• Title/Summary/Keyword: 흥미 발달

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A Survey of Primary and Secondary School Students' Views in Relation to a Career in Science (과학 진로와 관련된 초중등 학생들의 인식 조사)

  • Yoon, Jin;Pak, Sung-Jae;Myeong, Jeon-Ok
    • Journal of The Korean Association For Science Education
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    • v.26 no.6
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    • pp.675-690
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    • 2006
  • This study investigated students' views in relation to a career in science as a first step towards developing science career education programs and materials. The instrument was developed through preliminary surveys. The questionnaire was sent to, administered and returned by 3608 students including 1036 primary, 1137 middle, and 1435 high school students, who were selected through stratified cluster sampling from all over the country. The results were analyzed using statistical package program. The students' image view of science, preference for science and science learning, perception of science achievement, career hope for oneself, degree of hope in getting science-related job, perception about science-related career, important factors of science career choice, and their hope for science/non-science career and the reason for their choice in the past and present were investigated. The results show that "science as an experimentation activity" was the most frequent image view of science. The preference for science and science learning was more positive than the perception of science achievement. The percentage of total students who want to have science career was 21%, and this percentage of middle school students was especially low. The most frequent answers for advantages of science career were 'useful for national development', 'possible to get new knowledge', and those for disadvantages were 'dangerous', and 'too much to study'. The most frequent reason for students' choice of a science career was 'interest in science and science learning'. Judging from these results, the basic direction for science career education should be in raising the students' preference for and interest in science learning. The positive awareness for a career in science and vision for a science job in the future should be given through a science career education and science career education proper to the students' developmental stage and characteristics is more important.

Immersive Smart Balance Board with Multiple Feedback (다중 피드백을 지원하는 몰입형 스마트 밸런스 보드)

  • Seung-Yong Lee;Seonho Lee;Junesung Park;Min-Chul Shin;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.171-178
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    • 2024
  • Exercises using a Balance Board (BB) are effective in developing balance, strengthening core muscles, and improving physical fitness and concentration. In particular, the Smart Balance Board (SBB), which integrates with various digital content, provides appropriate feedback compared to traditional balance boards, maximizing the effectiveness of the exercise. However, most systems only offer visual and auditory feedback, failing to evaluate the impact on user engagement, interest, and the accuracy of exercise postures. This study proposes an Immersive Smart Balance Board (I-SBB) that utilizes multiple sensors to enable training with various feedback mechanisms and precise postures. The proposed system, based on Arduino, consists of a gyro sensor for measuring the board's posture, a communication module for wired/wireless communication, an infrared sensor to guide the user's foot placement, and a vibration motor for tactile feedback. The board's posture measurements are smoothly corrected using a Kalman Filter, and the multi-sensor data is processed in real-time using FreeRTOS. The proposed I-SBB is shown to be effective in enhancing user concentration and engagement, as well as generating interest, by integrating with diverse content.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

An Evaluation of A Youth Reading Promotion Program: Focusing on '1318 Bookworm Program' (청소년 독서진흥 프로그램 운영평가 - '1318 책벌레들의 도서관 점령기'를 중심으로 -)

  • Ha, Eun-Hye;Chang, Yun-Keum;Kwon, Na-Hyun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.2
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    • pp.181-200
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    • 2011
  • This study purposed to evaluate a youth reading promotion program that is designed and operated by the National Library for Children & Young Adults. The study specifically assessed the '1318 Bookworm Program' by conducting an in-depth survey and a focus group interview for school librarians who had participated in the program between 2007 and 2010. According to the study findings, the program participants were highly satisfied with the program outcomes. The librarians believed that the program brought positive effects on the cognitive, emotional, and social developments of the participated teens. Among the 1318 program operation process, namely designing, planning, and implementation, both planning and implementation processes were the determining factors for the outcome satisfaction. Finally, study participants expressed the needs for increasing the number of the certified professional school librarians active in the field, expanded organization structure, and further research on youth reading promotion programs in order to facilitate the program support and to enhance its efficiency. They also suggested diversified program contents development and the dissemination of manuals for youth reading promotion programs.

