• Title/Summary/Keyword: 흥미 발달

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Study on Curator of Tourist Attractions using Chatbot (관광지 교육을 위한 교육용 챗봇 큐레이터)

  • Park, Jong-hyun;Kim, Im-yeoreum;Ryu, Gi-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.303-308
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    • 2022
  • A chatbot is a responsive chatting program that can communicate with people through text or voice. 'Siri' and 'Bixby' installed in smartphones are also representative artificial intelligences that use the chatbot system. With the rapid development of chatbots, users in various fields have also begun to pay attention to the food service industry. As machine learning technology developed, it became possible to use more flexible conversations, and it soon expanded to the realm of education. Userㄴs interact through conversations with chatbots, and active interactions stimulate users' desires and at the same time have a positive effect on learning motivation. Recommendation system programs using chatbots not only recommend products according to users' preferences, but also provide various additional information. This study planned a program that combined the chatbot system and tourism service. The chatbot curator will develop into a form of inducing interest and curiosity to users through learning, and then facilitating the desire for tourism. The purpose of this study is to lay the foundation for a chatbot curator based on previous studies.

Study on Curator of Tourist Attractions using Chatbot (관광지 교육을 위한 교육용 챗봇 큐레이터)

  • Park, Jong-hyun;Kim, Im-yeoreum;Ryu, Gi-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.843-848
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    • 2022
  • A chatbot is a responsive chatting program that can communicate with people through text or voice. 'Siri' and 'Bixby' installed in smartphones are also representative artificial intelligences that use the chatbot system. With the rapid development of chatbots, users in various fields have also begun to pay attention to the food service industry. As machine learning technology developed, it became possible to use more flexible conversations, and it soon expanded to the realm of education. Userㄴs interact through conversations with chatbots, and active interactions stimulate users' desires and at the same time have a positive effect on learning motivation. Recommendation system programs using chatbots not only recommend products according to users' preferences, but also provide various additional information. This study planned a program that combined the chatbot system and tourism service. The chatbot curator will develop into a form of inducing interest and curiosity to users through learning, and then facilitating the desire for tourism. The purpose of this study is to lay the foundation for a chatbot curator based on previous studies.

Safety Class Design with Bitbricks (비트브릭을 활용한 안전 수업 설계)

  • Park, Minyoung;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.303-308
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    • 2021
  • In this study, we intended to present a class design plan that combines safety education and software education, which are very important in the school field, but are considered necessary for change. In order to realize safety education centered on indirect experience, the 12th class plan was devised as a "Smart Safety Commuter Road Production Project" using a physical computing tool called Bitbrick. Based on the 12th city's class plan, qualitative research was conducted with interviews with a total of five teachers, showing both the effectiveness and problems of applying them to the class. The effectiveness is that unlike conventional delivery-type safety education, indirect experience-oriented safety education centered on real-life situations is possible, and it can be expected that procedural thinking skills can be developed along with stimulating interest. However, the problem has been shown that the process of implementing the direct situation can be challenging and that even activities can be more efficient than group activities.

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Development of Language Learning Application Using Buforia (뷰포리아를 이용한 언어 학습 어플리케이션 개발)

  • Yoon, Dong-eon;Lee, Hyo-sang;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.131-133
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    • 2021
  • Recently, the average cost of education per child has increased compared to the annual birthrate, which has been decreasing, and the quality of education has also changed. In this paper, we aim to provide more efficient delivery for language learning using Unity's Buforia techniques. Using an application using a smartphone's camera based on Unity, it provides effective language development by inducing interest to learners through sound along with three-dimensional pictures. By providing such education, parents can gain satisfaction in providing high-quality education to their children. For children learning, smartphones have the effect of becoming educational elements, not just watching videos or playing games. Finally, by improving the quality of education, it gives satisfaction to parents and gives children who learn a language as well as the perception that smartphones serve as educational devices.

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A Study on Pre-service Early Childhood Teachers' Perception of Play-oriented Education through Metaphorical Analysis (은유(metaphor)분석을 통한 예비유아교사들의 놀이중심교육에 대한 인식연구)

  • Kim, Hyeyoon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.357-362
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    • 2023
  • This study aims to investigate the perception of pre-service early childhood teachers regarding play-oriented education through metaphorical analysis, in order to comprehend its meaning that pre-service early childhood teachers perceive. A questionnaire was used, which asked the participants to express play metaphorically and provide reasons for their choices. The collected data were analyzed using a systematic metaphorical analysis approach. The results revealed that the metaphorical expressions of pre-service early childhood teachers regarding play-oriented education were categorized as instructional methods being the most prominent, followed by environment, enjoyment/happiness, autonomy, growth and development, interactive relationships, child-directedness, the essence of life, interest, creativity, potential, variability, everyday life, ambiguity of beginnings and endings, naturalness, and others. Based on these findings, it is expected that one can attain insights regarding the methods of training pre-service early childhood teachers on how to implement play-centered education in the revised Nuri curriculum.

