• Title/Summary/Keyword: 교구 활용

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The Content Development for Language Learning based Augmented Reality Technology (증강현실 기반 언어 학습 콘텐츠 개발)

  • Jang, Soo-Kyung;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.625-627
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    • 2018
  • 본 연구는 전 연령 및 아동을 대상으로 하는 모바일 AR(Augmented Reality, 증강현실) 기반의 스마트폰 어플리케이션을 설계 제안하고, 아동이 사용가능한 교육용 책 교구를 설명한다. 현재 시중에 출시된 어플리케이션에 대해 분석하고, 사용자의 동기유발과 집중력 향상을 목적으로 학습 구조를 도출한다. 학습의 집중을 위한 단순한 사용자 인터페이스를 설계하여, 증강현실 기술과 접목한다. 본 연구를 통해 사용자는 책이 가진 지식의 보고를 유지하며 스마트 폰을 통한 자율학습을 유지할 수 있다. 경제적 소비 감소와 스마트 폰의 활용도를 기대할 수 있다.

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Game Development Training Program Design Using Physical computing For Elementary School Students (초등학생을 위한 피지컬 컴퓨팅 활용 게임 개발 교육 프로그램 설계)

  • Han, Jeong-Min;Yi, So-Yul;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.109-112
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    • 2018
  • 본 연구는 피지컬 컴퓨팅 교육과 게임 개발 프로그래밍 교육의 효과성을 결합하여 피지컬 컴퓨팅 게임 개발 교육 프로그램을 개발하였다. 초등학생을 위한 피지컬 컴퓨팅 도구로 보드형 교구인 코드이노를 선정하였다. 보드형 피지컬 컴퓨팅 도구에 대한 검토와 게임 개발 소프트웨어 교육에 대한 연구를 바탕으로, EPL을 학습한 학생들을 대상으로 실시하게 될 초등학생을 위한 코드이노 기반 게임 개발 소프트웨어 교육 프로그램을 제안한다.

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Analysis on the Expandable Brick System Toy Model Through Characteristic Diversification (특성 다변화를 통한 확장형 브릭 시스템 완구 모델 분석)

  • Kwon, Hyo-Jeong;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.9
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    • pp.1175-1184
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    • 2007
  • Brick toys, once regarded as one of the most basic formative equipments, have succeeded in increasing user base and more experiments have been made to link with a variety of areas in a creative way. However, previous studies on brick were limited to its role as a tool of play and education, which resulted in relatively less number of studies on endless possibility and variability. In this regard, this study examined what made bricks evolve in the unique and advanced form and how it has developed in detail. This study presented information on the basis of theories regarding fundamental features and characteristics of brick and analyzes actual cases in a systematic way. Finally, VR design based on 3D-brick system was implemented.

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The Effects of Programming Learning Using Robot Based on Schoolwide Enrichment Model on Elementary School Students' Creative Potential (학교전체 심화학습 모형에 기반한 로봇활용 프로그래밍 학습이 초등학생의 창의적 잠재력에 미치는 영향)

  • Lee, YoungJun;Seo, YoungMin
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.47-54
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    • 2013
  • Currently, the robot is widely utilized in various educational settings such as after-school classes, and special classes for gifted students. The robot is widely recognized as a useful tool for helping students solve problems. The core activities of programming learning with robot need to provide various problem contexts to the students and guide students' problem solving process. Students gain cognitive and affective benefits when they solve problems with robots. This paper describes the impact of programming learning using robot based on schoolwide enrichment model on elementary school students' creative potential. As a result, the students of experimental group than the students of the control group improved creative personality and ideational behavior, and the gifted students of experimental group than the gifted students of control group improved ideational behavior.

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The Effects of Engineering Tools on Students' Math Academic Achievement and Math Learning Attitude in Middle School Mathematics Geometrical Unit (중학교 수학 기하 단원에서 공학적 도구 활용이 학생들의 수학 학업 성취도와 수학 학습 태도에 미치는 효과)

  • Park, Rae-Seong;Kwon, Jong-Kyum;Lee, Dong-Yub
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.67-75
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    • 2019
  • This study was conducted to analyze the effects of mathematics classes using engineering tools on students' mathematics academic achievement and mathematics learning attitude, focusing on the basic figure and drawing sections of the first grade of middle school. Eighty students of first-grade at H Middle School in South Gyeongsang province were divided into two groups, taking a total of six weeks of classes using engineering tools(Algeomath) and traditional tools, and covariate analysis(ANCOVA) was used to analyze students' mathematics academic achievements and changes in mathematical learning attitude. The analysis found that classes using engineering tools were effective in students' mathematics academic achievements and attitude of learning math. Based on the results of the study, the necessity of utilizing various engineering tools in the future secondary school math class and the prospect and implications of the classes were discussed.

