• Title/Summary/Keyword: 과학 교육용 콘텐츠

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Design of an Educational Content for Computational Graph Algorithm Teaching (그래프 알고리즘 학습을 위한 교육용 콘텐츠 설계)

  • Park, Jin-Hee;Lim, Heui-Seok
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.1189-1192
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    • 2010
  • 컴퓨터 과학 교육 분야의 알고리즘을 학습할 수 있는 교육용 콘텐츠를 제안한다. 제안하는 콘텐츠는 컴퓨터 과학 교육을 학습 하고자 할 때에 학습 효과를 더욱 증대시키기 위한 것 이다. 본 논문은 그래프 알고리즘을 기반으로 하는 학습 콘텐츠 플래시를 만들고자 한다. 학습 콘텐츠의 기반은 플래시 형식으로 하고, 학습자가 스스로 학습할 수 있는 콘텐츠를 플래시 기반으로 하여 설계하여 동적으로 학습 하도록 구현하였다.

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

Development of Acid-Base Educational Content for Emergent Thinking (창발적 사고를 위한 산-염기 교육 콘텐츠 개발)

  • Paik, Seong-hey;Heo, Hyeon;Kim, Sungki
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.315-318
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    • 2019
  • 본 논문은 화학에서 사용되는 2가지 산, 염기 모델에 대한 이해를 높이고자 각 모델의 핵심 알고리즘가 반영된 단계별 교육용 콘텐츠를 개발하는데 목적이 있다. 이를 위해 먼저 Arrhenius와 Brønsted-Lowry 모델이 갖는 핵심 알고리즘을 탐색하였으며, 이러한 핵심 알고리즘을 반영된 단계별 교육용 콘텐츠를 JAVA를 이용하여 개발하였다. 개발된 교육용 콘텐츠는 총 5단계로 구성되어 있다. 1단계는 화학에서 다루어지는 입자들이 개별적으로 무작위하게 운동함으로 표현하였으며, 2단계는 화학반응이란 이러한 무작위적 운동 중 입자 간 충돌에 의해 반응이 개시됨을 보여주었다. 3단계에서는 단일입자에 대해 정반응과 역반응을 동시에 고려한 진행되는 상황을, 4단계는 여러 입자가 동시다발적으로 정반응과 역반응에 참여한 상황을 구현하였다. 마지막 5단계는 정반응과 역반응의 공존의 비율이 다른 상황을 통해 평형상수의 의미를 고찰하도록 하였다. 창발적 사고의 핵심은 여러 입자를 생각하는 확률적 사고와 이러한 여러 입자가 개별적으로 움직인다는 사고가 반영되어야 한다. 이 연구에서 개발한 교육콘텐츠를 활용한다면 학생들이 보다 창발적 사고를 하는데 도움을 줄 것으로 기대된다.

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Development of a Dynamic Motor on Smart Touch Control of one Point Linkage drag (1 포인트 드래그 연동 스마트 터치 제어용 다이나믹 모터 개발)

  • Kim, Hee-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.3
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    • pp.327-332
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    • 2015
  • Educational robot was introduced as an effective educational tool is to foster scientific creativity and learn the basic principles of science are applied to change the configuration of the educational after-school learning kits for science education. SMEs as a tool to foster scientific creativity center and a variety of educational robot technology and the wide range of games for students and robotic technology development, existing e-Learning by downloading mp3 music or learning content for the robot, such as the provision of specialized content Although the technology is still being developed to take advantage of the professional community formation is insufficient side. Currently, one-point linkage drag Smart Touch control dynamic motor development does not need this motor development is possible for users to easily.

Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.3
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

A Study on the Development of Educational Digital Media in Brewing Coffee Using 3D Animation (3D 애니메이션을 이용한 커피 추출 교육용 디지털 콘텐츠 개발 연구)

  • Seo, Hye-Seung;Baek, Hyeon-Gi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.359-371
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    • 2012
  • The coffee market has been rapidly growing up recently as well as the coffee industry which makes the number of educational institutions increasing in Korea. On the other hand, the classes lean too much on the practical exercise so the coffee education is urgently needed to define precisely and systematize academically. This study is accomplished on the basis of the teachers and students requirement analysis. The features that sets this study apart from the existing educational digital media is that the definite teaching-learning methods and teaching strategies were developed first. Furthermore, the physical and chemical phenomenon of coffee brewing were simulated by 3D animation software based on the visual languages. The general process of this media production was composed by the mutual relationship of the teacher's needs, educationist's strategies and media producer. After applying the digital media to students in the lesson of coffee science theory it was effective to increase their concentrativeness, interesting and learning motive. This media is also receiving the positive evaluation by the teachers to help the students in understanding the coffee science.

