• 제목/요약/키워드: Direction of education

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VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구 (A Study on the VR-based Drone Immersive Content Development and Experience Effect)

  • 이인철
    • 한국산업융합학회 논문집
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    • 제25권4_2호
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

예비영양교사의 학교에서의 영양교육 경험 및 방향 설정에 대한 인식 조사 (Experience and Vision of Nutrition Education by Nutrition Teacher Candidate in School)

  • 이은주;이해영
    • 한국식생활문화학회지
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    • 제24권4호
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    • pp.440-450
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    • 2009
  • The purposes of study were to survey the status of nutrition education in school and investigate the perception of nutrition teacher candidates concerning the direction and ideal method for nutrition education. A questionnaire was distributed to 554 nutrition teacher candidates from August to October, 2006. A total of 468 usable data were collected (84.5% response rate). The statistical data analysis was completed by using SPSS for Windows (ver. 10.0) for descriptive analysis, ANOVA and $X^2$-test. About 52% of respondents had nutrition education teaching experience. Half of the respondents indicated that the necessity for nutrition education stemmed from their own need for such education. The main problem in students' dietary life was 'the increasing intake of processed foods, instant foods and fast foods (4.23 out of Likert 5 point scale)' and the major nutritional problem was 'high calorie intake with low essential nutrients (3.96 out of Likert 5 point scale)'. Over half the respondents (53.4%) recommended that nutrition education be oriented towards behavioral change rather than knowledge delivery. Social learning theory was preferred mostly as an theory apt to nutrition education (60.3%) and the most effective means of education was referred to organizing the regular class for nutrition education (50.5%). The 'playing such as songs or game' was reported as both effective and realizable method in nutrition education.

학교소비자교육 지원 기관을 위한 방향 모색 (Groping out Direction for the Supporting System of Consumer Education in School)

  • 김지경;양정혜;박인순
    • 대한가정학회지
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    • 제40권2호
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    • pp.131-142
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    • 2002
  • Interested in the importance of Consumer Education in school has recognized in modem society, due mainly to the development and change of consumption life. Among the many contributions to the study of consumer issues that Consumer Education in school is the most important thing to be rational consumer. However, There is no any system to support the Consumer Education in school even though we need it. And thus, this paper is used the method of Contents Analysis through critically reviewing the professional web-sites of Consumer Education Center in Japan and Europe in order to investigate what the goal is, what contents are, how they operate their Consumer Education System. Moreover, we compare two web-sites in aspects of system, structure. The Consumer Education in Japan and Europe is toward the value of life which is not the buy-man-ship but the way of thinking and philosophy of life. The school lead the Consumer Education through the integrated system which is invoked all of related subjects. Each related subject is gotten together for the Consumer Education. Most of all the Consumer Education Center in Japan and Europe is in the middle of Consumer Education in school, and then absolutely assist and support Consumer Education in school.

통합교육을 위한 초등학교 특수학급영역 설계방향에 관한 연구 - 특수학급 아동의 장소성을 중심으로 - (A Study on the Design Direction for Special Education Class Area in Elementary Schools for Inclusive Education - Focused on the Sense of Place for Children in Special Education Class -)

  • 윤동현;이선영
    • 교육시설 논문지
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    • 제21권2호
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    • pp.3-12
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    • 2014
  • Elementary School is a special facility where sense of place plays critical role for the development of children. Children in special education call for special attention as they hold inferior status compared to the children in regular class especially under the inclusive education policy. Eight cases of special education class area are analyzed in terms of social space, personal space and favorite place which is known to be basic factor for the development. As a result outdoor space found to be designed inappropriate even when designed accessible to the special education class as it could not meet the developmental needs of children in special education. Special education class area inside the building is also found to be too exclusive to allow social mix with children in regular class disregarding the intention of inclusive education. Location of these class should be strategic as it is critical to be linked with regular classroom efficiently still allowing psychological buffer as the children in special education tend to form restorative space inside the special education classroom showing the possibility of creating sense of place there.

