• Title/Summary/Keyword: 교수-학습콘텐츠

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Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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Actual G-Math Game Design for Directly Constructivism (직접적 구성주의에 의한 실체적 G-Math 게임 디자인)

  • Lee, Ji-Won;Chang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.39-40
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    • 2012
  • G-러닝 게임은 게임의 집중력과 재미 요소를 기반으로 학습의 목적을 가진 콘텐츠로, 최근 아동 교육용 G-러닝 게임의 시장 규모가 증가하고 있다. 그러나 기존에 연구된 G-러닝 게임은 교육성과 게임성의 디자인 방향이 일치하지 않아 균형 있는 효과를 기대하기 어렵다. 본 논문에서는 초등학교 4학년을 대상의 분수 학습을 위한 G-러닝 게임의 게임디자인 방법을 논한다. 분수 개념은 4학년 교과 과정 중 학습 난이도가 높고 이해가 어려워 단순 교수법보다 구성주의 학습법이 적합하다. 게임과 교육의 융합을 위한 디자인의 일환으로 G-Math 게임을 개발하였다. G-Math 게임은 구성주의 학습방법을 기초하여 ETC(탐구, 협동, 대화, 이해)이론으로 디자인 하였다. 본 연구는 G러닝 게임의 교육성과 게임성을 융합함과 동시에 효과적인 학습 방법을 디자인함으로서 G-Math에 특화된 콘텐츠를 제공한다.

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A Hierarchical Method for Systematic Management and Application of e-Portfolio. (e-포트폴리오의 체계적인 관리와 활용을 위한 계층적 기법)

  • Lee, Hye-Jin;Park, Chan;Jang, Yeonghui;Jung, Ji-Sung;Seoung, Dong-Ook;Yoo, Jae-Soo;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.88-93
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    • 2009
  • e-Portfolio in e-Learning environment is defined as the results which either teachers or learners systematically manage global contents related to their teaching and learning, respectively. When the e-Portfolio is applied to their work including teaching and learning, it is very useful for both teachers and learners to prepare their teaching plan, and to get the opportunity of their reflection by checking out their learning output, respectively. To generate e-Portfolios, there are two ways; one for collecting it directly from teachers and learners and another for collecting it automatically as a result of learning activities through e-learning system. In this paper, for efficient management of e-Portfolio, the data is layered, classified, restructured, and provided for users' purposes and various situations. Users can construct their own e-Portfolios by adding their own logic with their purposes in different situations.

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An Exploratory Study on The Pre-service Teachers' Perception of Education Paradigm in The Fourth Industrial Revolution Era (4차 산업혁명 시대 사범대학 예비교사의 교육패러다임 인식에 관한 탐색적 연구)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.248-259
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    • 2018
  • The purpose of this study was to analyze the pre-service teachers' perception for education paradigm and teacher's teaching competency in the fourth industrial revolution era. For this study 53 pre-service teachers participated in the discussion instruction during one semester. The study result was to analyze the discussion reports of pre-service students using the grounded theory approach. As a result, the pre-service students responded that the school needs to change the learner-centered education and assessment method in the fourth industrial revolution era. Secondly, the result of the teachers' teaching competencies was the integrated curriculum reconstruction, information processing, empathy and understanding, creative teaching and instructional design, collaboration and communication. This study is expected to contribute to the change of education paradigm for pre-service teachers in the fourth industrial revolution era.

Analyzing Game Interfaces for Adapting Games in English Learning and Teaching (영어 교수학습에 활용 가능한 게임 인터페이스 분석)

  • Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.131-144
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    • 2015
  • As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.

The Effect of Metaverse Gamification Teaching Method combining Flipped Learning and Project-Based Learning on Task Value and Academic Self-Efficacy of University Students' (플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생의 과제가치와 학업적 자기효능감에 미치는 영향)

  • Bae, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.413-427
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    • 2022
  • The purpose of this study was to improve and verify task value and academic self-efficacy of university students with metaverse gamification teaching method combining flipped learning and project-based learning. The subjects in this study were 16 university students majoring in counseling psychology who engaged in K university in cheong-ju. The subjects were assigned to the experimental group or the comparison group. The experimental group received the proposed metaverse gamification teaching method combining flipped learning and project-based learning while comparison group received teacher-centered learning. The dependent variables in this study were task value and academic self-efficacy. Each variable was assessed before class, after the end of the class. At the end of the class, the experimental group engaged statistically significantly higher levels of task value and academic self-efficacy than the comparison group. The findings of this study suggest that this metaverse gamification teaching method combining flipped learning and project-based learning is effective at improving task value and academic self-efficacy.

