• Title/Summary/Keyword: 테크놀로지 활용 교육

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A study on the educational methodology for improving pre-service teachers' competence of designing STEAM classes (예비교사의 융합수업 구성능력향상을 위한 교육방법 연구)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.71-80
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    • 2019
  • It is very important to have pre-service teachers enhance actual content development skill for STEAM classes through deep understanding of the concept. Thus the purpose of the study is to explore the educational methodology for improving pre-service teachers' competence of designing STEAM classes. The research performed with 17 pre-service teachers from Y university and 15 from S university in 2015. It includes blended learning methodology mixing online and offline classes. The result revealed that the students' perception on and the materialization skill of the STEAM education was improved by the methods of Lesson Study and blended learning. A positive result also came out in the respect of the perception on teaching with technology.

A Study on the Establishment of Edutech-based Vocational Education and Training Model (에듀테크 기반 평생직업능력개발 선도사업 모델 수립방안 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Kim, Ju-ri
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.425-437
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    • 2022
  • In this study, the role and function of Edutech, as well as the application and expectations in the field of future vocational competency development, were gathered to define Edutech as a comprehensive working definition. Based on this redefinition of Edutech, this study analyzes Edutech technology trends and examines the level of actual technology applied to education and vocational training based on written interviews with experts, and finds out significant implications from the point of view of vocational training. Finally we propose an Edutech-based Vocational Education and Training Model.

Students' Reinvention of Derivative Concept through Construction of Tangent Lines in the Context of Mathematical Modeling (수학적 모델링 과정에서 접선 개념의 재구성을 통한 미분계수의 재발명과 수학적 개념 변화)

  • Kang, Hyang Im
    • School Mathematics
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    • v.14 no.4
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    • pp.409-429
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    • 2012
  • This paper reports the process two 11th grade students went through in reinventing derivatives on their own via a context problem involving the concept of velocity. In the reinvention process, one of the students conceived a tangent line as the limit of a secant line, and then the other student explained to a peer that the slope of a tangent line was the geometric mean of derivative. The students also used technology to concentrate on essential thinking to search for mathematical concepts and help visually understand them. The purpose of this study was to provide meaningful implications to school practices by describing students' process of reinvention of derivatives. This study revealed certain characteristics of the students' reinvention process of derivatives and changes in the students' thinking process.

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A Study on the Impacts of Computer-Aided Design and Computer Technologies on Clothing and Textiles: Current Trends and Future Outlook (의류학에의 컴퓨터 디자인 및 컴퓨터 테크놀로지 응용실태와 미래의 방향에 대한연구)

  • 신상무
    • Journal of the Korean Home Economics Association
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    • v.32 no.2
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    • pp.207-218
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    • 1994
  • 최근 컴퓨터 디자인을 비롯한 컴퓨터의 응용은 의류패션과 직물 산업분야에 있어서 디자인 및 생산공정이 자동화되는 등 의류 디자인 및 제작에 중요한 역할을 하고 있다. 본연구의 목적은 컴퓨어화 사화의 이행에 따른 1) CAD를 포함한 컴퓨터 시스템의 의류학에의 응용실태 2) 컴퓨터 응용에 대한 인식 및 미래의 방향 3) 의류학내의 전반적인 문제점과 해결방안 등에 대하여 연구하고자한다. 연구방법은 전국 의류학 관련교육과(43개 4년제 대학의 교수) 110명을 대상으로 설문지법을 사용하였으며 회수된 58부 (53% 회수율)를 SAS로 통계처리하여 Likert's mehod of summated ratings로 분석하였다. 연구결과에 따르면 CAD는 11%의 대학에서 컴퓨터개론이 25%의 대학에서 Telecom-munication Spreadsheet Database 는 각각 4%의 대학에서 강의되고 있다. CAD 는 주로 다른과목에 포함되어 "몇주"(4%) "몇일(4%)" 정도 강의되고 있으며 컴퓨터개론은 다른과목에 포함되어"반학기"정도 강의 되는경우(14%) 가 가장많은 것으로나타났다. 또한 37%의 대학에서 앞으로 5년내에 의류학에 컴퓨터디자인 및 컴퓨터 시스템을 도입할 계획으로 있으며 특히 CAD에 대한 관심이 높았다. 64%의 대학이 의류학과 건물내에 컴퓨터 시설이 갖추어져 있지 않아 모든교수들이 컴퓨터교육을 위한 시설 재점비가 필요하다고 하였다. 컴퓨터활용의 부족이 의류학 관련학과의 취약부분으로 인식욈에 따라 앞으로 CAD에 관한 연구 및 컴퓨터 관련 수업의 개설, 시설 확충등이 보완되어야 할 것으로 나타났다. 본연구 결과는 한국내 의류관련학과의 CAD를 포함한 컴퓨터의 응용실태와 성향을 실증적으로 조사분석함으로써 앞으로 나아갈 방향을 제시하고 미국과의 비교분석을 통하여 의류학과 응용이 우리 실정에 맞게 정착되는데 도움이 될것으로 기대된다.

