• Title/Summary/Keyword: 스마트 수업

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The Development and Application of a Flipped Learning-Based Smart Teaching and Learning System for Elementary Subject Matter Education (초등 교과 교육을 위한 플립 러닝 기반 스마트 교수-학습 시스템의 개발 및 적용)

  • Lee, Miwha;Park, Sangmin
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.29-38
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    • 2019
  • The purpose of this study was threefold: to design and develop a smart teaching and learning system based on flipped learning for elementary subject matter education; to apply the system to the elementary classroom; and to examine the effects of the system on students' achievement and satisfaction levels. The system was composed of a video part, a date part, and a learning line part. Presentations, preinstructional videos, and spreadsheets were created for the flipped classroom. The results of the analyses indicated that the teaching and learning system positively influenced students' achievement and satisfaction levels. The study concluded with the implications of the study and suggestions for the future study.

An Analysis of the Difference of Perception on IT Convergence Learning after the Smart Device based Robot Programming Education According to Elementary Gifted Students' Level (스마트 기기 기반의 로봇 프로그래밍 교육 이후 초등 영재들의 수준에 따른 IT 융합 학습에 대한 인식 차이 분석)

  • Yoon, Il-Kyu;Jang, Yun-Jae;Jeong, Soon-Young;Lee, Won-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.161-169
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    • 2015
  • In this paper, we propose an smart device based robot programming education program and analyzing students' perceptions such as satisfaction, Expectancy-Value of IT convergence learning after the robot education program according to elementary gifted students' level. Smart device based robot programming education program designed based on schematic of the convergence suggested by WTEC and consist of creative phase, integration/fusion phase, innovation phase, outcome phase for learning practical process of the IT convergence. We are conducting a smart device based robot programming education class to consist of 126 gifted students and analysing the difference of perception. According to analysis of the result, core and advanced students' perception on satisfaction score shows also high. However, advanced level students' satisfaction score shows higher than core students' satisfaction score. Also, advanced level students' expectancy-value score on IT convergence learning shows higher than core students' score.

Research on pre-service teachers' perceptions of smartphones for educational use and suggestions for school policy (스마트폰의 교육적 활용에 대한 예비교사의 인식 및 학교정책 개선방안 연구)

  • Lim, Keol;Lee, Dong Yub
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.47-57
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    • 2012
  • This study was conducted to investigate the pre-service teacher's perception of the possibility of using smartphones in the classroom, moreover, to confirm the policy related to using smartphones in schools. For the objectives, this study, firstly, investigated the pre-service teacher's awareness of having cellphones in the classroom, secondly, analyzed the pre-service teacher's opinion of using smartphones for educational objectives and elements for those investigated objectives, finally, investigated the school policy for educational objectives of using smartphones. The participants of this study were 146 pre-service teachers among three universities in Seoul. The results showed that the pre-service teachers opposed using cellphones in the classroom. Next, it was found that most of them had smartphones and they knew how to use them effectively. For the aspects of educational use of smartphones, they recognized that smartphones could be used as a smart educational tool, an efficient teaching and learning tool, and an assistant tool for teaching and learning. In order to use smartphones for the investigated educational tools, the learning contents, the ways of teaching and learning, and the technical support of the school should be prepared. Finally, the pre-service teachers thought that the school policy should be changed in order to use smartphones for educational objectives, and the school policy with regard to using smartphones in the classroom should be decided by the teachers. Most of all, for the educational use of smartphones, the pre-service teachers believed that the change of the students' perception was the most significant.

A Study on the Relationship between Learners' Online Class Satisfaction and LMS Satisfaction (학습자의 원격수업 만족도와 LMS만족도와의 관계연구)

  • Han, Jinhee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.25-31
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    • 2022
  • This study aims to investigate the degree of influence of LMS on online classes conducted after COVID-19 at C University in Gyeongsangnam-do, and to examine the relationship between overall class satisfaction and LMS satisfaction variables. C University started the project to construct 'Next-generation Smart LMS' and operated it from the first semester of 2021. As a result of conducting a survey about overall class satisfaction and LMS satisfaction consisting of five variables with 140 learners who have experienced online classes at C University. The learners showed high satisfaction not only in overall classes but also LMS. As a result of regression analysis of LMS satisfaction and overall class satisfaction, it was found that the functional convenience of LMS and interaction with instructors had a significant effect on overall class satisfaction. This study has limitations in that it was conducted only at one college and a limited number of variables were measured.

A Study on the Application of Class Using Next Generation Content Console Devices (차세대 콘텐츠 콘솔기기 활용 수업 적용 계획연구)

  • Byung-Hyuk Son
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.149-150
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    • 2023
  • 게임 산업의 성장속에 다양한 서비스를 제공하는 게임 플랫폼의 증가와 디바이스의 확산으로 전통적인 게임 콘솔 외에도 개인용 컴퓨터는 물론 가상현실 헤드셋(VR), 심지어 스마트TV를 이용한 클라우드 게임 서비스등 게임을 이용하는데 언제 어디서나 사용할 수 있는 스마트폰과 같은 다양한 장치에서 쉽게 접근할수 있도록 하여 비디오 게임 사용자 증가에 큰 기여를 하고 있다. 본 논문에서는 높은 양질의 게임콘텐츠와 메타버스를 넘나드는 고 퀄리티의 차세대 게임을 분석 및 이해하고 연구를 통하여 게임을 제작하기 위해 게임 엔진에 사용된 제작기법을 이해하기 위해서 피교육자들은 게임을 직접 플레이해보며 사용자의 경험을 쌓고 노하우를 축적하는 것만큼 중요한 것은 없다고 결론지었음. 차세대 콘솔기기를 활용하여 우리 대학 신규 교과목으로 편성 되어있는 XR콘텐츠 제작 프로젝트 수업의 효율과 이해도를 높이기 위해 본교에 설치되어있는 차세대 콘솔기기 활용 및 적용 연구의 필요성을 제시한다.

