• Title/Summary/Keyword: 흥미 발달

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Design of an Infant's App using AI for increasing Learning Effect (학습효과 증대를 위한 인공지능을 이용한 영유아 앱 설계)

  • Oh, Sun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.733-738
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    • 2020
  • It is really hard to find an infant's App, especially for the age under 5, even though there are lots of Apps developed and distributed nowadays. The selection of the proper infant's App is difficult since the infants' App should be useful, safe and helpful for the development of their intelligence. In this research, we design the useful infant's App for the development of their intelligence by applying the AI technology for increasing the learning effect in order to satisfy the characteristics of the infants' needs. A proposed App is the collection of interesting games for infants such as picture puzzle game, coloring shapes game, pasting stickers game, and fake mobile phone feature enables them to play interesting phone game. Furthermore, the proposed App is also designed to collect and analyze the log information generated while they are playing games, share and compare with other infants' log information to increase the learning effect. After then, it figures out and learns their game tendency, intelligibility, workmanship, and apply them to the next game in order to increase their interests and concentration of the game.

A Situational Training System based on Augmented Reality for Developmentally Disabled People (발달 장애인을 위한 증강현실 기반 상황훈련 시스템)

  • Choi, Jae-In;Kim, Kyung-Rae;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.16 no.5
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    • pp.629-636
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    • 2013
  • Nowadays, many interface devices or training systems have been developed with recent developments in IT technology but only a few training systems for developmentally disabled people have been introduced. In this paper, we present a real-time, interactional and situational training system based on augmented reality in order to improve cognitive capability and adaptive ability in the daily life of developmentally disabled people. Our system is specifically based on serving food in restaurants. This augmented reality based system provides them to experience various different situations safely and take the training session as much as they want under any circumstances. When they use our system, they are able to look around with Head Mounted Display(HMD) and take training sessions easily based on various situational scenarios. After experimenting on our system for 3 months, we found they had no aversion about wearing HMD and learned quicker as they practiced over and over and improved their cognitive capability and adaptive ability. We also got a positive feedback that it had an excellent educational value from teachers in special-education-school.

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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Augmented Reality Based Drawing Learning System for Toddler's Art Education (영유아 기초 미술 교육을 위한 증강현실로 익히는 드로잉 시스템)

  • Suh, Yeong-Sang;Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.5
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    • pp.505-510
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    • 2016
  • Interest of augmented reality increases rapidly due to development of recent technology. Augmented reality offers learners various satisfactions by using the sense of sight, hearing, touch, etc. and enhances immersion and interest. This paper presents a drawing system for toddler's art education using augmented reality. This system helps toddlers draw pictures easily and can teach toddlers art learning effectively at low cost as well as provide immersion, achievement, and interest.

A Study on Effects of the Convergence of Story Character Phonics on Preschoolers' Early Reading Development (영어동화와 융합한 스토리 캐릭터 파닉스 교육이 유아의 초기 읽기 발달에 미치는 영향에 관한 연구)

  • Lim, Eun-Kyeong;Sohng, Hae-Sung;Bae, Jiyoung
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.235-241
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    • 2017
  • The Effects of the Story Character Phonics on Preschoolers' Early Reading Abilities and Affective Domains The purpose of this study was to investigate the effects of the story character phonics on preschoolers' early reading abilities (phonemic awareness and phonics abilities) and their affective domains. 24 participants in the present study were seven years old, and they were divided into two different groups at S kindergarten in Chungnam. There were 12 preschoolers in the experimental group with the story character phonics, and 12 preschoolers in the control group learned English by the story phonics focusing on phonemic awareness and vocabulary for 6 weeks. The results were as follows: First, the story character phonics was more effective in improving the preschoolers' early reading abilities than using the story phonics. Secondly, the story character phonics had some positive effects on the preschoolers' affective domains. This study proved that practicing with the story character phonics is more effective for preschoolers to develop their early reading abilities of English and their affective domains.

Development of Web Based Courseware for In-Depth & Supplementary Learning Applied Multiple Intelligences Theory (다중지능 이론을 적용한 심화.보충학습용 웹 기반 코스웨어 개발)

  • Oh, Kyung-San;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.201-208
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    • 2006
  • This study is to make in-depth and supplementary web-based courseware concerning each student's developed intelligence. The seventh elementary school social studies in-depth and supplementary curriculum is student-centered curriculum that concerns a student's learning ability, aptitude, concern, interesting. career and so on. But, present social science courseware does study without regard to learners's interest and aptitude So in this study, We have a target to build and develope web-based devise that helps student's in-depth and supplementary learning after evaluating multiple intelligence. That should be based on student's favorite intelligence in multiple intelligence theory. Considering Intrapersonal intelligence, Interpersonal intelligence, Musical intelligence, Bodily-kinesthetic intelligence, Logical-mathematical intelligence, Linguistic intelligence, Spatial intelligence, We expect student's effective in-depth and supplementary learning based on each student's interest and capability.

