• Title/Summary/Keyword: 가상 이해 능력

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Level of Pretend Play and Comprehension of Pretense among 2-and 4-year-old Children (2, 4세 유아의 가상놀이 수준과 가상 이해 능력)

  • Min, Mi Hee;Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.25 no.6
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    • pp.337-354
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    • 2004
  • This study investigated the relationship between pretend play and comprehension of pretense by type of stipulated transformation among 2-and 4-year-olds children. Each child participated in pretend play with its mother for 10 minutes and in a stipulated task for comprehension of pretense. There was a significant difference in 2- and 4-year-olds in frequency and level of pretend play, and pretend play behavior was related to comprehension of pretense. Level of pretend play was positively related to comprehension of 'complexity' of stipulated transformations. This showed that there was significant relationship between development of pretend play and ability to comprehend pretense based on physical transformation.

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The Effects of Flash Panorama-based Virtual Field Trips on Middle School Students' Spatial Visualization Ability, Conceptual Understanding, and Perceptions (플래시 파노라마 기반 가상야외답사의 활용이 중학생의 공간 시각화 능력, 개념 이해와 인식에 미치는 영향)

  • Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.2
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    • pp.162-172
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    • 2013
  • The purpose of this study is to investigate the effects of flash panorama-based virtual field trips (VFT) as a supporting tool for geological field activity on middle school students' spatial visualization ability, conceptual understanding, and perceptions. A total of 17 middle school students participated in a three day long actual geological field trip around Jeju Island where a three-phase instructional model is applied for utilization of flash panorama-based VFT, which was proposed by Kim and Lee (2011). With one-group pretest-posttest pre-experimental design, data were collected using questionnaire and were analyzed to find out a change in students' spatial visualization ability and volcanic concept understanding, and their perceptions about the utilization of flash panorama-based VFT. Findings are as follows: First, the effect of utilizing flash panorama-based VFT in actual field trip revealed that there was meaningful increase in 'spatial relation' category of spatial visualization ability and 'knowledge' and 'comprehension' domains of volcanic concept understanding. Second, majority of students showed positive gain index in both spatial visualization ability and volcanic concept understanding. Lastly, participating students showed much interest and high satisfaction, and positive perception on the use of VFT. They also perceived that the utilization of flash panorama-based VFT could help in carrying out an actual field trip in terms of cognitive and geographical factors.

Design and Implementation of a Web-based Virtual Classroom with a Learning Appraisement Agent (학습 평가 에이전트를 갖는 웹 기반 가상 강의실의 설계 및 구현)

  • 홍지영;이종학;장정환
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.565-567
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    • 2001
  • 웹의 등장으로 인터넷이 보편화됨에 따라 웹을 기반으로 하는 가상 강의실이 많이 구축되고 시다. 웹을 기반으로 하는 가상 강의실은 학습자에게 많고 다양한 정보를 제공하는 장점이 있다. 하지만, 기존 가상 강의실 시스템에서 제공하는 학습내용이 대부분 교수의 임의의 한 수준으로 제공되고 있어 학습자 개개인의 학습수준이나 목적에 맞는 학습내용을 제공하지 못하는 문제점이 있다. 본 논문에서는 이러한 문제점을 해결하기 위하여 수준별 학습내용을 제공할 수 있도록 학습 평가 에이전트를 갖는 웹 기반 가상 강의실을 제안하고 구현한다. 본 가상 강의실의 학습 평가 에이전트는 학습자에게 학습 방향과 목표에 따라 수준에 맞는 학습내용을 제공하기 위하여 학습 전에 학습자의 학습수준을 테스트한다. 이러한 테스트를 위하여 학습 평가 에이전트는 테스트 항목들에 대하여 문항반응이론을 적용한다. 문항반응이론은 문항특성의 불변성, 능력추정의 정확성, 능력추정의 불변성을 가지고 있어 학습자의 단순한 평가가 아니라 학습자의 지식수준이나 이해정도를 구체적으로 평가할 수 있는 장점이 있다. 또한 본 논문에서는 이러한 가상 강의실의 구축에 필요한 데이타베이스 설계와 시스템 환경에 대한 내용을 포함한다.

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The Effects of Flash Panorama-based Virtual Field Trips on Students' Spatial Visualization Ability and Their Understanding of Volcanic Concept in High School Earth Science Class (고등학교 지구과학 수업에서 플래시 파노라마 기반 가상 야외 답사의 활용이 학생들의 공간 시각화 능력 및 화산 개념 이해에 미치는 영향)

  • Heo, Jun-Hyuk;Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.4
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    • pp.345-355
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    • 2013
  • While virtual field trips (VFT) are considered as an attractive alternative to traditional field experience, it is unclear how VFT are best used in Earth Science curriculum. In this study, we investigated the effects of flash panorama-based VFT on students' spatial visualization ability and their understanding of volcanic concept in high school Earth Science class. To investigate the effects of instructional treatment, we conducted pre and post-test on participants' spatial visualization ability and their understanding of volcanic concept, and analyzed using analysis of covariance (ANCOVA) and linear regression. Findings are as follows: First, the change in students' spatial visualization ability in experimental group was significantly higher than that of control group, especially in spatial manipulation category. Second, the change in students' understanding of volcanic concept in experimental group was higher than that of control group in most of the categories, but it is statistically not significant. Last, the change in correlation between spatial visualization ability and understanding of volcanic concept in experimental group was remarkably high compared to control group.

