• Title/Summary/Keyword: 테크놀로지 활용

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The Study of Construction Concerned Technology Curriculum Through the Using Educational Robot (교육용 로봇을 활용한 테크놀로지 교육과정 구성에 관한 연구)

  • Oh, Dong-Kyu;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.210-215
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    • 2006
  • 과학을 어려워하는 어린이들에게 테크놀로지 교육은 학습자가 직접 로봇을 제작, 프로그래밍, 실행해 봄으로써 게임을 즐기듯 재미있게 참여하면서 창의적인 사고 능력과 문제 해결능력을 길러주는데 효과적이다. 본 논문은 현재 실시되고 있는 외국의 로봇교육과정을 살펴보고, 우리나라 초등학교 수준에 맞는 테크놀로지 교육과정을 수준별로 구성하였다. 이를 통해 학습자로 하여금 역동적인 상호작용을 이끌어 냄으로써, 논리적이고 비판적인 사고 능력 함양은 물론, 창의적이고 자기 주도적 문제해결능력 신장을 도모하고자 하였다.

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The Effects of the TPACK-P Education Program on TPACK of Pre-service teachers' (TPACK-P 교육 프로그램이 예비 교사의 TPACK에 미치는 영향)

  • Kim, Seong-Won;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.229-230
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    • 2017
  • 테크놀로지의 중요성이 증가함에 따라 교사와 예비 교사의 테크놀로지 관련 지식의 중요성이 증가하고 있다. 이에 따라 예비 교사의 TPACK을 향상시키기 위한 다양한 연구가 진행되고 있다. 본 연구에서는 프로그래밍을 접목한 TPACK-P 모델을 기반으로 개발한 교육 프로그램을 예비 교사에게 적용하고, 예비 교사의 TPACK 변화를 관찰하였다. 교육 프로그램의 적용은 K 대학의 2016년 2학기 강의의 일부로 진행하였으며, 연구 대상은 수업을 수강하는 예비 교사 19명이었다. 교육 프로그램을 적용하기 전과 후에 박기철과 강성주(2014)의 검사 도구를 활용하여 예비 교사의 TPACK을 측정하였고, 대응 표본 t-검정을 통하여 예비 교사의 TPACK 변화를 통계적으로 분석하였다. 분석한 결과, TPACK-P 기반 교육 프로그램은 예비 교사의 TPACK 발달에 효과적인 것으로 나타났다. 세부 영역에서는 PCK를 제외한 모든 영역에서 통계적으로 유의미한 차이가 나타났다.

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Educational Use of Emotion Measurement Technologies (감성측정 테크놀로지의 교육적 활용방안 탐색)

  • Lee, Chang Youn;Cho, Young Hoan;Hong, Hun-Gi
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.625-641
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    • 2015
  • Recent research shows that emotion is closely related to memory and learning. Although a growing number of educators have high interest in affective aspects of learning processes and outcomes, there are few studies to investigate systematically instructional strategies and learning environments based on learners' emotion. Despite the efforts to understand the role of emotion and to facilitate positive emotion for meaningful learning in face-to-face and online environments, it is still a challenging issue to measure emotion in a valid and reliable way. To implement emotion-based education, it is essential to overcome the limitation of self-report surveys on emotion, which rely on the memory of learners. The current study surveyed emotion measurement tools, which are recently developed in education and other domains, in terms of self-report, neurophysiology, and behavioral responses. This study also discussed how emotion measurement tools can be used in authentic learning and teaching situations. Particularly, this study focused on cutting-edge technologies that would enable educators to collect and analyze learners' emotion easily in real-world contexts. This study will contribute to the research about the role of emotion in education and the design of adaptive learning environments that consider the change of learners' emotion.

