• 제목/요약/키워드: immersion education

검색결과 286건 처리시간 0.02초

초등학교 영어몰입교육의 문제점에 대한 고찰: 연구학교 교사의 시각에서 (Reflections on the problems with English immersion programs: Perspectives of in-service teachers at primary English immersion schools)

  • 남경숙;조윤경
    • 영어어문교육
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    • 제16권3호
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    • pp.207-229
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    • 2010
  • The present study has sought to explore the critical issues of English immersion education through the voices of the four elementary teachers who have recently taught at immersion programs under the guidance of Busan Metropolitan City Office of Education. The interview data with three teachers and the teaching journals of one teacher were analyzed and categorized into two emergent themes: (1) current difficulties in the immersion programs and (2) possible problems with the implementations of immersion programs in all public schools. Specifically, the first issue included teachers' inadequate teaching skills for immersion programs, accumulated learning losses, and lack of immersion class hours. The second issue included workload imposed on immersion program teachers, promotion of private education, learning losses of other subjects, and administration for show. Finally, pedagogical implications are suggested.

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Mediation Effect of Motivation and Immersion for Learning in the Relation between Tutor and Learning Effectiveness of Cyber Home Learning

  • Baek, Hyun-Ki;Kang, Jung-Hwa;Ha, Tai-Hyun
    • 디지털융복합연구
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    • 제7권1호
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    • pp.137-147
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    • 2009
  • The main purpose of cyber home education in public sector is to promote public education and restrain expensive private education expenses. The primary purpose of this study is to explore the effects of motivation, immersion and tutor on the effectiveness of cyber home learning. The variables of motivation, immersion and tutor participation were incorporated in this study as follows: 1) tutor participation was classed as a single independent variable, which has interaction and also effects passion; 2) motivation and 3) immersion were classed as two mediatory variables: motivation which include relevance and confidence; and immersion which includes attention and controllability. 4) learning effect was classed as a single dependent variable of learning influence factor which has learning attitude and learning satisfaction. The results show that a tutor had a direct influence on the effects of the learners' study but motivation and immersion had an indirect influence on the effects of learners' study independently. Based on these findings a tutor should provide motivation and immersion with various learning methods and contents for learners to get maximum benefits from cyber home learning.

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가상·증강현실을 활용한 체험안전교육의 몰입도가 현장 적용성 및 안전사고예방에 미치는 영향: 조선산업 종사자를 중심으로 (Effect of Immersion on Field Applicability and Safety Accident Prevention in Experience Safety Education Using Virtual/augmented Reality : Focusing on Shipbuilding Workers)

  • 문석인;장길상
    • 대한안전경영과학회지
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    • 제23권4호
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    • pp.31-42
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    • 2021
  • Recently, virtual reality (VR) and augmented reality (AR) technologies are attracting attention as core technologies in the era of the 4th industrial revolution. These virtual and augmented reality technologies are being used in a variety of industries, including the construction industry, healthcare industry, and manufacturing industry, to innovate in communication and collaboration, education and simulation, customer service and reinvention of the customer experience. In this paper, VR-based experiential safety education was conducted for workers of shipbuilding companies in Ulsan city, and for them, the educational effectiveness such as immersion, site applicability, safety accident prevention, education satisfaction, overall performance, and safety behavior in VR-based safety experience education were measured. In addition, we examined whether the immersion of VR-based safety experience education affects site applicability, safety accident prevention, educational satisfaction, overall performance, and safety behavior. Furthermore, it was analyzed whether site applicability plays a mediating role in the relationship between immersion and safety accident prevention. As a result, it was found that the immersion of VR-based safety experience education affects site applicability, safety accident prevention effect, education satisfaction, overall performance, and safety behavior, and that site applicability mediates between immersion and safety accident prevention. Based on these results, we suggests a direction for the development of VR-based contents in the field of safety and health and the transformation of safety and health education in the future.