Development of History Education Contents Using VR (가상현실을 활용한 역사 교육 콘텐츠 개발)

  • Jang Sangmin;Cho Jae-cheon;Moon Tae-woong;Kwang-Hyuk Im;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.225-226
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    • 2024
  • 가상현실 기술을 활용한 역사 교육 콘텐츠 개발은 미래 교육 환경에 적응하고 학습 경험을 혁신하기 위한 중요한 도전이다. 이를 통해 시각적·체험적 학습을 강화하여 학생들의 흥미와 참여도를 높일 수 있으며, 다양한 교육 자료를 가상 현실에서 체험하면서 깊은 이해를 도모할 수 있다. 메타버스 기술은 역사적 사건들을 현실과 가상의 경계를 넘어 재현할 수 있는 독특한 기회를 제공하며, 이를 통해 학생들은 적극적으로 학습에 참여하며 창의성과 문제 해결 능력을 키울 수 있다. 따라서 이 콘텐츠의 개발은 교육의 미래를 모색하고, 새로운 학습 환경에서의 효과적인 교육 방법을 개발하는 데에 중요한 역할을 할 것으로 기대된다.

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Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.623-636
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    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

Design of Using The Storytelling Techniques Content for Young Children (스토리텔링 기법을 이용한 유아용 콘텐츠의 설계)

  • Lee, Keun-Wang;Oh, Taek-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2006.11a
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    • pp.233-235
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    • 2006
  • 본 논문에서는 스토리텔링 기법을 이용하여 유아들이 일상생활 속의 환경에 대한 내면화 과정을 가상의 캐릭터를 통하여 스토리속에 전달하고자 하는 학습내용을 넣어 유아들로 하여금 스토리를 따라 가면서 기억, 연상작용을 일으켜 학습이 이루어지도록 설계하였다. 스토리를 통해 단순 지식 전달이 아닌 지식을 이해하고 습득하는 단계로 진행되며, 또한 스토리를 통해 대리 경험을 할 수 있게 하여 미래에 발생하게 될 상황에 대처하는 능력을 자연스럽게 키울 수 있도록 돕는데 그 목적이 있다.

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Implementation of A Web-based Virtual Laboratory For Digital Logic Circuits Using Multimedia (멀티미디어를 이용한 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.27-33
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    • 2002
  • Recently, according to the appearance of various virtual websites using multimedia technologies, the internet applications in engineering education have drawn muchinterests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation, etc. have made the lowering of educational efficiency in cyberspace. This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : principle classroom, simulation classroom, virtual experiment classroom and management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

Educational Drama Skills to Improve the Expressive Ability of Korean Language (한국어 표현능력 향상을 위한 교육연극 기법)

  • Park, Hee-Jeong
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.672-679
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    • 2015
  • The early stage of Korean language education was to understand grammar. However, recent Korean language education aims to improve expressive ability for smooth communication. Hence, educational drama for education has gained attention as one of the effective ways of improving communication skills. Educational drama provides an actual conversational situation in which one can use appropriate words and grammar depending on the situation. Non-verbal expression such as body language and facial expression could be picked up so one also improves one's communicative abilities naturally. This means that educational drama shares Korean language education's goal of improving communicative ability. Moreover, the student becomes the core of the activity and finds solutions through cooperation with others, and this also helps improve social skills and self-esteem. This thesis covers methods of having interviews, re-writing texts to scripts, writing up post-script by imagining the following text, role-playing, and improving expressive ability by debating educational theatrical techniques. To make these activities successful, good quality VOD and learning materials shall be developed and used. Also, efficient training programs shall be created so that teachers make use of what they learn and improve their teaching skills.

Examining the Role of Emoji and Gender during Job Interview Training within Metaverse (메타버스 취업 면접 훈련의 효과성에 있어 성별에 따른 이모지 역할 연구)

  • Song, Stephen W.;Chung, Donghun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.51-62
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    • 2021
  • The current study investigated the effect of emoji use and gender on job interview training within virtual environment (VE). A 2 (emoji use: use vs. no use) × 2 (interviewee gender) × 2 (interviewer gender) mixed design experiment (N = 80) was conducted. The result shows that emoji may be implemented within VE to promote positive affect. Intimacy predicted better mutual understanding and higher attention. Practical implication is provided as using emoji in virtual environment can be utilized as a practice tool for job interviews, or for other potentially stressful social contexts.