국내대학 게임학과의 융합교육 현황과 개선방안 (Analysis and Improvement on the College Convergence Education with Game Departments)

  • 박진원;백현덕
    • 공학교육연구
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    • 제17권2호
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    • pp.68-74
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    • 2014
  • Game industry demands for talented workers from game scenario writing, graphic design and computer game programming areas, which are the three heterogeneous parts of computer game making. This paper deals with the analysis on the college convergence education, surveying the curriculums of game departments in Korean universities and with how to proceed for game programmers to the direction of convergence education for computer game making. Most of the game departments are focusing on game programming area, whereas only 2 departments among 14 surveyed are teaching the game graphic design topics. Observing the curriculum changes for sampled game departments reveals that around 30% of the majoring classes are directly game related. Game programmers are to be advised to fulfill their programming skill first and later expand their ability to game graphic design skill.

창의적 s/w 인재 육성을 위한 교사교육 프로그램 방향 (The Direction of Teachers Education Program for Cultivating Creative Software Human Resource)

  • 최정원;이영준
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2014년도 제49차 동계학술대회논문집 22권1호
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    • pp.221-222
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    • 2014
  • 본 논문에서는 창의적인 S/W 인재 육성을 위한 교사교육 프로그램의 방향을 제시하고자 하는데 그 목적이 있다. 현대 사회는 S/W가 기반이 되는 사회로, S/W는 실생활 뿐 아니라 다양한 학문 분야의 발전에 큰 영향을 미치고 있다. 이러한 사회 패러다임의 변화는 창의적인 S/W 인재 육성 교육이라는 교육 패러다임의 변화를 요구하고 있으며, 교육 패러다임의 변화는 학습자 교육을 담당하는 교사 교육 패러다임의 변화를 요구한다. 따라서 창의적 S/W 인재 육성을 담당하는 교사 교육 프로그램은 학습자의 특성, 학습 맥락, 현대 사회가 필요로 하는 지식을 고려한 교육을 할 수 있도록 개발되어야 하며, 교사의 역할이 과거의 지식 전달자의 역할에서 학습의 조력자, 촉진자, 안내가 역할을 할 수 있는 프로그램이 되도록 해야 한다.

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커넥티비즘과 SW 교육의 새로운 방향 (Connectivism and New Direction of SW Education)

  • 김동만;이태욱
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2018년도 제57차 동계학술대회논문집 26권1호
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    • pp.103-104
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    • 2018
  • 이 연구는 디지털 네트워크 세상으로 인한 새로운 학습이론인 커넥티비즘을 알아보고 SW 교육이 나가야할 방향을 알아보았다. 커넥티비즘에서 학습은 지식이나 정보를 연결하는 과정으로 정의하고 학습자가 기존에 알고 있는 지식을 바탕으로 새로운 지식을 끊임없이 연결하거나 단절시키는 과정이 반복된다고 말한다. 커넥티비즘에 따른 SW 교육의 새로운 방향을 제시하면, 1)SW 학습 목표는 지식의 연결과정으로 다양성과 가변성을 내포하여 설정하고, 2)현재 정보 교과서 개발 체재의 변화와, 3)협업과 네트워킹이 강조되는 도구를 활용한 SW 교육 활동을 지향하며, 4)교육 비용 절감을 위한 적시학습(just-in-time learning) 지향 및 5)SW 교육 목적에 합리적 의사결정을 통한 연결 지식 배양 역량을 추가하고, 6)문제 해결학습 보다는 문제발견학습을 중시하도록 설정해야 한다.