온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로- (Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex-)

  • 이가하;김승인
    • 디지털융복합연구
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    • 제19권7호
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    • pp.341-348
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    • 2021
  • 본 연구는 '신종 코로나바이러스' 이후 대학가에서 쓰이고 있는 온라인 화상 교육 플랫폼, 줌과 웹엑스를 중심으로 학습자들의 몰입도를 파악하고 몰입도 향상을 위한 디자인 개선방안을 제시하였다. 선행연구와 문헌조사를 통해 몰입의 구성요소와 온라인 원격 교육 플랫폼의 화면 구성요소를 파악하였고 설문조사와 심층 인터뷰를 통해 몰입도 개선 방안을 제시하였다. 연구 방법은 줌과 웹엑스를 통해 온라인 교육을 받는 20-30대 학부생, 대학원생 50명을 대상으로 2021년 4월 7일부터 12일까지 5일간 진행하였고, 그중 6명을 심층 인터뷰하였다. 실험 결과 학습자와 강의자의 소통이 가장 큰 요소로 도출되어 학습자와 강의자 간 소통을 원활히 할 수 있는 디자인 방안을 구텐베르크의 다이어그램을 토대로 제안하였다. 온라인 화상 교육이 COVID-19 이후에도 지속될 것이라 예측됨에 따라 지속적인 온라인 화상 교육 몰입도 연구가 필요하며, 몰입도 향상에 기여할 수 있기를 바란다.

만성 발목 불안정성 환자군과 정상인 군의 발바닥 감각기능 저하에 따른 운동학적 보행 패턴의 변화 (Plantar Hypoesthesia Alters Gait Kinematics Pattern in Individuals with and without Chronic Ankle Instability)

  • Kang, Tae Kyu;Lee, Sae Yong;Lee, Inje;Kim, Byong Hun;Jeong, Hee Seong;Kim, Chang Young
    • 한국운동역학회지
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    • 제31권2호
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    • pp.79-86
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    • 2021
  • Objective: The purpose of this study was to identify the effect of reduced plantar cutaneous sensation on gait kinematics during walking with and without CAI. Method: A total of 20 subjects involved in this study and ten healthy subjects and 10 CAI subjects participated underwent ice-immersion of the plantar aspect of the feet before walking test in this study. The gait kinematics were measured before and after ice-immersion. Results: We observed a before ice-immersion on plantar cutaneous sensation, CAI subject were found to reduced ankle dorsiflexion, knee external rotation, hip adduction, and internal rotation compared to control subject. After ice-immersion, CAI subjects were found to reduce knee external rotation, hip adduction. However, no significant ankle joint kinematics. Conclusion: While walking, gait pattern differences were perceived between groups with and without plantar cutaneous sensation. The results of the study may explain the abductions in the hip angle movements in CAI patients at initial contact compared to healthy subjects in the control group when plantar cutaneous sensation was reduced. A change in proximal joint kinematics may be a conservative strategy to promote normal gait patterns in CAI patients.

유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향 (The Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion)

  • 김경회;정지나
    • 한국생활과학회지
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    • 제23권2호
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

The Relationship between Sports Media Immersion and Sports Continuation of University Students through Social Media

  • Jung, Hana;Lee, Myoungjin;Park, Sunmun
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.144-152
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    • 2020
  • The purpose of this study is to examine the effects of university students' media sports immersion experience through social media on exercise immersion and exercise continuation. This research target was first selected as a population of university students who have contacted media sports aged 20 or older living in Gwangju Metropolitan City in 2019. The sampling procedure was divided into five parts: Dong-gu, Seo-gu, Nam-gu, Buk-gu, and Gwangsan-gu in Gwangju, and 300 men and women were sampled using cluster random sampling. After individually entering coded data into the computer, the statistical program (SPSS Windows.20.0 Version) was used. The results obtained through this research process are as follows. First, it was found that university students' immersion to media sports had a partial effect on their commitment to exercise. Second, it was found that university students' immersion in media sports had a partial effect on the continuation of the exercise. Third, it was found that college students' exercise commitment has a partial effect on exercise continuation.

