• Title/Summary/Keyword: 흥미유발

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Application and Analysis of Educational Programming Language for Elementary Informatics Education (초등학교 정보교육을 위한 EPL 적용 분석)

  • Lee, Mee-Hyun;Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.85-91
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    • 2011
  • Programming training in informatics education have the means that algorithm design and problem solving. However, Because learning and using programming tools that should be done first, elementary school students learning the programming tools that are interested in the process has been reduced. But programming with using an Educational Programming Language(EPL) can show results directly and coding with a drag & drop method that keeps the elementary students' interests for programming. Now that, the students are possible to enhance their creativity and reasoning skills. Therefore, through the result of this study show how to apply the EPL in the elementary information classes and comparing with before this study and after the study, we analyzed to applicate prosperity of EPL.

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3D Fish Encyclopedia System based on Mobile Augmented Reality (모바일 증강현실 기반의 3D 어류백과 시스템)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.5
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    • pp.1005-1010
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    • 2012
  • The Augmented Reality, as a technology caught the spotlight as a next generation's technology of inserting 3D virtual objects in the space of reality seen through the camera, can maximize the learning effects by inducing user's absorption and interest using interaction between user and objects. Recently, as the movile devices having excellent mobility and portability are generalized, the diversified augmented reality are introduced using mobile devices. In this article, a 3D fish encyclopedia system augmented from the mobile environment was designed to provide the user with learning contents focusing on the sense of absorption and an interest. This system is intened to provide helps to learn about the fishes by recognizing the pictures of fishes in the encyclopedia as marker, bringing out the 3D model stored in server and displaying in the mobile environment.

A Survey of the Elementary Teachers' Perception and the Status about Mathematical Modeling (초등교사들의 수학적 모델링에 대한 인식 조사 연구)

  • Kim, Min-Kyeong;Min, Sun-Hee;Kang, Seon-Mi
    • Journal of the Korean School Mathematics Society
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    • v.12 no.4
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    • pp.411-431
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    • 2009
  • The efforts on order to enable students to connect meaningfully their real life to mathematical application and mathematical problem solving would be one of the significant functions in school mathematics. In this research, we surveyed 582 elementary school teachers in Seoul to determine their perception and the status about mathematical modeling. The goal of the research was to analyze the survey and interview and investigate the possibility of application of mathematical modeling to elementary mathematics. As a result, they replied that mathematical modeling would be applicable for students' understanding of concepts and motivations.

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The Development and Application of Elementary Convergence Teaching and Learning Strategy Using the Science Visual Media (과학 영상매체를 활용한 초등 융합형 교수학습 전략 개발 및 적용)

  • Kwon, Nanjoo
    • Journal of Science Education
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    • v.38 no.1
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    • pp.29-40
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    • 2014
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. The purpose of this study was to utilize science visual media that can improve students' scientific creativity and artistic sensibility. Curriculum reorganization can be one solution for the primary convergence science teaching and learning strategies using science visual media. Through a new and exciting experiment to a various science visual media such as science picture, TV film, movie, UCC, etc., we hope this teaching and learning strategy can increase the students' scientific interest and attitude.

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Development of Rich Internet Application in the Three-Dimensional Shapes of Elementary Mathematics (초등학교 수학과 입체도형 영역의 학습 RIA 개발)

  • Kim, Kap-Su;You, Tae-Ho
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.395-404
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    • 2008
  • The shape learning of elementary mathematics should required a variety of activities to help student based on intuitive understanding. Learning three-dimensional shapes, it is effectively take advantage of actual object, but difficult to check a development figure or various forms of actual object, it is effectively utilizing computers semi-actual object. In addition, the computer to take advantage of even after school resources, the limits of learning something concrete to take advantage complement. This research developed the three-dimensional shapes application of elementary students shape learning to use of Flex and Flash. This application to take advantage of the free observation and causing an interesting and effective learning.

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A Development of PBL based Linetracer Robot Programming Instructional Method at Elementary school (초등 교육에서의 PBL기반 라인트레이서 로봇프로그래밍 교육방법 개발)

  • Kwon, Dai-Young;Hur, Kyeong;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.3
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    • pp.13-23
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    • 2010
  • The revised 7th education course of information implies that students use variety of information devices to solve the common problems and it also includes the programming education for improving problem-solving abilities. Not only improving problem-solving abilities but also developing thinking skill is expected in programming education. However, traditional programming education is teacher-oriented and focused on language syntax. Accordingly, students have heavy cognitive load and it decrease students' interest of programming. Therefore, in this paper, a instructional method of programming using educational robot is proposed to improve interest of elementary students in concretive operation stage for effectiveness of programming education. Additionally, results of experiments show that proposed robot programming instructional method can be applied in elementary education.