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초등학교 교육과정에서의 로봇교육의 가치와 방향 (The value and direction of robot education in the elementary school curriculum)

  • 서영민;이영준
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2012년도 제46차 하계학술발표논문집 20권2호
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    • pp.155-158
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    • 2012
  • 본 논문에서는 초등학교 정규교육과정에서 다루고 있는 로봇교육으로서 2011년 고시 초등학교 교육과정의 실과 교육과정 5-6학년의 (생활과 전기, 전자) 단원에서의 로봇교육과 교사 로봇 연구대회에서 발표한 로봇교육 지도안의 몇 가지 사례들을 살펴보고, 초등학교 교육과정에서 로봇교육이 어떠한 가치를 지니고, 어떠한 방향으로 이루어져야 하는지에 대한 프레임을 제공하는 것을 목적으로 한다. 위에서 언급한 사례들은 로봇의 작동 원리와 센서 등 공학적 측면을 강조하고 있다. 하지만 이것은 로봇교육이 지니는 다양한 장점 중 극히 일부분에 지나지 않는다. 주어진 매뉴얼을 통하여 수행되는 최소한의 공학적 이해 수준을 가리키는 것을 넘어 문제해결 및 알고리즘을 수행할 수 있는 물리적 객체로서의 인식의 전환이 필요하다. 또한 로봇이 정규교육과정 속에서 수행되기 어려운 한계점을 제시하고 이를 극복하기 위한 방안을 모색해보고자 한다.

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도시 경관향상을 위한 경전철 교각의 시각적 특성 (Visual Characteristics of Light Rail Transit Pier for Improving Urban Landscape)

  • 정성관;신재윤;김경태;임은나
    • 한국환경복원기술학회지
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    • 제16권4호
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    • pp.65-81
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    • 2013
  • Urban sprawl has been the limits of traffic accommodate and the supply road. Thus, Light Rail Transit(LRT) has been proposed as the best alternative. Owing to landscape damage from construction of LRT, landscape planning should be considered seriously in the urban planning step. This paper therefore seeks to determine landscape improvement direction of LRT pier. First, the methods in this study shared landscape improvement direction type of LRT pier through previous studies such as planting of surface(30%, 60%, 90% planting of surface), graphic(character, commercial advertising, symbol), and surface treatment type(exposed concrete, white painting, pattern dies). Next, respondent evaluated 3D simulated landscape image accordingly shared types by preference and landscape adjectives using in streetscape evaluation. As a result, visual preference was the highest in planting type of surface and the lowest in the surface treatment type. Covering 60%(4.48) in planting type of surface was the highest. Because it is similar to the golden ratio considering the visual principle, we will need to take advantage through the result of this paper. Also, most landscape improvement direction which satisfied with significant level showed a positive effect from landscape improvement. Comprehensively based on these results, it suggests desirable landscape improvement direction of LRT pier in the city for solution of landscape inhibition problem.

컴퓨팅 사고력 신장을 위한 초등 3D 모델링 교육의 방향 고찰 (A Study on the Direction of Elementary School 3D Modeling Education for Improving Computational Thinking)

  • 이소율;이영준
    • 한국컴퓨터교육학회 학술대회
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    • 한국컴퓨터교육학회 2017년도 하계학술대회
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    • pp.11-13
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    • 2017
  • 컴퓨팅 사고력은 제 4차 산업혁명 시대에 접어든 우리 사회에서 필요로 하는 미래 역량으로 꼽히고 있으며, 우리나라에서도 2015 개정 문이과 통합형 교육과정을 통해 컴퓨팅 사고력 신장을 위한 SW교육을 강조하고 있다. 3D 모델링 교육은 컴퓨팅 사고력과 직접적인 관련이 있다. 3D 모델링을 위하여 실제의 구체물을 단순화 하거나, 모델링을 위하여 필요 없는 부분을 삭제하거나 추가하는 것이 컴퓨팅 사고력의 추상화에 해당된다. 그리고 모델링 프로그램을 사용하는 것은 일종의 자동화에 해당된다. 본 연구에서는 컴퓨팅 사고력 신장을 위한 3D 모델링 교육에서 권장할만한 3D 모델링 프로그램을 틴커캐드(TinkerCad)로 제시하였으며, 컴퓨팅 사고력 신장을 위한 틴커캐드 활용 초등 3D 모델링 교육 방법을 제시하였다.

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