Research on Jeongganbo Education Program (정간보(井間譜) 교육 프로그램)

  • Han, Mirye;Jung, Nakhyun
    • 지역과문화
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    • v.5 no.1
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    • pp.65-84
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    • 2018
  • The purpose of this study is to develop education programs for effective education of Jeong-gan-bo. Jeong-gan-bo is a unique piece of music made during King Sejong's reign. Starting in the third grade elementary school, Jeong-gan-bo begins to develop. If you fail to understand Jeongganbo in lower grades, you often give up scores of music in a more detailed and complicated manner. This is why we need a customized education program for the first time in lower grades. For this purpose, the basic process of understanding the Jeongganbo is understood to be played as a traditional play. This study consists of the elementary school the 3rd grade scenario. This study consists of the second - grade class scenarios for the 3rd grade elementary school students, the curriculum is centered on the curriculum, which is currently in the 3rd grade curriculum, curriculum in 2009. The program learns to play the rhythm of the 1st phase, the code of the 2nd stage of Jeong-dan, and play the rhythm through play through play. Step 1 is not only visually recognizable, but also a direct sign of the code. The second phase consists of the basic composition of Jeongganbo, through the basic composition of Jangdan, and learns the exact rhythm of Jeongganbo. The results of the study can be divided into meaningful meaning in terms of educational significance and educational content development in terms of educational significance. The methods used to understand the exercises and play games were effective in understanding the contents of Jeongganbo, and also meaningful to the role of traditional music in the context of various programs.

Development of Software Education Program Using Robot for Students with Developmental Disorder

  • Kim, Jeong-Rang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.209-216
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    • 2019
  • In view of the educational effects and social changes of software education, equal opportunities for software education are needed regardless of general students and students with disabilities. However, studies on software education for general students have been actively conducted, but studies on software education for students with disabilities are insufficient. In this study, we developed a robot education software education program for students with developmental disabilities. Developing robot-enabled software education programs for students with developmental disabilities is meaningful in terms of expanding software education opportunities for all. In addition, the robot-based software education program is easy to motivate students with developmental disabilities with low task concentration, short-term memory, and low sociality. Significant changes will be made not only in terms of management capacity, but also in terms of self-efficacy and confidence.

A Study in Program Development of Course Incorporated Education by Utilizing Robots in Elementary Schools (초등학교 교과통합 로봇활용교육 프로그램 개발에 관한 연구)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.35-44
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    • 2010
  • Robots have been recognized as effective tools to promote high level thinking such as creativeness and problem solving that are crucial in Intelligence & Information era. However, robot education in Korea is more concerned with assembling, traveling and programing, while robot education in foreign countries are incorporated with educational courses, being utilized in various ways. Essentially, robot is a multifunctioning device of planning, assembling, operation and problem solving. As it is able to provide practical educational experience, it will positively influence in motivation and accomplishment if being incorporated with educational courses. Therefore, this study compared domestic and foreign robot education cases, while establishing the framework of course incorporated robot education based on analysis of robot mechanism, the 7th curriculum and its activities. We developed robot utilizing educational program by each grade and subject. In addition, this program is reviewed by experts to verify its adequateness, reality and usefulness based on which it was revised and supplemented.

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An Analysis on Teaching and Learning Strategies of Inquiry Tasks in the Elementary Moral Textbooks by Multiple Intelligence (다중지능을 이용한 초등학교 도덕 교과서 탐구 과제의 교수·학습 전략 분석)

  • Noh, Jeong-Im;Song, Gi-Ho;Yu, Jong-Youl
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.2
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    • pp.5-22
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    • 2017
  • The purpose of this study is to analyze the teaching and learning strategies included in the inquiry tasks of elementary moral textbooks with multiple intelligences (M.I), and to propose educational information services of teacher librarians. It was found that the tasks were mainly designed by the linguistic intelligence, logical & mathematical intelligence and spatial intelligence. In terms of the information literacy process, linguistic intelligence and spatial intelligence are mainly applied to the analysis-understanding stage. Logical & mathematical intelligence is applied to the stage of comprehensive-application and linguistic intelligence is applied to expression-delivery step. In order to cultivate the insufficient M.I in inquiry activities, teacher librarians should improve room and teaching materials of their school library and provide workbooks using the graphic organizer after analyzing the linkage of the inquiry tasks between the subjects.

The Effects of Robot Based Mathematics Learning on Learners' Attitude and Problem Solving Skills (로봇 활용 수학학습이 학습태도 및 문제해결능력에 미치는 영향)

  • Park, Jung-Ho;Kim, Chul
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.71-80
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    • 2010
  • A lot of studies in and outside the country says that robots can become an effective tool in developing creativity, problem solving skills and positive learning motivation in the knowledge and information era. This study aims to verify the educational effect of robots in mathematics education by applying robots to mathematics education as a learning tool in an effort to improve the teaching/learning environment. For this study, the mathematics curriculum of elementary school and robot programming were analyzed and then a robot integrated mathematics program was developed. The developed program was applied to the mathematics education of an elementary school year 5 over 16 times. The result of the study showed that the experimental group which used the robot integrated program has better learning attitude and problem solving skills than the group which used the traditional method. The result also showed that the mathematics activities that used robot programming contributed to developing problem solving skills and provided positive mathematics learning experience.

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