• Title/Summary/Keyword: 체험활동

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Development of SW education class plan using artificial intelligence education platform : focusing on upper grade of elementary school (인공지능(AI) 교육 플랫폼을 활용한 SW교육 수업안 개발 : 초등학교 고학년을 중심으로)

  • Son, Won-Seong
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.453-462
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    • 2020
  • With the development of artificial intelligence, a lot of platforms have emerged that enable anyone to easily access and learn about artificial intelligence or create artificial intelligence models. Therefore, in this study, we analyzed various artificial intelligence education platforms and developed and proposed a SW education class plan using a framework-based artificial intelligence education platform for activating artificial intelligence based SW education. The artificial intelligence-based SW education framework aims to cultivate artificial intelligence literacy on the basis of computational thinking. In addition, a learner-centered project class was formed to include elements that could be fused with real life contexts or other subjects. Using this, with the theme of creating an artificial intelligence program to help separate garbage collection, a six-hour project-based class was developed and proposed using practical arts, social studies, and creative experiential activities. This project class was organized using a platform that is not difficult, such as AI Oceans and Entry.

A Study on the Operation Plans for Seongnam Public Library Programs in the Post-COVID-19 Era (포스트 코로나 시대 성남시 도서관의 문화프로그램 운영 방안 연구)

  • Song, Min Sun
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.177-186
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    • 2022
  • The purpose of this study is to suggest operation plans for library programs in preparation for the post-COVID-19 by analyzing the current status of library programs before and after the outbreak of COVID-19 based on the data of the Seongnam public libraries on the Public Data Portal. So, based on 1,317 data collected through the data purification process for duplicates and errors in the files uploaded by Seongnam City, ①programs' subject & type, ②program target users, ③program operation types(online or offline), ④program operating time & number of days, ⑤characteristics of programs preferred by users etc. were analyzed. As results of the analysis, online programs were not operated at all before COVID-19, but online programs started to be operated in earnest after August 2020. Also, there were many experiential activity lectures for infants and elementary school students in 2019, but reading activity lectures for adults and elementary school students increased in 2020. There were many types of online lectures, such as real-time lectures using online video conferencing programs, YouTube video viewing & live broadcasting, and the use of Naver Band & Cafe.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Safety Class Design with Bitbricks (비트브릭을 활용한 안전 수업 설계)

  • Park, Minyoung;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.303-308
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    • 2021
  • In this study, we intended to present a class design plan that combines safety education and software education, which are very important in the school field, but are considered necessary for change. In order to realize safety education centered on indirect experience, the 12th class plan was devised as a "Smart Safety Commuter Road Production Project" using a physical computing tool called Bitbrick. Based on the 12th city's class plan, qualitative research was conducted with interviews with a total of five teachers, showing both the effectiveness and problems of applying them to the class. The effectiveness is that unlike conventional delivery-type safety education, indirect experience-oriented safety education centered on real-life situations is possible, and it can be expected that procedural thinking skills can be developed along with stimulating interest. However, the problem has been shown that the process of implementing the direct situation can be challenging and that even activities can be more efficient than group activities.

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A Study on Software and Artificial Intelligence Education Camp Operation (소프트웨어와 인공지능 교육캠프 운영에 관한 연구)

  • Keun-Ho Lee
    • Journal of Internet of Things and Convergence
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    • v.9 no.4
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    • pp.71-75
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    • 2023
  • Changes in modern society are resulting in the emergence of various service models that apply software and artificial intelligence, and all fields are rapidly changing based on software and artificial intelligence. Education on software and artificial intelligence is emerging as a major influencing factor that determines national competitiveness. Following these social changes, interest in the use of software and artificial intelligence is quite high. Starting in 2025, software and artificial intelligence-related curricula are scheduled to be introduced into public education in elementary, middle, and high schools, so many educational activities are becoming active. In this study, based on the content of operating the software and artificial intelligence experience activity program, we would like to propose the efficiency of future learning programs and operating methods for software and artificial intelligence.

Impact of Climate Action on Participants and Why Climate Action Education is Difficult in High Schools (기후 행동이 참여자에게 미치는 영향과 고등학교에서 기후 행동 교육이 어려운 이유)

  • Ki Rak Park
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.1
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    • pp.70-85
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    • 2024
  • The purpose of this study was to find out what impact climate action has on study participants and why climate action education is difficult in high schools. For this purpose, a basic qualitative research method was selected, and the study participants were five middle school students at the time of the activity. The results of this study are as follows. Due to the climate action in middle school, the participants' career path changed specifically and their climate literacy was cultivated. And climate action education in high schools was not enough. Environmental subjects that provide climate action education were difficult to open because they were not chosen by many students, and it was unrealistic to provide climate action education during creative experiential activities due to the burden of college entrance exams. The discussion points of this study are as follows. Climate action needs to be encouraged among middle school students because it helps shape career paths and cultivate climate literacy. Additionally, because sustainability is important in climate action, there is a need to establish specialized courses in climate action education in the curriculum of elementary, middle, and high schools so that climate literacy can be maintained consistently.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

The Analysis on the Results of Mathematics Field Trips for Pre-service Mathematics Teacher (예비교사를 위한 수학답사활동 수행 결과 분석)

  • Suh, Bo Euk
    • Communications of Mathematical Education
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    • v.30 no.2
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    • pp.139-159
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    • 2016
  • This study is the field of mathematics education on the assumption that they can extend outside the classroom. Recent mathematics education is increasing the importance of field experience and various activities based on real-life math education. Thus, it is necessary to consider this situation in pre-service teacher's education. The purpose of this study is to apply the 'Mathematics Field Trips Activities' in the pre-mathematics teacher education. So the specific case of 'Mathematics Field Trips Activities' was analyzed. Mathematics teachers conducted preliminary exploration activities on the historical cultural property which were effective in the following four aspects. First, cognitive effects and second, definitive effect. Third, cultural-mathematical effect. Fourth, the effect on improving math class. Finally they were summarized and divided into classes target content knowledge and teaching knowledge both sides. As a result, the 'Mathematics Field Trips Activities' were found to have significant effects on pre-service math teacher. Finally, ongoing research is needed to settle into a new teaching and learning methods.