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Exploring the Educational Needs of Learning Supporting Program on the Students' Perception of Current Competencies and Important Competencies (역량 인식을 통한 대학생 학습지원 프로그램의 교육요구도 탐색)

  • Eom, Mi-Ri;Choi, Won-Ju;Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.3
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    • pp.175-181
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    • 2018
  • The purpose of this study is to explore the educational needs of learning supporting program on the students' perception of current competencies and important competencies. The data was collected by using the online type (e-mail survey) and the offline type (printed survey) with survey instrument developed by researcher. Survey instrument was composed of 3 categories and 10 competencies. Collected data was analyzed using the SPSS 21.0 for Windows statistical package. And 159 cases were analyzed finally. The paired t-test was conducted to analyze the difference between importance-performance of students' competencies. The educational needs of learning supporting program were calculated by using the Borich's formula. The findings were as follows: The first, 3 categories and 10 competencies were significant difference exists statistically. The second, The high ranks of the educational needs of learning supporting program were 'Major field knowledge', followed by 'Creativity', 'Problem solving ability', 'Global capability', 'Technology capability' in sequence. The results of this study reflected the authentic needs of students will be used a basic data to establish the curriculum for learning supporting program.

The Development and Implementation of Smart Project Learning that Integrates Formal Education with Informal Learning (형식 교육과 비형식 학습 경험을 통합한 스마트 프로젝트학습 활동 개발 및 적용)

  • Jo, Miheon;Heo, Heeok;Kang, Euisung;Ryu, Sookhee;Kim, Yongdae;Seo, Jeonghee
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.291-304
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    • 2013
  • Considering the change of educational environments and strategies for the future, this research attempted to develop project learning that uses various smart technologies, and integrates formal education within a school with informal learning experiences outside of the school. For effective learning, the processes of the project learning, instructional activities for each process and supporting materials were specified and developed as a learning package. The project learning program and the instructional package were applied to 18 fifth graders in an elementary school located in Seoul. The results of the pilot test were collected with observations, interviews, and assessment of learning processes and products. And then the results were analyzed in regard of 'the whole processes of project activities', 'learning materials and tools', and 'informal learning experiences'. Based on the results, some suggestions were provided for implementing the smart project learning for integrative learning experiences.