An Analysis of Media in the Elementary Moral Textbooks by the Information Processing Model (정보처리모형을 이용한 초등학교 도덕 교과서의 수록 매체 분석)

  • Song, GI-Ho
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.1
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    • pp.5-23
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    • 2017
  • The purpose of this study is to analyze media in the elementary moral textbooks with the information processing model and suggest some ways to boost media literacy within the school library. In this study, the three national moral curriculum for the 4th, 5th and 6th elementary students are assayed. As the results of analysis, the inputs of the elementary moral textbooks are bias toward pictures (visual media) and stories (printed media), its' processing focus on investigation and workbooks using the table and its' outputs are based on the writing, speaking and making (creating). But there are so lack of specific activities to achieve relevant information form the media and the reading strategies of visual media as the elements of inputs. The school library should serve various reading materials considering the develop of reading interest, make workbooks for learning strategies according to the text types and try to secure collaborative teaching time to resolve the bias toward media of inputs, increase information processing activities and improve students' media literacy.

Design and Implementation of A Cyber Counseling System to Support Information for Student Guidance (학생지도 정보를 제공하는 사이버상담 시스템의 설계 및 구현)

  • 오세정;최숙영
    • Journal of the Korea Computer Industry Society
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    • v.2 no.12
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    • pp.1573-1580
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    • 2001
  • Due to development of technology of information technology, PC communication and Internet have become a culture space of teenagers. Because Internet and PC communication are media in which teenagers have interests, they could be effectively used to counsel teenagers in that time they want. Moreover, cyber counseling will be suitable to new trend of current age with extension of counseling area. Accordingly, many researches on cyber counseling have proceeded in the area of teenagers counseling. While most researches for cyber counseling until present are about counseling methods ad the effects that teenagers utilize cyber counseling, there were no efforts that store counseling contents, analyze them using features and technologies of web and use them effectively to guide students. Therefore, we implemented a cyber counseling system that provides counseling information so that teacher may grasp students various interests and problems and thus helps to guide students.

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Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

Design and Implementation of Authoring Tools for Multimedia Production (멀티미디어 제작을 위한 저작도구의 설계 및 구현)

  • Yoo Su-Mi;Baik Sung-Wook;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.45-55
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    • 2003
  • Due to the rapid development of information & communication technology under high performance computing environments, the multimedia production techniques have been applied to a variety of multimedia fields such as general banner advertisements including texts, images and animations, and the internet-broadcasting dealing with videos and sounds. This paper presents an authoring tool with main functions to setup events objects (image, animation, sound, button, area) and to setup action functions, so that non-experts can easily produce multimedia including images, sounds, animations and so on. The authoring tool implemented in Java can be applied to the CD-ROM title production as well as the web-site construction. We can expect that when this authoring tool is used for in multimedia production, both cost and time will be reduced due to its convenience and powerful functions. We have a future plan to integrate intelligent multimedia presentation techniques with the presented tool for the autonomous multimedia authoring works.

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Android's Mental Arithmetic application gesture based input development (제스처 입력 기반 안드로이드 암산 애플리케이션 개발)

  • Oh, Cheol-Chul;Hyun, Dong-Lim;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.241-246
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    • 2011
  • There are many discussions nowadays about utilizing smartphones to create a mobile computing educational environment. The purpose of this study is to develope an application which addresses the growing importance of mental arithmetic maps in lower elementary grades. Considering current theories on developmental characteristics for the target levels I decided that a gesture based input interface increase the users concentration and interest. Students using this application will learn and reinforce the basics of the addition, subtraction, multiplication, and division of natural numbers. By removing the limitations of time and space as afforded by the convenience of a smartphone and utilizing a gesture based input interface we can combine an application which increases users mental arithmetic speed and precision with the enjoyment of a game.

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Design and Implementation of Web-Based Career Guidance System Applied Multiple Intelligences Theory (다중지능이론을 적용한 웹기반 진로안내시스템의 설계 및 구현)

  • Min, Hang-Gee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.349-358
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    • 2007
  • This study is to develop a web-based career guidance system to be a help making a decision on one's occupation, which is important for a person's life. As career development education for higher grades of elementary school aims at providing basic knowledge necessary for career choice and forming a basic attitude toward occupation and values, it is desirable to carry out the guidance of a variety of occupations on the basis of personal interest and aptitude of individual students. Previously, however, most studies have remained at the level where simply test results are notified. Therefore, the study administered a career development test fit for higher grades of elementary school who are at the stage of potential career choice and developed a web-based career guidance system in which suitable occupation types are advised of based on the results. Beyond notifying test results, the developed career guidance system presents 3 excellent intelligences, rather than converting test results into scores. Thus, it is expected that the system will help students understand their areas of excellent intelligence, efficiently study related occupation types and duties, and learn to have awareness and make a better decision in relation to their career.

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