대학생들의 야외 지질 실습 전과 후의 퇴적층 형성의 이해도 변화 비교

  • O, Jin-Yeong;Jeong, Gong-Su
    • 한국지구과학회:학술대회논문집
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    • 2010.04a
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    • pp.71-71
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    • 2010
  • 대학생들의 야외 지질 실습 전과 후에 퇴적층 형성에 대한 이해도 변화를 파악하기 위해 충남대학교 지질환경과학과 3학년 재학생 27명을 대상으로 3일 동안, 참여 학생들에게 매일 실습 전과 후로 나누어 6번의 설문 조사를 실시하였다. 설문 조사 문항은 모두 주관식이며, 3일에 걸쳐 총 68문항을 제공하였다. 제시된 문항은 퇴적층 형성과 관련된 기본개념 31문항과 조사 지역의 노두관찰 37문항으로 분류 된다. 야외 실습 전과 후의 개인별 점수를 각각 비교한 결과 실습에 참여한 모든 학생들의 점수가 향상되었다. 실습 3일에 대한 전체 학생들의 평균점수는 실습 전에 28.3점, 후에 51.6점으로 실습 전보다 후에 34.2% 향상되었다. 또한 전체 학생들의 기본개념 31문항에 대한 평균점수는 실습 전에 19.8점, 후에 26.9점으로 22.9%, 조사 지역 노두관찰 37문항에 대해서는 실습전에 8.5점, 후에 24.7점으로 43.8%가 각각 향상되었다. 퇴적층은 공간적으로 넓은 장소와 시간적으로 오랜 기간 동안에 걸쳐 형성되어 학생들은 광범위한 공간적, 시간적 개념을 이해하는 것이 필요하며 대학의 지질학 교육 과정에서 야외실습은 필수적인 요소이다. 야외 실습은 학습자가 직접 자연과 같은 실제 세계를 관찰하고 조사하는 활동으로 이루어지는 학습 방법으로 교실 밖에서 일어나는 모든 학습을 총칭한다고 할 수 있다. 본 연구 결과는 야외 실습 후에 학생들의 점수가 향상된 것을 보여주었다. 이런 결과는 야외 실습이 야외에서 학습자가 주체가 되어 적극적인 참여로 학습하는 학생 중심 학습이고, 자연 환경을 학습의 장으로 하여 실물을 활용한 직접적인 조사활동과 같은 경험에 의한 체험 학습이기 때문인 것으로 해석된다. 또한 야외 실습에서 그룹 활동은 학생들이 지질조사를 하면서 발견된 문제나 내용에 대해 공유할 수 있는 토론 학습인 동시에 야외 활동에서 교수는 전문가 혹은 학습 촉매자로서 문제에 대한 해결책을 주거나 학생들에게 질문이나 토론의 기회를 주어 학생들의 지적, 정신적 향상에 영향을 미치기 때문인 것으로 보인다. 그러므로 야외 실습은 계획, 실행, 정리 단계가 매우 중요하다. 우선 장소 선정에 있어 강의실에서 토론된 주제 및 개념과 관련된 장소를 선정해야 하며, 야외에서는 학생과 학생, 학생과 교수 간의 그룹 활동, 토의 및 질문 시간을 충분히 가져야 함은 물론 실습 후에는 세미나를 통해 야외 활동에서 새롭게 발견하거나 조사 및 학습한 내용, 해결하지 못한 문제 등을 토론하고 정리하는 과정을 갖는 것이 필요하다고 판단된다.

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Status and needs of nutrition education for children's sugars intake reduction in elementary school (초등학교 기반 당류 섭취 저감화 영양교육 실태 및 요구도)

  • Kim, Mi-Hyun;Yeon, Jee-Young
    • Journal of Nutrition and Health
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    • v.51 no.5
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    • pp.433-444
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    • 2018
  • Purpose: This study examined the status and needs of school-based nutritional education programs for reducing sugars intake in elementary schools. Methods: A total of 230 elementary nutrition teachers participated in this study through an online survey in July 2017. Results: Approximately one-third of the schools conducted nutrition education on reducing sugars intake as a main topic. The most frequent educated grade and education period were $4^{th}$ and $3^{rd}$ grade, and once a year. Most of the nutrition teachers answered that nutrition education related to reducing sugars intake for children was necessary. The nutrition teachers answered that first graders were the recipients in most need of nutrition education for reducing sugars but, realistically, third graders were the most suitable for nutrition education. The appropriate education topics were limited to the lower grades, such as sugars consumption related health problems, foods containing high sugars, and behaviors to reduce sugars intake; however, a wider variety of topics were selected for the upper grades. The experiment was considered to be an effective educational method for both the lower and upper grades. The most appropriate nutrition education media appeared to be a mock-up in the lower grades, and an experiment kit in the upper grades. Games and videos were highly considered to be effective media to educate students in reducing sugars consumption by voluntary participation in free time in the classroom in both the lower and upper grades. Conclusion: Nutrition education programs focusing on sugars intake reduction were conducted in some elementary schools, but the training time was short and the types of activities were limited. The perception and demand for nutrition education was very high. Therefore, the development and dissemination of elementary school-based nutritional education programs for sugars intake reduction is urgently needed. Moreover, to develop an effective nutrition education program, the education environment and demand in the field should be fully considered.