Analysis of constraints about using for e-learning in Sports Class (전공체육 강의에서 e-러닝 활용의 제약 분석)

  • Choi, sung-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.410-414
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    • 2009
  • The purpose of this study was to analyze the constraints about using for e-learning in sports class. These class were leisure studies, swimming, soccer, tennis class as a core requirement and address of homepage was http://sunghun.ulsan.ac.kr. The research methods were deep interview, observation, and description of instructor. The results were as follows. First, constraints of students in e-learning were low skill of computer, problem of sharing information, lack of interaction. Second, constraints of instructor in e-learning were confusing of term, lack of recognition, lack of time and skill, considering of co-instructor, and burden of e-learning. Third, structural constraints in e-learning were administrative constraints and technical constraints.

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Learning Contents Recommendation System for Parents of Multi-cultural Family (다문화 가정 학부모를 위한 학습콘텐츠 추천 시스템 설계)

  • Kang, Yun-Hee;Kang, Myung-Ju
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.350-352
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    • 2016
  • 국내외적으로 스마트러닝은 자기주도형 학습과 같은 새로운 학습모델을 통해 기존 학습과 비교하여 높은 학습 성과를 있다. 그러나 다문화 가정 학부모는 디지털 기기에 대한 접근성과 자료 활용 능력이 일반국민에 비해 현저하게 떨어지는 정보격차로 인해 기존의 교육 콘텐츠의 효과적 활용은 제약점을 갖고 있다. 이 논문에서는 다문화 가정 학부모의 지능형 맞춤 교수학습 지원체제의 주요한 요구사항인 정보격차 해소를 위한 다문화가정 맞춤형 학습콘텐츠 추천 시스템의 설계를 기술한다.

Design Trend and Improvement Strategies of Contents Developed by Teachers -Focus on Prizewinner of the Research Competition on Educational Informatization- (교사 개발 콘텐츠의 설계 동향과 개선 방안 -교육정보화연구대회 입상작을 중심으로-)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.311-322
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    • 2015
  • This study analyzed the trend and problems in the design of contents developed by teachers, and suggested strategies for improvement. It analyzed the contents ranked as the first level in the Research Competition on Educational Informatization for the last 3 years. Concerning the 8 types of instructional activities and the 6 types of knowledge acquisition, most contents took limited types(i.e., the individual tutoring type, the concept learning type and the principle learning type). In addition, when the contents were evaluated according to the quality certification criteria for educational software, it was found that the quality level of the design was low in many criteria. When the content analysis was applied for the in-depth analysis of design characteristics, various problems were found in the areas such as evaluation, feedback and learning objectives. Also other common problems were found in the design areas such as level-based differentiated learning, interaction between students and contents, presentation of text and narration, utilization of information on a student, screen design, the content level appropriate for students. In relation to the problems found from the analysis, some strategies for improvement were suggested concerning the following topics: question selection and guidance for evaluation, content and types of feedback, statement of learning objectives, selection of content, interaction, and screen design.

Scorm-based Sequencing & Navigation Model for Collaborative Learning (Scorm 기반 협력학습을 위한 시퀀싱 & 네비게이션 모델)

  • Doo, Chang-Ho;Lee, Jun-Seok
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.189-196
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    • 2012
  • In this paper, we propose a Scorm-based Sequencing & Navigation Model for Collaborative Learning. It is an e-Learning process control model that is used to efficiently and graphically defining Scorm's content aggregation model and its sequencing prerequistites through a formal approach. To define a process based model uses the expanded ICN(Information Control Net) model. which is called SCOSNCN(SCO Sequencing & Navigation Control Net). We strongly believe that the process-driven model delivers a way of much more convenient content aggregating work and system, in terms of not only defining the intended sequence and ordering of learning activities, but also building the runtime environment for sequencing and navigation of learning activities and experiences.