A Study on developing procedures of an archival contents for education (교육용 기록정보콘텐츠 개발 절차에 관한 연구)

  • Lee, Eun-Yeong
    • The Korean Journal of Archival Studies
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    • no.29
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    • pp.129-173
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    • 2011
  • Standards-curriculum based archival contents for education is the best effective teaching and learning units for historical thinking abilities. This paper purposes a developing procedures of an archival contents for education that is theoretical instructions of developing an archival contents for education by the National Archives of Korea. This paper can be used of the theoretical bases for the National Archives of Korea by proposing the methodology of development of an archival contents for education. The developing procedures of an archival contents for education is the same with the procedures of developing an e-learning contents that has planning, analyzing, designing, developing and assessing steps but it is characterized by an archival contents for education that is curriculum standards analysis, collection analysis, and detailed design for structured formats in effective-accomplishments for teaching-learning objectives. I propose the procedures for determining teaching-learning subjects that enable the development of an archival contents for education by curriculum standards analysis. I also propose the procedures for deriving the key words from the teaching-learning subjects. Collection analysis methods analyze key records that correspond to the learning subjects according to the selection criteria of primary sources. In the steps of designing, titles of contents and contents structures have to be determined and storyboards based on flowchart of learning have to be made of according to the results of analyses. In the steps of developing contents, making a copy of primary sources like a original is the key points. And also in the steps of assessment, products of teaching-learning contents to effectively achieve the teaching-learning objectives have to be estimated by the appraisal board. Finally I propose that user's survey research after the services have to be reflected on contents updates and new developments of contents.

Designing and Developing ICT Contents of Mathematics and Science in Agricultural, Mountain and Fishing Villages (농산어촌 수학·과학 ICT 콘텐츠 설계 및 개발)

  • Park, Sunju;Han, Kwanglae;Lee, Daehyun;Shin, Bomi;Lee, Joonki
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.215-224
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    • 2015
  • For this, 410 development topics and contents were selected based on the analysis of contents related to mathematics and science, the pre-investigation and analysis of mathematics and science teachers in agricultural, mountain and fishing villages and the analysis of the 2009 revised curriculum. The validity verification of the selected subject list and implementation plan was implemented through the reviews by experts in each subject and the storyboard was designed by reflecting the examination opinion after the final revision. Development directions of the contents were set after analyzing the application result of contents from classroom for creativity and science and selected schools in agricultural, mountain and fishing villages for demonstration, and opened the platform after the revision and supplement of the expert. It is expected to elevate students' self-directed learning abilities in agricultural, mountain and fishing villages by developing and extending smart learning contents to use ICT in Mathematics and science education, which are high in urbanrural academic disparity.

Elementary School Teachers' Perceptions and Demands on the Use of Realistic Content in Science Class (과학 수업에서의 실감형 콘텐츠 활용에 대한 초등 교사의 인식과 요구)

  • Cha, Hyun-Jung;Yoon, Hye-Gyoung;Park, Jeongwoo
    • Journal of Korean Elementary Science Education
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    • v.41 no.3
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    • pp.480-500
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    • 2022
  • In this study, the perception and demands on the use of realistic content were analyzed through in-depth interviews with elementary school teachers experienced in using realistic content in science classes. Specifically, the following questions were investigated: (1) What kind of realistic content and how do elementary school teachers use it in science classes? (2) What are the perceptions and difficulties of elementary school teachers regarding the use of realistic content in science classes? (3) What are the needs of elementary school teachers related to the professional development program for the use of realistic content in science classes? The study revealed the following results. First, elementary school teachers mainly used digital textbooks and realistic content provided by the "Science Level Up" site, and the content types could be classified into "exploration type," "visit type," and "production type," according to the purpose of use. Second, elementary school teachers mentioned the educational advantages of using realistic content to help students understand scientific content, induce interest and curiosity, and become immersed in a sense of reality. Several difficulties related to the use of realistic content were mentioned. Among them, the lack of high-quality educational content suitable for science classes and a lack of examples of specific class cases that use realistic content stood out. Thirdly, regarding the development of teacher expertise to use realistic content, elementary school teachers emphasized the need for information on quality realistic content; teacher training centered on specific class cases; instructional models that can be applied by realistic content type; and information on the purchase, use, management, and operation of necessary devices. Reflecting on these research results, implications for more effective use of realistic content in elementary science classes were discussed.