A Character Speech Animation System for Language Education for Each Hearing Impaired Person (청각장애우의 언어교육을 위한 캐릭터 구화 애니메이션 시스템)

  • Won, Yong-Tae;Kim, Ha-Dong;Lee, Mal-Rey;Jang, Bong-Seog;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.389-398
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    • 2008
  • There has been some research into a speech system for communications between those who are hearing impaired and those who hear normally, but the system has been pursued in inefficient teaching ways in which existing teachers teach each individual due to social indifference and a lack of marketability. In order to overcome such a weakness, there appeared to be a need to develop contents utilizing 3D animation and digital technology. For the investigation of a standard face and a standard spherical shape for the preparation of a character, the study collected sufficient data concerning students in the third-sixth grades in elementary schools in Seoul and Gyeonggi, Korea, and drew up standards for a face and a spherical shape of such students. This data is not merely the basic data of content development for the hearing impaired, but it can also offer a standard measurement and a standard type realistically applicable to them. As a system for understanding conversations by applying 3D character animation and educating self-expression, the character speech animation system supports effective learning for language education for hearing impaired children who need language education within their families and in special education institutions with the combination of 3D technology and motion capture.

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Exploring the Content Direction of Children's Emotional Intelligence Education Using Augmented Reality Technology (증강현실 기술을 활용한 어린이 감성지능교육의 콘텐츠 방향성 탐색)

  • Huang, Bai-Min;Jung, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.78-91
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    • 2022
  • The importance of emotional intelligence education in the development of children's augmented reality education content is overlooked. Therefore, in-depth research is needed to develop children's emotional intelligence. This study was conducted through theoretical consideration and case analysis. The proposal of this paper is that the augmented reality type for children aged 2 to 7 is suitable for indoor activities with marking recognition technology. To promote an understanding of emotions, a large screen is selected, and emoticon dolls or emoticon books are recommended for learning content. Children aged 7 to 11 are suitable for indoor activities of non-marker recognition technology, and can induce emotional control and emotional recognition through active manipulation. For the learning content, "3D art teaching content" and "Online Classic Musical" are recommended. Children after the age of 11 are suitable for non-marker recognition technology outdoor activities and improve each element of emotional intelligence through interaction with nature and society. For the learning content, 'Forest Play Activity through Art' and 'EQ Theater Play' are recommended. Through this paper, we intend to promote the development of children's augmented reality emotional intelligence education.

Issues of EduTech Discourse and Educational challenges in Korea (에듀테크 담론의 쟁점과 교육현장의 과제)

  • Shin-Hye Heo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.209-214
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    • 2023
  • Interest in Edutech increased rapidly during the pandemic. In a situation where face-to-face classes are impossible, Edutech has become an important issue for schools and the public. Therefore, this study reviewed newspaper articles in Edutech of major daily newspapers nationwide, analyzed the main contents, characteristics, and issues of discourse on this, and explored tasks. Edutech discourse initially emphasized most of its usefulness as an educational tool, but new issues emerged during the pandemic. Beyond the use of new technology, how to induce and sustain learners' will become an issue and remain a task. In addition, as a public education, securing fairness in school records and evaluations and protecting the personal information of related people became sensitive issues. In applying Edutech, the problem of preferential treatment for any technology company has also become controversial. This issue is an area other than technology, but it remains a task in the edutech problem.

The Effect of Performing Leader's Role on Academic Achievement and Satisfaction in Small Group Collaborative Learning in Virtual Reality (가상현실을 활용한 소집단 협력학습에서 팀 구성원으로서의 역할 수행이 학업성취도와 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.67-76
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    • 2017
  • To conduct research using small group learning with advanced technology in school, small group collaborative learning was conducted in virtual reality called Second Life for high school history class to verify the effects of the role of group members (leader, group member) in collaborative learning activities in this study. Two classes of the second grade of high school were selected randomly and 20 groups were also randomly assigned, and each group was consisted of three members (1 leader and two group members). Academic achievement and satisfaction with academic activities were used to verify the effect of the role as measurement tools, and collected quantitative data were tested by independent sample t. As a result, it was found that performing the role of leader in collaborative learning activities in virtual reality was effective in promoting enhancing students' academic achievement and increasing satisfaction level. Lastly, utilization and improvement of small group collaborative learning using virtual reality in the field of education were discussed.