• Title/Summary/Keyword: 체험학습프로그램

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Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Keun-Wang;Park, Jong-Chun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.44-46
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    • 2009
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

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Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Min-Gyu
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.559-561
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    • 2010
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경 교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

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Practical Problem-Focused Instructional Design and It's Perception Applying Universal Design (유니버설 디자인을 적용한 체험형 실천적 문제중심 수업 설계 및 수업 인식)

  • Lee, Gyeong-Suk;Jang, Sang-Ock
    • Journal of Korean Home Economics Education Association
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    • v.22 no.2
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    • pp.155-169
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    • 2010
  • This study aims to design practical problem-focused instruction by applying universal design of "Housing" unit of Technology Home Economics in the 10th grade and examine the students' perception on the lesson. The lesson is composed of the following procedures: thinking, problem recognition, problem understanding, information search & alternative search, consideration of the result, and practice plan. To solve problem such as 'What should one do for everyone's convenient and comfortable residential life' practically, we chose the major concern of 'understanding the universal design', 'analysis of cause for environmental change', 'creation of human-concerned residential culture'and performed alternative experience program for the old, the pregnant and the disabled. The students perceived teaching methods and contents positively with interest. They also understood the lesson easily by experiential activity and discussion thus enabling their active participation. It was also found out that the students felt considerable change of their consciousness of living environment of residence and the local community, thus it is concluded that the practical problem-focused instructional design method is very effective.

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A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.

Development of the Student Activity-Centered Education Programme on Climate Change (학습자 활동 중심 기후변화 교육 프로그램 개발)

  • Choi, Hyeh Sook;Kim, Yong Pyo;Cho, Kyung Suk;Yeau, Sung Hee;Park, Gi Yeong;Bae, Mi Sook;Lee, Mih Young;Zhang, Mi Hwa
    • Journal of Climate Change Research
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    • v.2 no.3
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    • pp.161-174
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    • 2011
  • The purpose of this study is to develop education programme on climate change for elementary students which is based on student activity. The programme is intended to raise children's awareness and to build positive attitudes towards climate change. Ten programmes are developed. The main themes of the contents are 'a meteorological observation', 'a change of season', 'the monitoring climates of the past', 'the climate and life', 'the climate and human lives', 'the causes of climate change', 'the influence of the climate change' and 'the action on climate change' which are selected from the survey of previous domestic education programmes. Each programme consists of 5 steps: Introduction, Concrete experience, Reflective observation, Abstract conceptualisation and Active experimentation. We expect that this programme would enhance children's awareness and attitudes on climate change and induce positive and active response to climate change.

The Design of a Computational Thinking-based Web Programming Course as a Liberal Art Subject for Non-Computer Majored Preliminary Teachers (비전공 예비교사의 컴퓨팅 사고력 기반 웹 프로그래밍 교양 수업 프로그램 설계)

  • Jeon, Yong-Ju;Kim, Tae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.161-164
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    • 2016
  • 컴퓨팅 사고력이나 프로그래밍 체험 및 교육 기회 부족 등으로 인한 자신감 결여와 같은 컴퓨터 학습에 대한 부정적인 태도는 다양한 전공의 예비교사들이 현장에서 소프트웨어를 융합한 교육을 시도하는데 장애요인이 될 수 있다. 안타깝게도 현재까지의 교사양성 교육에서는 ICT 소양 위주의 컴퓨터 교양 교육 외에는 컴퓨팅 사고력이나 소프트웨어 교육에 대해 체험할 수 있는 교육내용이 없는 것이 현실이다. 이에 본 연구에서는 이러한 문제에 대한 해결점을 찾아보고자, 예비교사의 교양 과정에 투입 가능한 컴퓨팅 사고력 기반의 웹 프로그래밍 수업 프로그램을 설계하여, 이를 컴퓨터교육 비전공 예비교사의 교육현장에 기존 ICT소양 위주의 수업내용과 비교하여 투입한 뒤, 수업을 통한 컴퓨터 학습태도의 변화 양상을 관찰하기 위한 기초연구를 수행하였다.

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A Study on Effect of the Book Curation Education Program Using Experiential Economy Theory on Perceived Value, Continuous Participation Intent (체험경제이론에 의한 북큐레이션 교육 프로그램이 지각된 가치와 지속적 참여 의도에 미치는 영향에 관한 연구)

  • Kim, Mi-Jung;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.1-24
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    • 2022
  • By developing and implementing a book curation education program that reflects the experiential economy theory, this study aims to verify the effect that experience perception of the program has on continuous participation intention and perceived value of the program. Teaching and learning activities of book curation education programs were organized so that practitioners can experience activities for 4 experience element, entertainment experience, educational experience, escapist experience, esthetic experience according to experience economic theory. This study surveyed 195 peoples who participated in the program to measure the effectiveness of the program. As a result of analysis, research hypothesis 1 (the perception of experiences in the book curation education program affects the perceived value of the program) revealed that aesthetic and entertainment experiences were significant, and research hypothesis 2 (the perception of experience in the book curation education program affects the intention to continue participating in the program) showed that all other factors except educational experiences were significant.

The Development and Application of Informal Gifted and Talented Education program utilizing Local Resources in Yeongheung Island (영흥도 지역자원을 활용한 학교 밖 영재 프로그램 개발 및 적용 효과)

  • Ock, Seong-Hyun;Choi, SunYoung
    • Journal of Science Education
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    • v.38 no.2
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    • pp.356-375
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    • 2014
  • The purpose of this study was to develop the informal education based elementary gifted education program utilizing local resources in Yeongheung island for enhancing the creative problem solving, science process skills, scientific attitudes. This program was totally consisted 36 lessons and 3 part. For this purpose, 7 weeks' informal gifted education program utilizing local resources was treated to a class students who were 5th graders of elementary school in Yeongheung island. The results of this study were as follows : First, the change of science creative problem solving ability in the gifted class was found statistically meaningful difference. Second, science process skills were showed statistically meaningful difference. Third, scientific attitudes were not showed statistically meaningful difference. Fourth, the student responses about effectiveness of this programs were generally positive. Therefore, the gifted education programs showed meaningful results. Based on the results of this study, a number of studies to overcome the limitations will be needed.

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