• Title/Summary/Keyword: 테크놀로지 활용 교육

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System Development Multidisciplinary Customized Learning and Evaluation Using the Mobile Web App (모바일 웹앱을 이용한 다학문 맞춤형 학습 및 평가 시스템 개발)

  • Jeong, Jae-Hoon;Kim, Sun-Hoi;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.145-148
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    • 2013
  • 최근 디지털 기술의 고도화로 인하여 테크놀로지가 급속도록 발전하면서 다양한 정보통신 기술과 지식의 융합을 교육 환경에 적용하는 스마트러닝에 대한 관심이 집중되기 시작하였다. 이러한 스마트러닝 환경의 장점들을 통해 학생들이 더욱 효과적으로 교육받을 수 있게 되었다. 학생들은 모바일 기기의 접근성에 대한 인식이 확대되고 모바일 기기와 교육용 프로그램을 활용한 학습이 활성화 되고 있다. 이에 본 연구에서는 스마트기기를 이용한 학습과 평가가 이루어질 수 있는 방안에 대해 알아보고자 한다.

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The Effective Use of a Technology Tool for Students' Mathematical Exploration (수학적 탐구력 신장을 위한 테크놀로지의 활용의 효과)

  • 고상숙
    • The Mathematical Education
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    • v.42 no.5
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    • pp.647-672
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    • 2003
  • This study sought to determine the impact of the graphing calculator on prospective math-teachers' mathematical thinking while they engaged in the exploratory tasks. To understand students' thinking processes, two groups of three students enrolled in the college of education program participated in the study and their performances were audio-taped and described in the observers' notebooks. The results indicated that the prospective teachers got the clues in recalling the prior memory, adapting the algebraic knowledge to given problems, and finding the patterns related to data, to solve the tasks based on inductive, deductive, and creative thinking. The graphing calculator amplified the speed and accuracy of problem-solving strategies and resulted partly in students' progress to the creative thinking by their concept development.

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A Study on Educational Application of Smart Devices for Enhancing the Effectiveness of Problem Solving Learning (문제해결학습의 효과성 증대를 위한 스마트기기의 교육적 활용에 관한 연구)

  • Kim, Meeyong
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.143-156
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    • 2014
  • The smart education has the goal of enhancing the capability of learners in the 21st century and especially address the improvement of the problem solving capability. This smart education based on the growth of smart devices and the effect of dramatical spread requires the ability of problem solving using the smart technology in accordance with time change. As the problem solving learning is a model used mainly for improving the capability of problem solving, this study develops the problem solving learning model focusing on the teaching-learning activity using the smart devices and also applies this model to the school field. As a result, the favorable response that using the smart devices is effective to the problem solving can be obtained. This study can contribute to achieve the goal of the smart education, and later can be effective to the successful smart education in the school field.

Domestic Research Trends and Cases of University Education and Operation in the Era of the Fourth Industrial Revolution (제4차 산업혁명 시대에서의 대학 교육 및 운영에 관한 연구 동향과 사례)

  • Kim, Kyu Tae
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.15-26
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    • 2019
  • This study was to explore the domestic research trends, and education and operation cases concerned with Korean colleges in the fourth industrial revolution era. It was conducted through the analysis of 114 academic papers registered to the Korea Research Foundation, the newspaper articles, and the main 4-year university homepage from 2016 to April 2019. The results was as follows. Research papers have been increasing since 2016; research were conducted by humanities and social sciences as well as engineering academics interesting in research topics such as technologies, curriculum, and teaching and learning by mainly using quantitative research, literature research. As for the college education, reorganization of the undergraduate and majors centered on the science and engineering field, teaching and learning related with learner's participation and performance, and provide efficient academic affairs management and career guidance using Chatbot or Cloud computing. Industry-academia cooperation was focuses on the field of science and engineering. In future research, it is necessary to explore the research on college students' career and employment, the research on academic affairs management and infrastructure, the relational research considering the variables among college students and faculties, and the qualitative and mixed method approach.

A Case Study on College Mathematics Education in Untact DT Era (언택트(Untact) 디지털 전환(DT) 시대의 대학수학교육 사례)

  • Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
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    • v.34 no.3
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    • pp.201-214
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    • 2020
  • In December 2019, new coronavirus (COVID-19) which was started from Wuhan caused a dramatic changes in college mathematics education around the world from the spring semester 2020. All classes in college was switched to online classes at once. As a result, many efforts were made to keep the quality of mathematics education in college. We have discussed the situation that we did experience and discussed a possible changes that future mathematics education and research can face in the post-corona era (after coronavirus, AC era). Finally, we discussed an evaluation method for student activities that can be used in online class evaluation.

