• Title/Summary/Keyword: 유아교수설계

Search Result 20, Processing Time 0.026 seconds

Design and Implementation of the Word Card Learning Content based on Mobile AR (모바일 AR 기반 낱말카드 교육 콘텐츠 설계 및 구현)

  • Jung, Ji-Eun;Chun, JiYoon;Choi, Yoo-Joo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.616-631
    • /
    • 2015
  • This study proposes a mobile Augmented Reality (AR)-based "word card" learning tool for children aged 3 to 5. First, this study suggests a learning structure to improve motivation and immersion of learning, Secondly, it designs and implements the user interface applying the proposed learning structure. Also, it designs a content management tool supporting the production of the content so that instructors can easily manage the contents for various learners. This study is conducted by four steps - reference research, design of "word card" learning content for the learner, design of content management tool for the instructor and the effectiveness verification of the proposed content. The proposed content was designed based on an education content architecture for enhancement of immersion and motivation to study. Moreover, it includes an 'AR content management tool for instructor' designed to easily update AR education content. The class for six children aged 3 to 5 was given to validate the enhancement of immersion to study. Experiment results showed that the proposed content enhanced the study immersion and that special interaction design for early children was necessary.

Development of the Balanced Language Education Program Model -on the basis of young children in low-income families participating in Dream Start- (균형적 언어교육 프로그램 모형 개발 -드림스타트 저소득 가정 유아를 대상으로-)

  • Kim, You-Hwa;Kwak, Young-suk
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.12
    • /
    • pp.600-621
    • /
    • 2016
  • This study aims to develop and apply the language education program model - based on balanced language education approach - on development of literacy of young children in low-income families, specially participating in Dream Start public welfare service. Development of this languge education program was based on the basic view and characteristis of balanced language education. It was progressed in accordance with Analyze-Design-Develop-implement-Evaluate(ADDIE), which is an widely-used instructional design model. Educational contents including reading skills of picture books based on whole language approach and well-structured reading and writing sequences, teaching and learning method including the principles and the strategies and teaching and learning systematic evaluation method are proposed in viewpoint of balanced language teaching approach. The application of the program was conducted targeting 20 young children participating in Dream Start welfare service from June 2015 until early November. To evaluate the effectiveness of this program, word reading inspection and nonsense word reading inspection developed by Ko, Yeon-Kyung(2002) were performed. The reflective thinking journal of visiting teachers and the satisfaction reported by parents were analysed in the qualitative research method. As a result, reading skills of young children were improved. The superiority of the program - prefernce for the picture book, interests in written languages, effectiveness of individualized language education method - was demonstrated by qualitative analysis of reflective journal. This study has the significance on presenting the executable language education model for literacy development of young children in low-income families based on balanced language education approach.

A Study on the Application of Teaching Methods to Improve the Learning Ability of Adult Learners (성인학습자의 학습능력 향상을 위한 교수법 적용 연구)

  • Jang, Young-Eun;Cho, Woo-Hong;Byon, Kil-Hee;Yun, Kyoung-Mi
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.423-424
    • /
    • 2021
  • 본 연구는 성인학습자를 대상으로 효과적인 비대면 수업방법에 대한 개선점을 모색하여 교수자의 수업역량 향상에 기초자료를 제공하고자 하였다. 이를 위해 PBL(문제중심수업) 교수법을 기초로 4주차 수업을 설계하고 웹엑스(Webex)를 활용한 교수법을 49명의 학생에게 적용하였다. 연구 결과는 다음과 같다. 첫째, 고연령 성인학습자를 대상으로 디지털기기 활용법에 대한 사전 숙지가 필요하며, 둘째, 팀활동을 위한 웹엑스 세션별 수업은 강의실 수업에서 수동적인 학생들의 적극적인 수업참여를 이끌었고, 셋째, PBL(문제중심수업) 수업 방식은 비대면 수업에서도 학생주도의 수업을 이끌어 내고 활발한 상호작용을 통해 학생들의 문제 해결과 실천역량을 향상시킬 수 있었다. 이러한 연구 결과는 성인학습자를 대상으로 한 교수자의 비대면 수업 교수법에 기초적인 자료가 될 것이다.

  • PDF

유아의 쌓기 놀이 활동을 통한 기하학습에 관한 기초연구

  • Hong, Hye-Gyeong
    • Communications of Mathematical Education
    • /
    • v.12
    • /
    • pp.21-32
    • /
    • 2001
  • 쌓기놀이는 유치원에서의 주요 활동이며, 유아들이 가장 선호하는 놀이일 뿐 아니라 교육적 가치도 크다고 보고 있다. 특히 쌓기놀이는 다양한 크기, 형태의 나무 적목을 사용하여 구성하게 되므로 공간 관계, 기하학적 도형, 대칭, 합동 등의 수학적 경험을 제공할 수 있다는 것이다. 그러나 교육현장에서의 쌓기놀이는 유아가 자유롭게 구조물을 만든 후 이를 극화놀이로 확장되어 전개되는데 그치고 있어 이를 통한 수학적 경험은 크게 기대할 수 없으며 우연적일 수 밖에 없다. 따라서 본 연구에서는 유아의 쌓기놀이를 보다 기하학적 사고와 탐색을 포함하는 교수-학습의 방안을 모색하고 현장 적용성을 검토하고자하였다. 본 연구의 내용은 유아의 쌓기놀이 활동에 기초한 기하학습의 모형을 설계하고, 이를 기초로 한 적용사례를 제시하는 것이다.

