opportunities for adult learners. Now, universities must play a role as a hub of regional lifelong education for the coexistence of the region and university, and as a key institution responsible for the contemporary tasks of sustainable development and coexistence between the university and the community.

A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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Robot education content of infant for creative problem solving in tablet pc (태블릿PC에서 창의적 문제해결력 신장을 위한 유아로봇교육콘텐츠 연구)

  • Park, Young-Suk;Park, Dea-Woo;Shin, Jae-Han
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.446-450
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    • 2012
  • Will lead the future of life in society, children needs robot education for adaptation to the futhure high-tech robot age. For children to learn about robots needs an active interest, the necessity of learning, creative learning using information technology in information-based society In ministry of education, science and technology education in the necessity of a infant's smart robot education to promote education and training child care for infants national scientific and mathematical problem - solving skills and creative problem solving to increase rearing children in desperate need of robots is the development of educational content. Baby robot training content design and creativity of the teaching model effective problem solving and creativity measuring plan review, implementation strategies and creative problem solving is a comparison. The goal of this paper enjoys science and technology with curriculum-based children's fusion science and technology human resources is to lay the groundwork for.

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Study on Arduino Kit VR contents modularization based on virtualization technology in software education field (소프트웨어교육 현장에서 가상화 기술에 기반한 아두이노 키트 VR콘텐츠 모듈화 연구)

  • Park, Jong-Youel;Chang, Young-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.293-298
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    • 2018
  • In the fourth industrial revolution era triggered by the popularization of smart phones, Human daily life and all industrial sites are becoming software and intelligent. With the universal software education for all students nationwide from 2018, Demand is surging, and hardware is interlocked using software technology and Arduino. However, expensive control boards and dozens of different electronic components have to be prepared separately and problems are occurring. In addition, if the same training is repeated, Significantly many parts are lost or destroyed. Being prepared to start a new class is also becoming a very serious problem. In this study, we implement VR technology based on virtualization technology of Arduino board and various electronic parts. In addition, 3D graphics realistic Arduino kit and various electronic components are provided in API form. In this paper, we propose a method of interworking software and virtual hardware on virtualization base.

A Study on the Simulation-Based Electric Control Panel Distance Learning Model (시뮬레이션 기반의 전기 제어 패널 원격 교육 모델에 관한 연구)

  • Noe, Chan-Sook
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.31-36
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    • 2020
  • Virtual simulation education, which is one of the methods of executing engineering education, is spreading. In general online education, only theoretical learning-centered lessons and practical training of simple small projects are conducted remotely, and it is necessary to disseminate various educational contents. Due to the spread of smart factories these days, most producers use automatic control to produce, inspect and package their products. The operation of automation equipment is controlled by using electricity, and electricity-related learning is operated in various departments. Due to the characteristics of electricity, it is difficult to learn online due to safety issues and high cost of practical equipment. In this paper, we provide a simulation-based electrical control panel distance learning model to improve the sense of accomplishment of education related to electrical training. Through the experiment of the proposed model, it was confirmed that the learning was more satisfied with the virtual simulation education than the online education using the existing equipment. It is expected that it can be used as a basic course for automation equipment education in the future.