The Features of Inquiry Activities Using Technology in Elementary Science Digital Textbook - Focusing on the Cases of Using Virtual Experiment, Virtual Reality and Augmented Reality - (초등학교 과학 디지털교과서에 제시된 테크놀로지를 활용한 탐구 활동의 특징 - 가상실험, 가상현실, 증강현실 활용 사례들을 중심으로 -)

  • Chang, Jina;Park, Joonhyeong;Song, Jinwoong
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.275-286
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    • 2019
  • The purpose of this study is to investigate the features of inquiry activities using technology in the 2015 revised elementary science digital textbooks. For this, we analyzed the features of inquiry context and inquiry method presented in inquiry activities using three kinds of technology: Virtual experiment, virtual reality and augmented reality. As a result, firstly, the most common types of 77 inquiry activities were realistic type which shows the phenomenon actually and vividly as possible and realistic-abstract type which shows the phenomena with the abstract concepts. Second, the ways of using three technologies were different depending on the processes of inquiry and the sub-domains of science. For example, virtual experiment technologies were mostly used in the contents of physics and chemistry with the inquiry context of realistic-abstract type for investigating the relationship between variables of experiments and describing the phenomena mechanically. On the other hand, virtual reality and augmented reality techniques tended to be used more frequently in biology and earth science contents with the inquiry context of realistic type for observing and describing the phenomena. Finally, we discussed educational implications in terms of developing and applying technology-based inquiry activities.

Analysis on Pre-service Early Childhood Teachers' Stage of Concerns about Software Education According to the Concerns-Based Adoption Model (예비유아교사의 소프트웨어 교육에 대한 관심도 분석: 관심중심수용모형(CBAM)을 중심으로)

  • Jung, Ji-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.431-440
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    • 2017
  • This study surveyed pre-service early childhood teachers' level of concern about software education on the assumption that software education will be introduced into early childhood education in the future. It was shown that the pre-service early childhood teachers' level of concern about software education is the highest at stage 0(95%) and that they have a high level of informative, personal and managerial concern. Thus, a non-user pattern was mostly indicated. However, compared to the typical non-user pattern, their personal and informative level of concern is slightly higher. A 'tailing up' phenomenon to stage 6(refocusing) was shown. Hence, a pattern aspect close to critical non-user appeared to some extent. A difference in the significant level of concern was shown at all stages, except for managerial concern, according to the need for awareness, the appearance of a future implementation plan, and technology efficacy level. Based on this outcome, it was proposed that teacher training in early childhood software education should be made available as part of the educational activity connected with the Nuri Curriculum, since this would be more suitable for young children's developmental level than the early childhood software education, including coding education, etc., currently found in private institutions.

Exploration on Teaching and Learning Strategies through Analyzing Cases of Foreign Engineering Education (해외 공학교육 사례분석을 통한 교수학습 전략 탐색)

  • Kwon, Sung-Ho;Shin, Dong-Wook;Kang, Kyung-Hee
    • Journal of Engineering Education Research
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    • v.11 no.3
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    • pp.12-23
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    • 2008
  • The purpose of this study is to explore teaching and learning strategies through analyzing cases of foreign engineering education. With the analysis criteria composed of engineering education model, teaching and learning method, evaluation strategy, and technology supporting strategy, 10 foreign colleges of engineering in 5 countries were examined and analyzed. Teaching and learning strategies deduced from analysis state as follows. First of all, it need to develop engineering education models that reform should be made in systematic approach to teaching and learning, workplaces and laboratories, evaluation, technology support, etc. Secondly, the strategy for teaching and learning recommends supporting student directed learning, active learning participation, and collaboration learning by inductive learning strategies such as problem based learning, inquiry learning, project based learning, studio based learning, and blended learning. Thirdly, the evaluation strategy suggests that evaluation should be made to reflect students' learning and facilitate continuous learning based current learning results while it is necessary to build up a whole evaluation system. Finally, it is the educational technology approach for systematic engineering education that is required considering that many foreign colleges of engineering have reformed engineering education through technology supporting systems and are maximizing research and education in connection with other universities. This study is expected to contribute as preliminary data in developing further teaching and learning models and strategies for nurturing engineering students.

Development of CT-STEAM Education Program Enhancing Integrated Thinking Skills for Elementary School (융합적사고력 신장을 위한 초등학생용 CT 기반 융합인재교육(CT-STEAM) 프로그램 개발)

  • Ham, Seong-Jin;Kim, Soonhwa;Park, Se young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.81-91
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    • 2014
  • STEAM education has been introduced to resolve the existing problems of science education since 2011. However, as ICT develops rapidly, the future of the schools with various educational technologies is demanding for a new type of STEAM education. Therefore, the current research suggests CT-STEAM (Computational Thinking & STEAM) education, the new approach to provide integrated thinking based education with all sorts of computing devices. Firstly, the instruction model was developed as a fundamental step to introduce CT-STEAM in the real education scene. Then, lesson plan was developed as a implementation strategy, and it was tested for validity by computer education experts. It is hoped that the results of this study can enhance the understanding of CT and STEAM Education, also to provide baseline information to develop various teaching methods for integrated CT education.

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Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.