• Title/Summary/Keyword: 스마트 수업

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The Development and Application of a Teaching and Learning Model Based on Flipped Learning for Convergence Software Education in Elementary Schools (초등 융합SW교육을 위한 플립 러닝 기반 교수-­학습 모형 개발 및 적용)

  • Lee, Miwha;Ham, Sungbong
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.213-222
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    • 2018
  • The purpose of this study was to develop a convergence software teaching and learning model based on flipped learning through multidisciplinary integration of the subject matter curriculum and content elements of software education so as to facilitate students' self-directed learning utilizing computers and smart devices and to apply the model to the elementary classroom and examine the effects on students' EPL interest and achievement levels. The teaching and learning model consists of four stages: content convergence, problem presentation, creative idea design, and product sharing. The results of the analyses indicated that students' EPL interest was enhanced and achievement levels were increased. The implications of the results of the study and expected effects were discussed.

Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

The Effects of App Programing Education Using m-Bizmaker on Creative Problem Solving Ability (m-Bizmaker를 활용한 앱 프로그래밍 교육이 창의적 문제해결력에 미치는 영향)

  • Han, Soon-jae;Kim, Sung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.25-32
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    • 2016
  • This study aims to suggest app programming education plan by analyzing the effects of app programming education using m-bizmaker on the creative problem solving ability in specialized high school students. Currently, The South Korean government is preparing to conduct SW education in primary and secondary schools. Developing smartphone apps that are familiar to students can be seen as a very effective tool of SW educational measures. In general, app development can only be achieved through specialized training on how to use the app programming language. So, many students think the app programming is difficult areas before creating apps because tired of learning how to an app programming language. As a result of applying app programming education using m-Bizmaker, which is one of the app authoring tools, to the class, it is desirable as an app programming education plan. And according to survey results, it has been proved that the app programming education plan using m-Bizmaker is effective to improve creative problem solving ability.

A Attendance-Absence Checking System using the Self-organizing Face Recognition (자기조직형 얼굴 인식에 의한 학생 출결 관리 시스템)

  • Lee, Woo-Beom
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.72-79
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    • 2010
  • A EAARS(Electronic Attendance-Absence Recording System) is the important LSS(Learning Support System) for blending a on-line learning in the face-to-face classroom. However, the EAARS based on the smart card can not identify a real owner of the checked card. Therefore, we develop the CS(Client-Sever) system that manages the attendance-absence checking automatically, which is used the self-organizing neural network for the face recognition. A client system creates the ID file by extracting the face feature, a server system analyzes the ID file sent from client system, and performs a student identification by using the Recognized weight file saved in Database. As a result, The proposed CS EAARS shows the 92% efficiency in the CS environment that includes the various face image database of the real classroom.

Development and Application of App for Promotion of the Specialized Liberal Arts of the students in an Engineering College (공과대학 학생들의 전문교양 지식 함양을 위한 앱의 개발 및 적용)

  • Ku, Jin-Hui;Park, Duk-Kyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.68-73
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    • 2010
  • For engineers in the knowledge-based society of the 21st century, not only the specialty in their major field, but also the capabilities of creative thinking/reading/writing, of communication and of understanding society/business/economy, and the knowledge of specialized liberal arts, like ethics, are required. For the specialized liberal arts knowledge, it is important to have interest in a field, read the relevant literature, and summarize and express thoughts, but in reality, it is difficult to accomplish a higher level of learning outcome within the limited regular curriculum. In this study, an application for smart phones that purports to cultivate the specialized liberal arts knowledge of the students enrolled in the college of engineering was developed and applied to classes. Under this environment, a teacher can interact with teacher's students through the structured knowledge on a real-time basis in any place at any time, and the students can reorganize the knowledge by themselves. In this way, this paper proposed a way of improving the level of specialized liberal arts knowledge in daily life.

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An Implementation of Auto Attendance Management System based on App using NFC Technique (NFC 기술을 활용한 앱(App)기반 자동 출결 관리 시스템 구현)

  • Kim, Bong-Gi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.719-723
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    • 2016
  • Owing to the recent increased interest in wireless communication technology and rapid technology development, a range of applied technologies utilizing them are being released. In addition, at school, by adopting an attendance management system using wireless communication technology, attempts to solve problems caused by attendance books are being made. Representative attendance management systems include those using RFID, Bluetooth and clicker. Although these systems have solved the problem of wasting paper and time due to calling and writing attendance, they have other problems of generating additional expenses of purchasing or renting more equipment. To solve all of these problems, this paper suggests prototype system that can manage attendance by using NFC (Near Field Communication), which most smartphones provide. The attendance management system using NFC consists of two applications; one for professors and the other for students. The system solves problems, such as proxy attendance, loss of lesson time and additional cost by automatically managing attendance information using NFC and TCP/IP technologies.

Conceptual Group Activity Recognition Method in the Classroom Environment (강의실 환경에서의 집단 개념동작 인식 기법)

  • Choi, Jung-In;Yong, Hwan-Seung
    • KIISE Transactions on Computing Practices
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    • v.21 no.5
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    • pp.351-358
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    • 2015
  • As smart phones with built-in sensors are developed, research on recognition using wearable devices is increasing. Existing papers are mostly limited on research to personal activity recognition. In this paper, we propose a method to recognize conceptual group activity. Before doing recognition, we generate new data based on the analysis of the conceptual group activity in a classroom. The study focuses on three activities in the classroom environment: Taking Lesson, Doing Presentation and Discussing. With the proposed algorithm, the recognition rate is over 96%. Using this method in real time will make it easy to automatically analyze the activity and the purpose of the classrooms. Moreover, it can increase the utilization of the classroom through the data analysis. Further research will focus on group activity recognition in other environments and the design of an group activity recognition system.

