• Title/Summary/Keyword: Classroom Unity

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Effects of Reality Therapy Group Program on Leadership Life Skills, Sociality, and Classroom Unity of Elementary School children (현실요법 집단상담 프로그램이 초등학생의 리더십 생활기술, 사회성, 학급 응집력에 미치는 영향)

  • Kim, Se Bong;Byun, Sang Hae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.1
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    • pp.183-191
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    • 2013
  • The purpose of this study is to discover the effects of Reality Therapy group program on leadership life skills, sociality, and classroom unity of elementary school children. The objects of this research are the 34 elementary school children at the K elementary school in the S area of Kyunggi-do, and randomly divided into two groups. Scientific methods are employed to test a Reality Therapy group program as a treatment for elementary school children to increase their level of leadership life skills, sociality, and classroom unity. For this study, one experimental group and one control group, composed of 34 students in total, are organized and treatment is conducted on these groups. The SPSS 12.0 statstics program is employed to analyze the questionnaires of both-test. Mann-Whitney U and Multiple Linear Regression test are used to analyze the result in order to verify the differences between experienced group and controlled group of pre-test scores within the groups. First, the statistics show a difference in leadership life skills factors(p<.001) between the experimental group and the control group. The Reality Therapy group program is a significant predictor of the leadership life skills. These statistics prove that experimental group has higher leadership life skills than the other group. Second, the statistics show a difference in sociality factors(p<.01) between the experimental group and the control group. The Reality Therapy group program is a significant predictor of the sociality. These statistics prove that experimental group have higher positive sociality than the other group. Third, the statistics show a difference in classroom unity factors(p<.001) between the experimental group and the control group. The Reality Therapy group program is a significant predictor of the classroom unity. These statistics prove that experimental group have higher positive classroom unity than the other group.

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A Development and Application of the Objects on the Unit of 'Our Body' on Augmented Reality ('우리 몸' 단원에 대한 증강현실 교육콘텐츠의 제작과 적용)

  • Ryu, Hyejoo;Park, Heonwoo
    • Journal of Korean Elementary Science Education
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    • v.36 no.4
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    • pp.367-378
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    • 2017
  • Because the lessons of 'our body' are based on indirect experiences and simple experiments, various methods are needed to improve the learning effect. In this study, seventeen AR contents were created to be used in five subjects in the 5th grade elementary school. The learning contents implementation were made using QCAR (QualComm's Augmented Reality) and Unity 3D (Unity 3D) program, which are augmented reality software development kits (SDKs). In order to find out the applicability, we applied the developed contents to one grade 5 classroom equipped with internet environment. Participants were asked about their perception of the program and interviewed. As a result, the developed AR learning contents appeared to be available. It was expected to help improve learning and was pointed out that improvement of internet condition and development, also, was needed expansion of various contents should be complemented.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Analysis of Elementary School Teachers' Experiences with Using the Unity Physics Engine to Develop Augmented Reality Science Educational Materials (초등학교 교사의 유니티 물리엔진을 활용한 증강현실 과학교육 자료개발 경험 분석)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.43 no.3
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    • pp.385-401
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    • 2024
  • This study presents a step-by-step analysis of the experiences and discussions of five elementary school teachers while developing the Augmented Reality (AR) science educational materials, using the Unity Physics Engine. In the preparation phase to develop the AR materials, the teachers explored the features of the AR technology and decided to create AR materials for experiments related to magnetic fields in the magnetism unit, based on discussions about the unit selection. In addition, they complained about difficulties arising out of the lack of background knowledge about the C# programming language in the preparation phase. During the material development stage, there were difficulties in operating the unfamiliar interface and other functions of the software. However, this was overcome through knowledge sharing and collaborative communication among the teachers. The final materials developed were marker-type AR materials to perform experimental activities by changing the position of the magnet and the compass markers. Based on the developed materials, the teachers discussed their smooth utilization during the classroom activities.

Design and Implementation on-line Real-time Video Communication Learning System(RVCLS) for Web-based Project Learning (웹기반 프로젝트 학습을 지원하는 실시간 화상학습시스템의 설계 및 구현)

  • Choi, Gil-Su;Kim, Dong-Ho
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.80-90
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    • 2003
  • In this paper, we designed the on-line Real-time Video Communication Learning System(RVCLS) for Web-based project learning and develop programs for test groups. And we have also analyzed how the Web-based learning using RVCLS change the students' perception on the classroom environment, using the WIHIC which is the classroom environment examination tool As a result, the Web-based project learning activities using RVCLS had affirmative effects on the eight areas of classroom environment such as students unity, teacher support, participation in class, spontaneity, exploration activities, task-oriented mind, cooperative attitude, and equality. Also, the web -based project learning using RVCLS is expected to help students enhance the self-directed learning capacity and increase abilities to use ICT.

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