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A Game-Style Learning System for the Enhancement of Underachievers' Motivation (학습부진아의 동기유발을 위한 게임형 학습시스템)

  • Lee, Jae-Mu;Kim, Young-Tae
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.37-46
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    • 2008
  • Underachievers, having had more experience with failure in teaming, tend to lose their self-confidence and motivation for study. If they achieve more when studying, they will enhance their self-confidence and motivation and their learning accomplishments will be increased. A game-style learning system was, therefore, developed in which the learner gains self-satisfaction and motivation with a proper 'hit and win' in a game-style program. The system supplies learning content automatically and randomly while adapting to the student's level by continuously checking the learning progress. Positive effects in motivation and learning achievement were recorded when underachievers used this program.

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Development of ICT Teaching-Learning Model for Supporting Subject of Korean (국어 교과 지원을 위한 ICT활용 교수.학습 모형 개발에 관한 연구)

  • Kim, Yeong-Gi;Han, Seon-Gwan;Kim, Su-Yeol
    • Journal of The Korean Association of Information Education
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    • v.7 no.3
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    • pp.331-339
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    • 2003
  • This study is the content about the development of ICT(Information and Communication Technology) teaching-learning model to support the korean language learning. Firstly, we proposed 3 types on developing models for ICT teaching-learning in korean language learning, we developed 4 ICT teaching-learning models based on analysing the curriculum of korean language course and studying the preceding works. Moreover we offered the strategies for applying ICT teaching-learning models with korean language learning. The developed 4 ICT teaching-learning models in this study are expected that ICT will use to design ICT teaching-learning model in another courses and teachers take advantage of the 4 models in korean lesson effectively.

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The Consequences of Development and Application of Interest Induced Learning Material on Mathematics Scholastic Achievement - Focused on vocational high school - (흥미유발 학습자료의 개발ㆍ적용이 수학과 학업성취에 미치는 영향 (실업계 고등학교를 중심으로))

  • 오수창
    • Journal of the Korean School Mathematics Society
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    • v.3 no.2
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    • pp.111-122
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    • 2000
  • This study is focused on vocational high school students who feel hardly interested in mathematics and are considered to have very limited basic scholastic ability. It analyzes the data obtained by applying the material, extracted from the Internet and literature to school classes from March to July, for the purposes of improving the degree of scholastic achievement on the basis of the fact that interest induced learning materials were developed and applied to the students to bring about their motivation resulting in a positive change in understanding and attitudes to mathematics. According to the result of the analysis, the level of students' scholastic ability of both the comparative class and the experimental class were too low to become interested in mathematics. However, the experimental class students seemed to feel familiar to the learning materials rather than reluctant, and it appeared that their interest and behavior of learning began to change gradually in an extent. In addition to that, as an aspect of scholastic achievement there was not considerable difference between the two classes, but as time went, some valuable changes were found. Unfortunately, the size of group of the research was small and the period of the experimental classes was not extensively long, and therefore the same result might not occur in other groups. However, it is believed that in class-time, educating students by putting in learning materials bringing about relevant motivation to the class, will lead them to become interested in mathematics, and change their attitudes and understanding of mathematics. After all, scholastic achievement will be effective.

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Design and Implementation of a C Programming Web-based Courseware Applying Constructivism Learning Theory (구성주의 학습이론을 적용한 C 프로그래밍 웹 기반 코스웨어 설계 및 구현)

  • Song Dae-Gon;Choi Seong-Man;Yoo Cheol-Jung;Chang Ok-Bae
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.820-822
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    • 2005
  • 학습자들의 효과적인 학습을 위하여 구성주의 학습이론을 바탕으로 웹 기반 코스웨어를 설계하였다. 기존의 학습과정인 교과서, 멀티미어 타이틀, 웹을 기반으로 한 코스웨어 등이 개발되어 교육현장에서 적용되면서 학습자에게 학습 흥미유발 및 교육성취도 등에서 효과가 있는 것으로 많은 연구자료에서 검증되었다. 하지만 기존의 코스웨어들은 하나의 과정으로 순차적이며 단계적인 학습이 이루어지는 단점이 있어 본 논문에서는 이러한 점을 보완하였다. 학습자들이 각자의 경험과 지식에 바탕을 두어 여러 유형의 학습안중에서 각자에 맞는 학습안을 선택하여 학습하도록 하였다. 즉, 기존의 웹 기반 코스웨어의 장점을 살리면서 좀더 학습자에 맞는 웹 기반 코스웨어를 개발하여 적용하였다. 이러한 결과 구성주의 학습이론을 적용한 코스웨어가 학습자 중심의 능동적인 학습을 통해 학습 성취도를 높여주는 것으로 나타났다.

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