Convergence Technologies by a Long-term Case Study on Telepresence Robot-assisted Learning (텔레프리젠스 로봇보조학습 사례 연구를 통한 융합기술)

  • Lim, Mi-Suk;Han, Jeong-Hye
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.106-113
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    • 2019
  • The purpose of this paper is aimed to derive suggestions for convergence technology for effective management of distance education by analyzing a long-term case. The experiment was designed with notebook, smartphone or tablet based robot controlled by a remote instructor and a learner, who have experience of distance learning including robot assisted learning. The tablet based robot has the display system of feedback to speakers. During five months, three types of experiments were conducted randomly and a participant was interviewed thoroughly. The result, like the previous research, demonstrates that the task performance of the learner in telepresence robot-assisted learning was better than that in the notebook, and smartphone based. However, it is believed to be necessary to adjust the system for eye-contact and voice transmission for the remote instructor. The instructor required an additional sight by supplementing an extra camera and automatic direction control to source of sound.

A Study on the Sustainable Academic Library Services in the New Normal Age (뉴노멀시대 대학도서관의 지속가능한 서비스에 대한 연구)

  • Lee, Ji-Wook;Lee, Yong-Jae
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.357-377
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    • 2021
  • This study aims to suggest the sustainable services for academic library in the New Normal Age, analyzing the online services during the COVID-19 pandemic. For this purpose, this study examined the operation condition of academic libraries' services during the COVID-19, analyzing the untact and online services of 63 libraries of universities which have more than 10,000 students. And this research classified the online services into three types, which are 'collection', 'facilities', 'programs' and examined the library homepage and development plans of academic libraries. This study also looked into the services of Korean public libraries and foreign libraries to suggest the sustainable services for academic library. As a result, this study suggests 'providing online materials for course reserves', 'expansion of research and study curation services to invigorate the use of library materials', 'introducing the smart library system and renovation of library facility and space services', 'planning of online programs through expansion of interaction with users'.

메타버스(Metaverse)와 방송 미디어

  • Jeong, Sang-Seop
    • Broadcasting and Media Magazine
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    • v.27 no.1
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    • pp.59-70
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    • 2022
  • 메타버스 서비스란 '가상', '초월' 등을 뜻하는 영어 단어 '메타(Meta)'와 우주를 뜻하는 '유니버스(Universe)'의 합성어다. 현실세계와 같은 사회.경제.문화 활동이 이루어지는 3차원의 가상세계를 의미한다. 코로나 상황 속에서 비대면 소통의 수단 중 하나로 주목받으며 업무, 친목, 각종 행사 등 다양한 분야에서 활용되고 있다. 2022년 신년 사업 계획에서 메타버스 단어가 들어가지 않은 곳이 없다고 한다. 그만큼 핵심 키워드로 떠오르고 있다. 즉, 메타버스는 현실을 초월한 가상의 세계로 스마트폰, 컴퓨터 등 디지털 미디어에 담긴 세계를 뜻한다. 세상은 점차 바뀌어 가고 있다. 글로벌 통계 전문 업체 스태티스타는 2021년 307억 달러(약 35조 3265억 원) 규모이던 메타버스 시장 규모가 2025년에는 약 2969억 달러(약 341조 6428억 원)까지 커질 것으로 예측하였다. 현재 시장에서 통용되고 있는 메타버스에 대한 정의는, '현실세계의 사회·경제·문화적 활동이 유사하게 실현되거나, 현실에서 제공하지 못하는 경험을 제공하는 3차원 디지털 가상공간'으로 요약된다. 2021년의 메타버스는 더 이상 상상의 영역이 아니며, 현실세계 영역으로 침투하고 있는 것이다. 현실세계와 연결되는 가상세계, 실재감을 느낄 수 있는 가상공간이 점점 현실이 되어가고 있다. 1990년대 처음으로 등장한 메타버스 개념이 2020년대에 재부상 하였는데, 과거의 메타버스보다 몰입감과 실재감 있는 경험을 제공할 수 있는 XR 기술의 결합에 대한 기대감 때문이다. 지나온 30여 년간 메타버스가 뜨거운 주목을 받게 된 이유는 기술의 발전에 있다. 초고속인터넷 5G 상용화와 더불어 6G 출현, 가상현실, 증강현실이 일상에 스며들었기 때문이다. 이러한 기술 발달은 현실세계의 물리적 객체와 가상의 객체가 상호 작용할 수 있는 혼합현실까지 발전시키는 촉매제가 되었다. 여기에 지난 2년 동안 전 세계를 강타한 코로나19로 인해 비대면, 온라인 서비스가 확산되면서 메타버스는 개념이 아닌, 우리 일상의 한 부분으로 인정받게 되었다. 현재 우리 사회는 과거에는 불가능하다고 생각했던 사회적 거리두기, 재택근무, 온라인 수업 등을 진행하면서 이렇게도 사회가 돌아갈 수 있다는 것을 점차 느껴가고 있다. 더불어 현재 코로나로 인해 멀게만 느껴졌던 메타버스 세계를 반강제적으로 경험하고 있기도 하다. 이처럼 본 고에서는 최근에 나타난 메타버스를 이해하고 방송미디어(계)와 접목된 유형과 기술적, 서비스 사례를 파악하고, 주요 기업들의 추진 방향, 주요 시사점 및 결론으로 도출해보았다.