  • PDF

Study of a PBL-instructional model using an SNS-based online platform (SNS기반 온라인플랫폼을 활용한 PBL-수업모형 연구)

  • Choi, Dea-Hun;Cho, Woo-Hong;Byon, Kil-Hee;Yun, Kyoung-Mi
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.01a
    • /
    • pp.125-126
    • /
    • 2021
  • 본 연구는 대학교육에서 학습자 주도수업에 대표적으로 활용되는 PBL-교수학습방법을 SNS기반 온라인 플랫폼에서의 과제수행을 통해 해결하는 PBL-수업모형을 개발하는 것을 목표로 한다. 이를 위해 선행연구 및 이론탐색을 통해 PBL-수업설계에 대한 선행연구를 고찰하고, 적용 가능한 수업모형 및 교육내용을 선정하여 기초내용을 구성한 후 3인의 교육공학 전문가와 5인의 대학교수를 대상으로 FGI 인터뷰 방법을 통하여 연구결과를 도출한다. 과거 PBL-교수학습방법을 적용한 수업설계 들이 모의수행이나 발표 후 토론에 한정되었던 것에 반해 본 연구에서는 SNS기반 온라인 플랫폼에 직접 적용하는 매체제작 및 커뮤니티 활동을 포함하는 수업활동이 도출 되었으며, 실행 가능한 수업모형 개발을 위해 대상자 인터뷰와 분석을 통해 이를 위한 교수학습방법을 설정할 것이다. 본 연구를 통해 제시될 SNS기반 온라인 플랫폼을 활용한 PBL-학습모형은 이후 고등교육기관의 교수학습모형 개발을 위한 기초자료로 활용될 것이다

  • PDF

A Study on an Application of HyFlex Learning Model for Early Childhood Education in the PostCOVID-19 era (PostCOVID-19 시대 유아교육을 위한 HyFlex 수업모형의 적용 가능성 탐색)

  • Kim, Sun-Hee
    • Journal of Digital Convergence
    • /
    • v.19 no.12
    • /
    • pp.311-320
    • /
    • 2021
  • This study aims to explore the applicability of the HyFlex Learning Model as a new form of early childhood education in the post-COVID-19 era. In order to achieve the purpose of this study, first, the current challenges of early childhood education and the form of early childhood distance education in Korea were examined. Second, after examining the outline and characteristics of the HyFlex Learning Model(HLM) and the application cases of overseas institutions, in particular, the cases of applying the HLM in overseas early childhood education institutions were reviewed. Third, things to consider when applying the HLM in the field of early childhood education in Korea were derived. As a result, the HLM was investigated to be applicable not only in higher education but also in early childhood education as a model that emphasizes the learner's choice, learner-centered/directed, and activity. In order to apply the HLM to the early childhood education field in Korea, several points to be considered were proposed. Finally, the contribution of this study and further study were suggested.

Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.449-455
    • /
    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.

A study on the development of early childhood artificial intelligence education program (유아 인공지능교육 프로그램 개발 연구)

  • Kim Hee Young
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.695-702
    • /
    • 2023
  • The purpose of this study is to develop an early childhood artificial intelligence education programs in kindergartens. In order to achieve the purpose of the study, a four-step program development procedure was taken: documentary analysis, program design and development, execution, and assessment. This study presented the purpose and goals, educational content, teaching-learning methods, and evaluation of the early childhood artificial intelligence education program in kindergarten. By implementing an artificial intelligence education in the process of developing the program, the practicality and utilization of the program were secured. This study is meaningful in that it derives practical support measures to apply and activate artificial intelligence education programs in the field of early childhood education.

A Study on the Use of Location Data for Exploring Infant's Peer Relationships in Free-Choice Play Activities (자유선택놀이 활동에서 유아 또래관계 탐색을 위한 위치데이터 활용 방안 연구)

  • Kim, Jeong Kyoum;Lee, Sang-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.9
    • /
    • pp.466-472
    • /
    • 2020
  • The purpose of this study is to explore how to use location data for peer relations of infants in free-choice play activities. For this study, location data was collected using wearable devices for 14 students in one class at an early childhood education institution in Chungnam. For the pre-processing of the collected location data, a smoothing technique was applied to recover missing values during the collection process, and the data was visualized using Python's Matplotlib. Subsequently, the movement distance, distance between infants, and interaction types of infants were extracted from the location data using the formula. As a result of the study, it was possible to derive 1) change in moving distance, cumulative value, average value, 2) change in distance and average distance value between infants, and 3) change and trend in interaction type according to the passage of time. These results can provide valuable information on the process of forming peer groups for infants in situations where it is difficult for a teacher to closely observe all members, and can be used as meaningful information for the design and operation of educational programs.

The Development and Effects of STEAM Programs based on Engineering for Young Children (유아를 위한 공학중심 융합인재교육(E-STEAM)프로그램의 개발 및 효과)

  • Lee, Suki
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.211-225
    • /
    • 2019
  • The purpose of this study was to develop the E-STEAM program emphasizing the engineering design process and apply them to young children to examine their effects on scientific problem-solving ability and communication ability. In order to develop the E-STEAM program, activities were organized by reviewing previous studies and websites related to STEAM and engineering education. The organized activities were selected as final activities after consulting with experts. To examine the effectiveness of the program, 50 subjects(experimental group: 25, control group:25) participated in K kindergarten in G city. The experimental group took part in the E-STEAM activities during 7 weeks, while the control group took part in the traditional science activities. The procedure for this study consisted of a pre-study, a pre-test, the treatment, and a post-test schedule. The results of this study were as follows: First, the experimental group showed significantly higher score than the control group in total problem-solving ability. Second, the experimental group showed significantly higher score than the control group in total communication ability. These findings suggest that the experience of E-STEAM activities for young children can be effective teaching-learning methods for young children's problem solving ability and communication ability.