• 제목/요약/키워드: play and learn

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Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권4호
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    • pp.232-237
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    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

지구 자전과 태양의 겉보기 운동 학습을 위한 역할놀이 활동의 학습 효과 및 학생들이 겪는 어려움 (Learning Effects and Difficulties of Role Play Activities to Learn Earth Rotation and Sun's Apparent Motion)

  • 김성운
    • 대한지구과학교육학회지
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    • 제13권1호
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    • pp.29-39
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    • 2020
  • 본 연구에서는 지구 자전과 태양의 겉보기 운동을 학습하기 위한 역할놀이 활동의 학습 효과 및 어려움을 알아보기 위해서 역할 놀이 활동을 통한 개념 이해정도, 면담으로 수집한 활동에서 나타나는 어려움, 활동 중 시선이동을 분석하였다. 연구 참여자는 초등학교 5학년 학생 22명이며, 역할 놀이 중 실험 행동과 사후 면담, 시선이동자료를 수집하여 분석하였다. 연구결과, 학생들은 역할 놀이 활동을 통해 지구의 자전과 자전방향은 설명할 수 있지만 태양의 겉보기 운동을 설명하는 것은 어려워했다. 학생들은 역할 놀이 활동을 통해 태양의 겉보기 운동을 지각하기 어려워하기 때문에, 자전에 의해 나타나는 태양의 겉보기 운동 개념을 학습하기 위한 역할 놀이 활동은 학습 효과가 낮다.

아동 놀이의 국가적 정책화 : 영국의 사례 (Children's Play as a National Policy and Strategy : The Case of the UK)

  • 이종희
    • 아동학회지
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    • 제31권3호
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    • pp.161-181
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    • 2010
  • This study reviews policies related to children's play which are being implemented by the UK at a national level from 2008 to 2020. The Department for Children, Schools, and Families, in cooperations with other central government departments and professional organizations, are developing and implementing the strategy. The purpose of the strategy is to improve play opportunities for all children and young people in England by raising the value and status of play in every community. This study examines the strategy by focusing on firstly, the purpose, vision, and steps to be undertaken; secondly, the methods used and the participating organizations; and thirdly, the legal, social, and academic basis upon which the strategy is founded. By way of conclusion, the researcher argues that we need to consider and learn from the case of the UK to come up with desirable polices for children's education and well-being.

초등학생의 과학 경험과 과학 학습 동기에 대한 연구 (A Study on Scientific Experience and Motivation to Learn Science of Elementary Students)

  • 이호연;권치순
    • 대한지구과학교육학회지
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    • 제6권1호
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    • pp.20-27
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    • 2013
  • This research examined the elementary students' level of motivation to learn science and analyzed correlation between scientific experiences and the motivations to learn science. 216 of elementary students in the 5th grade and 207 of elementary students in the 6th grade were surveyed with questionnaire composed of Likert criteria and scientific motivation questionnaire(SMQ), and the results were analyzed by SPSS 18.0 statistics program. The results of this research are as following : First, elementary school students' level of scientific experiences appeared quite low, and boys appeared to have more scientific experiences than girls. For more specific areas, the experiences were more from outside of school rather than inside, and experiences from science class. Second, elementary students' level of motivation to learn science stood relatively high, and boys showed higher level of motivation to learn science than girls. For more specific areas, the level of motivation from internal motivation area was the highest and the lowest was that from the area of anxiety about exams. Third, the scientific experiences and motivation to learn science showed highly static correlation. Experiences both from inside and outside of the school were significantly correlated to the motivation to learn science, and those from outside of the school had higher correlation with the motivation to learn science. Therefore, the scientific experiences should be recognized to play an important role for improvement of the level of motivation to learn science, and the efforts should be made to provide the elementary students with high-quality scientific experiences to develop their level of motivation to learn science.

피아제 인지발달단계에 따른 어린이 박물관 선호전시체험과 어린이의 심리특성에 맞춘 관람동선에 관한 연구 (A Study on the Movements of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process)

  • 양혜진;김남효
    • 한국실내디자인학회논문집
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    • 제19권1호
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    • pp.37-45
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    • 2010
  • Children likes to play and learn by playing at anywhere as a psychological trait. Children's museum is designed for limited age of 'children,' they learn more actively by playing at the museum with interactive display. In this paper, we analyze Movement of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process. It is significant study to investigate user's needs space proposal by grasping user's mentality. After itinerary tracking, we found children's preferred and non-preferred experience displays and as a result, we divided children's Museums into three types, M museum is represented by preoperational period, called 'Go around play' type ; Y museum is represented by 'concrete operational period', called 'Smart road play' type ; and H museum is represented by 'formal operational period' called 'Open search play' type. The conclusions are children's cognitive development stages depending on the age discrimination that the development of play, and preferred plays are different by children cognitive development process. In order to take advantage of children playing in the children's museum by taking into account the developmental aspects will have to be designed. Efficient for viewing by age should be different on the basis. This study has shown that, when planning a children's museum, Planners should discriminate the movements of children and analysis of preferred experience of children's museum according to three museum types friendly to children's cognitive development process.

Implementation of Pseudo Golf Club and Virtual Golf Simulation System

  • Min, Meekyung;Kim, Kapsu
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권3호
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    • pp.121-127
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    • 2018
  • In this study, we propose a pseudo golf club which can sense user's swing motion and virtual golf simulation system using the pseudo golf club. The proposed system is a virtual golf simulation system of a complex play type in which a player can enjoy various types of golf play according to the user's taste by providing a play mode for hitting an actual golf ball and a play mode for swinging the pseudo golf club. This virtual golf play system calculates and displays the trajectory of a golf ball by a simulator just like playing a real golf, and suggests suitable swing motion, so it helps users to learn golf easily.