A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.449-467
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    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

Transformation of Discourse on Uses of Computer Technology in Korean Landscape Architecture - Focused on Journal of the Korean Institute of Landscape Architecture and Environmental & Landscape Architecture of Korea - (한국 조경에서 컴퓨터 테크놀로지의 활용에 관한 담론의 변천 - 『한국조경학회지』와 『환경과조경』을 중심으로 -)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.15-24
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    • 2020
  • This work examines discourse on uses of computer technology and its transformation during the last thirty years effecting Korea landscape architecture. First, in the 1990s landscape architects begun to use computers as a new technology for landscape architecture, programming computer software utilities suitable for landscape research, planning, and design. The landscape architects, acting as computer programmers, tried to explore various techniques for landscape analysis and design with a piece of software, and various experts within the field of landscape architecture collaborated with each other. However, landscape architects mainly used computer technology as a tool as a substitute for hands-on cases. Since around the 2000s, the discourse on mapping and diagrammatic techniques as a visualization technique for landscaping processes have begun. Also, realistic representations for perspective drawings using graphic software have been increasingly important. The landscape architects, acting as graphic designers, focused on the specific visualization techniques for landscape planning and design. However, computer technology has been mainly used to produce realistic visuals aids for final presentations instead of creative exploration to generate landforms. Additionally, recent landscape architects have been using landscape performance modeling and parametric modeling for landform and landscape furniture design. The landscape architects as spatial designers are actively using computer modeling as creative form-generating tools during the design process.

The Design and Application of an Inquiry-based Fieldwork Program using Wireless Mobile Devices to Investigate the Impacts of Tourism on Yangdong Village (모바일 테크놀로지 활용 탐구기반 야외조사활동의 설계와 적용: 경주 양동마을을 사례로)

  • Lee, Jongwon;Oh, Sunmin
    • Journal of the Korean Geographical Society
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    • v.51 no.6
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    • pp.893-914
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    • 2016
  • This paper describes the development of an inquiry-based fieldwork program based on Yangdong village where students explore the ways that it can develop in a sustainable way. Important considerations in an inquiry-based fieldwork design include what the key inquiry questions should be, the geographical issues of fieldwork location, the potential roles of mobile technologies, design of learning activities and a final product, and the roles of a teacher. Student fieldwork activities, including mapping land-use changes at the building level, detecting what should be changed or remain the same, and conducting interview with residents to examine their perceptions of overall tourism impacts, are supported by mobile technologies (i.e., the Collector for ArcGIS and the Google Forms). Twenty one high school students participated in a field test of the program in February 2016, which allowed authors to evaluate the program. Students' pre-, in-, and post-fieldwork activities were observed and the data and final products which they gathered and producted were analyzed. The post-program survey indicated that the students deepened and expanded their understanding of Yangdong village and expressed their satisfaction with the program in general. Incorporating mobile technologies into inquiry-based geographical fieldwork can help students involved in collaborative problem solving and creative activities in real world settings and create a shareable multimodal product combining maps, photo, and text.

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인쇄 및 마킹 관점에서 우수 자동화 생산 규정 알아보기③

  • Protas, Thierry
    • The monthly packaging world
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    • s.311
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    • pp.108-109
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    • 2019
  • 이 시리즈 앞부분에서 살펴본 GAMP 개요와 공정 검증을 위한 'V 모델'에 이어 이번 호에는 다양한 인쇄 및 마킹 기술에 관해 논의하고, 제약 생산공정 전반에서 추적과 같은 다양한 적용분야에 이 기술을 활용하는 방법을 살펴본다.

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Development of TPACK and mathematical communication of pre-service teachers in math classes using apps for group creativity (집단창의성 발현을 위한 앱 활용 수학 수업을 위한 예비교사의 TPACK과 의사소통 능력 신장 방안)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.2
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    • pp.195-224
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    • 2022
  • In this study, pre-service mathematics teachers cultivated technology content teaching knowledge (TPACK) in the regular curriculum of the College of Education. The course was designed to enhance pre-service teachers' mathematical communication skills by using an application, which is a mobile mathematics learning content for the development of group creativity of high school students. The educational program to improve mathematics teaching expertise using the application for group creativity expression consists of pre-education, goal setting, planning, teaching at school, and evaluation. In this process, pre-service teachers evaluated technology tools. They also wrote a task dialogue, lesson play, reflective journal, and lesson plan to guide high school students to develop group creativity in both app activities. As a result of the educational program, pre-service mathematics teachers cultivated TPACK and enhanced their mathematical communication skills with high school students to develop group creativity.

Development of Mathematical Story Based on Tessellation (테셀레이션 소재의 수학이야기 자료 개발)

  • Shin, Hyunyong
    • Communications of Mathematical Education
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    • v.28 no.1
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    • pp.57-63
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    • 2014
  • Recently, some storytelling materials based on music or CAS tools have been introduced. Activities or concepts in art can be utilized as such material. In this article, we propose a mathematical storytelling material based on design scheme.