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A Study on the Game Quality Management Methodology (게임품질관리 수업 개선을 위한 게임 플레이 분석 시스템 설계)

  • Lee, Yoon-Yim;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.85-94
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    • 2019
  • This paper aims to improve teaching methods for changing the game-related department and game quality management classes of A university from theoretical to practical classes. The main goal is to design and develop a game play analysis system. The design and development of the game play analysis system enables the company to experience the overall process of game development that meets the requirements of the industry. Designs for systems that can improve understanding of game content by experiencing debugging to testing.

Study on Adult College Students' Class Satisfaction According to Blended Class Participation (블렌디드 러닝 수업 참여형태에 따른 성인대학생 수업만족도에 관한 연구)

  • Bog Im Jeong;Tae Hui Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.897-907
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    • 2023
  • The purpose of this study is to find out the development direction of adult learners' blended learning class as a study on the class satisfaction of adult college students according to the blended learning class participation type. To this end, a survey was conducted targeting adult learners at two schools that are carrying out the LiFE project (lifelong education system support project). The analyzed research results are as follows. First, in the case of adult learners, the proportion of participating in liberal arts + major classes as a blended learning subject was 77.8%, and home was the highest with 69.8% as a place to participate in online classes. Second, satisfaction with the blended learning teacher/instructor teaching method was generally satisfied with 95.2% of average or higher. Third, 96.8% of the students answered 'yes' or higher regarding the level of satisfaction with the blended learning method. The above research results show that blended learning is one of the important teaching and learning methods in providing adult-tailored education to adult learners who combine work and study. It can be seen that the blended learning teaching method is an effective teaching method that enables interactive communication between the instructor and the learner rather than the one-way teaching-oriented content delivery class of the traditional classroom.

Exploring Teachers' Perceptions and Beliefs about the Acceptance of Smart Education and Preschoolers' Digital Literacy (교사들의 스마트 교육 수용과 유아 디지털 리터러시에 대한 인식 탐구)

  • Lee, Eun-Jeong;Lee, Jae-Shin
    • Informatization Policy
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    • v.23 no.3
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    • pp.64-83
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    • 2016
  • Although the government mandated classroom use of smart technology, there exist obstacles to adapting smart technology as a means of educational tools in class. This study aims to explore the preconditions for integrating smart technology and early childhood education. To meet this end, this study investigates preschool teachers' perceptions about the possible benefits or negative impacts of using smart media on child education. Results show that teachers have negative rather than positive perceptions and attitudes toward preschoolers' use of smart media, which implies that rendering teachers have positive impression on smart education is most important for fostering smart education.

Development of the Flipped Classroom Teaching and Learning Model for the Smart Classroom (스마트 교실을 활용한 '뒤집힌 교수학습모형' 개발)

  • Jeong, Youngsik;Seo, Jinhwa
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.175-186
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    • 2015
  • In this study, we developed the PATROL teaching and learning model by using digital textbooks in Smart Classrooms to correct the disadvantages of Flipped Classrooms. PATROL is an acronym for Planning, Action, Tracking, Recommending, Ordering, and Leading. In the Planning phase, teachers should make a lesson plan. Next, students take Action by watching online contents and completing assignments in their digital textbook. After that, Tracking is needed to analyze the students' activities and the results. Then, Recommending is used to provide suggested instructional activities to teachers based on that analysis. Next, Ordering requires that students request new materials for class activities. Finally, Leading allows teachers to provide materials at the appropriate level to their students based on the students' learning activities. Applying the PATROL model at two elementary schools resulted in an increase in student-directed speech as well as an increase in the number of group and individual activities. Teachers also had more time to walk around the classroom.

A Study on the Establishment of High-speed Wireless Local Area Network Equipment for Green Smart Classrooms (그린 스마트 교실의 초고속 무선네트워크 장비 구축을 위한 연구)

  • Song, Byung-Jin;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.592-593
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    • 2021
  • In July of last year, the Korean version of the New Deal National Report Conference was held in the presence of the President, and the "Korean version of the New Deal Comprehensive Plan" was announced as its core strategy. In the field of education, the "Green Smart Future School" project has been included as one of the top 10 Korean New Deal projects. And last year, due to the spread of non-face-to-face classes due to COVID-19, the demand for ICT technology in front-line education sites rapidly increased. Therefore, In this paper, we examine the problems of the wireless network and wired infrastructure of the classroom in the past, and design wired network infrastructure and wireless network equipment for green smart classrooms with high-speed wireless networks that can be used for non-face-to-face and face-to-face classes, and build them in actual classrooms. An example for the following was presented.

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