A Metaphor Analysis on the Learning-Centered Class of Pre-Service Secondary Physical Education Teachers (중등 예비체육교사의 배움중심수업에 대한 메타포 분석)

  • Seung-Yong Kim
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.87-96
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    • 2023
  • The purpose of this study was to investigate the meanings that pre-service secondary physical education teachers attach to learning-centered teaching through metaphor analysis and to examine their perceptions of the application of learning-centered teaching in physical education. In order to achieve the purpose of the study, a survey was conducted to express the perception of learning-centered teaching in metaphors. The data analysis was processed through the process of coding, metaphor classification, determining the unit of analysis, and categorisation of the sample according to the metaphor analysis method. As a result, four major categories of educational needs, educational goals and contents, teaching and learning methods and evaluation, teacher education and roles, and eight content types were derived: lessons for self-actualisation, lessons for preparing for future society, lessons that foster creativity, open and diverse lessons, lessons that stimulate curiosity and interest, lessons that are suitable for individual development and characteristics, lessons that are burdensome to implement, and lessons that require teacher creativity and originality. The results of this study provide implications for the necessity and direction of learning-centered class.

Research on Components for Developing a Reading Competency Diagnostic Tool for Children and Adolescents with Disabilities (장애 아동·청소년 독서역량 진단도구 개발을 위한 구성요인 연구)

  • Soo-Kyoung Kim;Seongsook Choi;Jurng Hyun Whang;Sungune Yoon
    • Journal of Korean Library and Information Science Society
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    • v.54 no.3
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    • pp.129-163
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    • 2023
  • The purpose of this study is to identify reading competency and its components according to the concept of reading competency in order to strengthen the reading competency of children and adolescents with disabilities, develop diagnostic questions, and provide basic data for the development of a reading competency diagnostic tool for children and adolescents with disabilities, Research methods include literature research, brainstorming, delphi survey, and preliminary research. As a result of the study, the components of the reading competency diagnostic tool are broadly divided into 2 areas (affective domain, environmental domain), 4 categories (reading motivation, reading attitude, human environment, and physical environment), and a total of 13 components in each of the 4 categories (Reading interest, reading value, reading recognition, reading expectations, reading habits, reading efficacy, reading immersion, reading anxiety (avoidance), home/family, school/teacher, peers, reading environment, media environment) and the corresponding questions. was developed. Based on these results, a direction for developing a reading competency diagnostic tool for children and adolescents with disabilities was presented.

Analysis of Changes in Cognitive, Affect and Social Aspects of Elementary School Students through Mathematical Modeling Activities (수학적 모델링 활동에 대한 인지적, 정의적 및 사회적 측면의 분석)

  • Kang, Yunji
    • Education of Primary School Mathematics
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    • v.26 no.4
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    • pp.317-332
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    • 2023
  • Mathematical modeling activities hold the potential for diverse applications, involving the transformation of real-life situations into mathematical models to facilitate problem-solving. In order to assess the cognitive, affective, and social dimensions of students' engagement in mathematical modeling activities, this study conducted sessions with ten groups of fifth-grade elementary school students. The ensuing processes and outcomes were thoroughly analyzed. As a result, each group effectively applied mathematical concepts and principles in creating mathematical models and gathering essential information to address real-world tasks. This led to notable shifts in interest, enhanced mathematical proficiency, and altered attitudes towards mathematics, all while promoting increased collaboration and communication among group members. Based on these analytical findings, the study offers valuable pedagogical insights and practical guidance for effectively implementing mathematical modeling activities.

A study on Strategies for enhancement of Effective Children-Teacher Interaction and Teacher's Teaching Capacity through Recognition Comparison between Nursery Teachers and Early Childhood Teachers (영아교사와 유아교사 간의 인식 비교를 통한 효율적인 상호작용과 수업역량 강화에 대한 방안 연구)

  • Park, Ji-Young;Han, Sang-Kil;Seo, Eui-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.3
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    • pp.1785-1794
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    • 2015
  • The purpose of this study is to examine differences between nursery teachers and kindergarten teachers in their perception on key elements of effective interactions and enhanced teaching competence. The subject of the study were 143 early childhood teachers in the Y region of Gyeonggi-do. The collected data was processed through frequency and percentage. For difference test, ${\chi}^2$ tests were conducted. The results of this study can be summarized as follows. First, both nursery teachers and kindergarten teachers perceived that listening and playing were the most important factors in effective interactions between young children and teachers. However, nursery teachers perceived the interaction through skin-ship and complimenting to be more important whereas kindergarten teachers perceived questioning and complimenting as necessary. For the teaching criteria, nursery teachers put more weights on playing while kindergarten teachers focus more on explaining and coorperating. In addition, about evaluation methods, nursery teachers perceived self-evaluation as important, whereas kindergarten teachers perceived observation notes as important. Second, about the elements to strengthen teaching competence, nursery teachers perceived that observation records should be utilized for understanding interest or desire. They also believe that development analysis and teaching methods should be improved through systematical teaching plan and evaluation and that enhancement of teaching material and education are necessary. In contrast, kindergarten teachers perceived that observation records should be utilized for teaching plan and development analysis and teaching methods should be improved through participating in the meetings related to career and education. They believe that providing a prize money through supervising evaluation is necessary.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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