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A Design on Experience Space Based on Interactive Storytelling (인터렉티브 스토리텔링을 기반으로 한 체험 공간 디자인)

  • Park, Sun-Ja;Park, Seung-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.55-62
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    • 2007
  • 정보통신 기술과 컴퓨터의 급속한 발달은 과거에 불가능했던 많은 일들을 가능하게 하였다. 디지털 기술의 발전은 기존의 추상적인 것을 구체적으로 체험 가능한 것으로 발전시켰으며, 이를 통해 인간은 경험을 확장 시킬 수 있게 되었다. 즉, 인간의 체험, 인식, 가치, 행위가 가상의 공간으로 무한하게 확장될 수 있기 때문이다. 이러한 배경 속에서 현대 사람들은 체험 공간이 현실 세계와는 다른 비일상적 체험과 욕구실현을 구현할 수 있는 공간이 되기를 원한다. 이에 따라서 체험 공간의 논의가 과거의 시각적 정보전달만을 위한 체험 공간이 아닌 정보와 흥미, 체험을 동시에 줄 수 있는 노력들이 요구, 진행되고 있다. 체험 공간에 있어서 엔터테인먼트 적인 요소가 효과적인 방법론으로 제시되고 있지만, 아직도 시청각적 흥미위주의 직선적인 공간의 이야기로 관람자를 일회적인 관람에서 그치게 하고 있다. 매체를 나열식으로 던져 준다고 해서 사람들이 흥미를 느끼거나 몰입을 경험하지는 못한다. 그러기 위해선 인터렉티브 스토리텔링(Interactive Storytelling)의 인터렉티비티한 요소가 체험 공간에서 효과적일 수 있다. 인터렉티비티는 인터렉티브 스토리텔링의 특징 중 하나로, 이와 같은 인터렉티비티 요소들은 관람자에게 다양한 선택과 통제의 기회를 주기 때문이다. 이에 따라서 체험 공간 속에서 관람자는 스스로 매체와 매체간의 반복과 조합을 통해 관람자 개개인이 새로운 시나리오를 쓸 수 있게 되고 체험 공간은 유동적인 공간이 될 수 있게 된다. 따라서 본 연구는 체험 공간이 관람자 스스로가 만들어가는 공간이 되고, 지각적 체험과 정신적 체험까지 경험할 수 있는 체험의 장이 될 수 있도록 인터렉티브 스토리텔링의 가치를 재해석하고자 하였다. 이러한 인터렉티브 스토리텔링이 공간 속에서 의미를 획득할 수 있는지에 대한 연구를 진행하고자 하였으며, 이를 위해 기존의 체험 공간에 대한 연구와 인터렉티브 스토리텔링의 기존 사례를 선행하였다. 이러한 과정을 통해 인터렉티브 스토리텔링이 체험 공간 안에서 사람들에게 일회적인 경험을 주는 것이 아닌 사람들이 직접 그 공간의 스토리를 만들 수 있는 새로운 체험 공간의 가능성을 가지고 있음을 발견하였다. 이에 따라서 월드컵이 열리는 대표적인 도시인 상암동에 한국 소프트웨어진흥원이 주관하여 건설되는 ‘상암 디지털 파빌리온’을 대상으로 인터렉티브 스토리텔링을 기반으로 한 체험공간 디자인을 작품 형태로 기획 되었으며, 기본적인 시나리오 컨셉을 제시하고 공간의 구조도, 체험 과정(Process)등이 제시된다. 이러한 연구는 기존 체험 공간이 직선적인 내러티브에서 벗어나 체험 공간 속 협업의 가능성을 열어주어 새로운 소통의 장을 마련해 준다는 긍정적인 효과를 기대할 수 있다.

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On Algorithm Learning Using Graph Coloring Problem for Elementary Students (그래프 컬러링 문제를 활용한 초등학생을 위한 알고리즘 학습)

  • Park, Yoon-Jeong;Moon, Gyo Sik
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.840-849
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    • 2014
  • The paper shows that algorithm education positively affects algorithmic thinking for elementary students. Experiments are conducted on thirty five sixth graders without prior experience of algorithm. The experimental group is given eleven sessions of lesson for four weeks in which algorithmic solution is sought for graph coloring problems. After four weeks of experiments questionnaires are distributed to the students in order to measure differences in algorithmic interest and algorithmic thinking ability. The following results are obtained: Firstly, it may be observed that algorithm education with graph coloring may be effective in reinforcing students' interest in algorithms. Secondly, the experiment shows that algorithmic thinking ability may be enhanced from participating in graph coloring activities. In conclusion, algorithm education with graph coloring problem helps students develop algorithmic thinking ability as well as cultivate students' interest in algorithmic thinking.

Exploring the Educational Effects of K-Sand Art's Lifelong Learning Specialized Instructor Club (K샌드아트 평생학습 전문강사 동아리에 나타난 교육적 효과 탐색)

  • Kim, Young-Ok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.409-419
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    • 2020
  • The study selected the K Sand Art Lifelong Learning Instructor Circle as an example, focusing on learner interest-inducing factor and educational effects of Sand Art techniques, which are gaining interest in lifelong education. First, the factors that increase the interest-inducing effect of learners are to recognize sand art techniques as sand games, to tell stories and tones, to express them in sandboxes, and to express subjects of interest to learners. Second, in the field of lifelong education, sand art techniques are educationally effective in psychological therapy, improving concentration, improving self-confidence, developing expressiveness and creativity, and developing five senses. Third, sand art techniques are applied to all generations in the field of lifelong education, and sand art techniques can be used in civic participation education, basic literacy education, and culture and arts education among the six classes of lifelong education. Fourth, future tasks will be to support the training of sand art experts, support sand art materials and equipment, and spread sand art programs that visit various targets.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.