Development and Application of AI Education Immersion Course for school autonomous curriculum at Elementary School

  • Soo-Hwan, Lee;Jeong-Rang, Kim
    • 한국컴퓨터정보학회논문지
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    • 제28권1호
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    • pp.201-208
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    • 2023
  • 인공지능 교육의 수요가 증가함에 따라 교육 현장에서는 인공지능 교육을 적극적으로 실시하고 있으나 시수 확보와 수업 내용 구성의 어려움, 교육과정의 부재 등으로 인공지능 교육 내실화에 어려움을 겪고 있다. 이를 해결하기 위한 방법으로 학교자율과정이 있다. 학교자율과정은 학교에서 교과군내 시수 조정, 성취기준 활용 재구조화 등 교육과정 전반에 자율권과 재량권을 갖도록 한 것이다. 본 연구에서는 인공지능 교육의 내실화를 위해 학교자율과정을 활용한 인공지능 교육 몰입과정을 개발하고 적용하여 그 효과를 분석하였다. 인공지능 교육 몰입과정은 학생들이 한정된 시간 내에 연속적으로 인공지능 교육을 밀도 있게 경험하기 때문에, 내실 있는 인공지능 교육이 이뤄질 수 있다. 인공지능 교육 몰입과정 이후 학생들의 전반적인 인공지능 소양과 자기결정성 학습동기가 향상된 것으로 나타났다. 본 연구가 학교자율과정을 이용한 인공지능 교육 내실화 방향을 제시할 수 있을 것으로 기대한다.

아바타가 학급 홈페이지 몰입 및 초등학생의 사이버 자아에 미치는 영향에 관한 연구 (A Study on the Influence of Avatar on the Immersion of Elementary Class Homepage and the Students Cyber-Self)

  • 김성원;정인기
    • 정보교육학회논문지
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    • 제9권3호
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    • pp.473-482
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    • 2005
  • 학급 홈페이지는 온라인 커뮤니티와 사이버 공간의 부정적 측면을 어느 정도 자연스럽게 해소할 수 있으며, 학생들에게 온라인 커뮤니티에 대한 연습의 장으로, 교사와 동료 학생, 부모님과의 의사교환의 장으로, 학습의 장으로 활용될 수 있다. 그러나 상업적 온라인 커뮤니티에 비해 몰입 요소가 부족하여 쉽게 식상해 하곤 한다. 따라서 학급 홈페이지의 구축 목적을 충분히 도달하기 위해서는 몰입 요소가 필요하며, 이러한 몰입 요소로 아바타를 활용하는 것도 한 가지 방법이다. 따라서 본 연구에서는 아바타가 학급 홈페이지 몰입 및 초등학생의 사이버 자아에 미치는 영향에 관하여 연구하였으며, 학급 홈페이지의 구축 목적을 달성하기 위한 몰입 요소로서 아바타가 충분히 작용할 수 있다는 것과 아바타의 활용이 초등학생들의 긍정적 사이버 자아 형성에 도움을 줄 수 있다는 것을 발견할 수 있었다.

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대전지역 중학생의 여가활동유형과 생활스트레스 및 학습몰입에 관한 연구 (A Study on Leisure Type, Daily Life Stress, and Studying Immersion of Middle School Students in DaeJeon)

  • 송진숙;이영관
    • 한국가정과교육학회지
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    • 제20권4호
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    • pp.43-57
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    • 2008
  • 본 연구는 청소년의 학업성취도와 밀접한 관련을 맺고 있는 학습몰입에 영향을 미칠 수 있는 여가활동유형과 생활스트레스와의 관련성을 분석하여 청소년의 학습몰입을 제고할 수 있는 구체적인 대안을 모색하고자 하였다. 본 연구는 SPSS 통계프로그램을 사용하여 빈도와 백분율, 일원변량분석, 상관관계분석, 중다회귀분석을 실시하였다. 연구결과는 첫째, 청소년들이 교육체험지향과 가정지향 여가활동에 따라 생활스트레스에서 유의한 차이가 나타났고, 교육체험지향과 가정지향 여가활동을 많이 하는 집단의 생활스트레스 수준이 낮았다. 둘째, 청소년들이 교육체험지향과 취미지향 여가활동에 따라 학습몰입에서 유의한 차이가 나타났고, 교육체험지향과 취미지향 여가활동을 많이 하는 집단의 학습몰입도가 높았다. 셋째, 청소년들의 여가활동유형과 생활스트레스는 학습몰입과 관련성이 있는 것으로 나타났다. 넷째, 청소년의 학습몰입에 영향을 미치는 변인은 생활스트레스 중 학업과 가족문제였고, 여가활동유형 중에서는 교육체험지향활동으로 나타났다.

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