오런드 해리스 극의 메타연극성 (The metatheatricality of Aurand Harris' plays)

  • 양승주
    • 영어어문교육
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    • 제15권4호
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    • pp.313-330
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    • 2009
  • The purpose of this study is to investigate the metatheatricality of Harris' plays marked by the device of 'play-within-a-play' - Androcles and the Lion, Arkansaw Bear, and Punch and Judy. In his metatheatrical plays Harris shows that characters perform for themselves and others. The framework that inner performance is going on within the outer frame play is formed on the stage, and this device reminds the audience in the seats that they are representing reality but that they are only in the middle of performing on the stage. Based on this point of view, this study explores fictionality of character, and play. In Androcles and the Lion, the most-performed children's play in America, the metatheatrical elements are shown in the style of commedia dell'arte, which attacks the rigidity of characters' identity in the Roman society. Another well-known children's play, Arkansaw Bear consists of realistic frame play and fantastic inner play in the mind of a girl, both of which function as a mirror each other and help to sustain aesthetic distance to death and reality on the stage. In Punch and Judy, the structure of frame play and inner puppet play reminds that what's going on in the play is just a fictional play and reflects history of children's puppet show. Harris' unique metatheatricality, the heightened awareness of his own artistic medium, offers children educational opportunity to learn about how a play is performed on the stage and contributes to convey mature theme through children's imaginary participation in the process of playmaking on the stage.

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부모의 온정적 양육행동이 유아의 사회적 유능성에 미치는 영향에서 자아존중감과 긍정적인 또래놀이 상호작용의 직렬매개 효과 (Warmth Parenting and the Social Competence of Preschoolers : Sequential Mediation Effects of Self-Esteem and Positive Peer Play Interaction)

  • 이선희;이은경;박선영
    • 한국보육지원학회지
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    • 제15권4호
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    • pp.37-57
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    • 2019
  • Objective: The purpose of this study was to examine the sequential mediating effects of self-esteem and positive peer play interaction between warmth parenting and the social competence of preschoolers. Methods: The 7th wave of the Panel Study on Korean Children(2014) was used to analyze 1,113 preschoolers. Sequential mediation effects were analyzed using SPSS Process Macro(Hayes, 2013). Results: Warmth parenting indirectly affected preschooler's social competence (cooperation, assertion, self-control) by yielding sequential mediation effects on self-esteem and peer play interaction. Namely, warmth parenting does not directly affect social competence but does have a significant effect on preschooler self-esteem, which positively affected peer play interaction. This path increases the social competence(cooperation, assertion, self-control) of preschool children. Conclusion/Implications: In order to increase the social competence (cooperation, assertion, self-control) of preschool children, it is important for the preschooler to consider themselves a worthy person and to learn positive interaction techniques through warmth parenting.

DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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신중신탈놀이 연구 (Sinjungsin Mask Play Study)

  • 윤동환
    • 공연문화연구
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    • 제40호
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    • pp.163-192
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    • 2020
  • 땅설법의 하나인 신중신탈놀이는 '성주신 일대기'와 관련이 있다. 신중신탈놀이는 성주신이 귀양을 가면서 만난 민속신들에 관한 이야기를 가면극으로 재구성한 것이다. 성주신일대기를 탈놀이의 형태로 진행하며, 설법을 주도하는 스님은 해설과 주요 배역을 맡는다. 다수의 신도들은 여러 배역과 악사의 역할을 한다. 신중신탈놀이에서는 많은 민속신앙이 소개되고, 흥미유발을 위한 소리, 재담 등이 포함되어있다. 신중신탈놀이는 기존 탈놀이와 마찬가지로 단어의 나열과 반복을 통한 연행 방식을 사용한다. 문장이나 구절의 반복은 관중들에게 문맥의 의미를 예지하거나 줄거리의 전개양상을 선지할 수 있는 역할을 한다. 이러한 반복은 장면의 상황을 강조하고 율동감을 조성하기 위한 것이다. 탈놀이는 서민층의 전유물이었기 때문에, 탈놀이꾼들이 민요에서 흔히 사용되는 반복방식을 대사에 활용한다. 그로인해 관중에게 친숙감을 주고, 관중의 취향에 부응하는 것이다. 신중신탈놀이는 대중의 포교를 위해 민중의 연희방식을 차용하였다. 단어 또는 문장이나 구절의 반복, 단어나 문장의 대구, 기존 가요의 차용, 공식적 표현단위 등 전통연희의 극적 형식을 계승하고 있다. 또한 반복적 연행단락을 통하여 신자들이 직간접적으로 쉽게 익히고 이해할 수 있도록 하였다. 신중신탈놀이는 신앙공동체를 중심으로 전승되었고, 불법을 확산하기 위한 민중교화의 수단으로 활용되었다. 불교가 민속신앙을 수용하는 과정을 탈놀이를 통해 외연화하고, 직간접적으로 참여한 신도의 경우 놀이를 통해 자연스럽게 화엄경의 신앙체계를 체득하게 된다. 땅설법 중 하나인 신중신탈놀이는 대중교화나 포교뿐만 아니라 무형문화유산으로서의 가치 또한 지대하다고 할 수 있다.