• Title/Summary/Keyword: 디지털 기반 교육

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A Study on the Customized Language Learning System Based on Virtual Reality (가상현실 기반 맞춤형 언어학습 시스템에 관한 연구)

  • Kim, Su-Hyeon;Yoo, Sang-Wook;Jung, Yong-Hyeon;Kim, Min-Ho
    • Annual Conference of KIPS
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    • 2021.11a
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    • pp.1040-1042
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    • 2021
  • 최근 디지털 교과서를 중심으로 교육 인프라가 전환되었다. 본 연구는 디지털 교과서의 상용화와 맞춤형 교육을 제공하기 위해 가상현실 기반 맞춤형 언어학습 시스템을 제안하였다. VR 에서 말하기, 듣기, 쓰기의 상호작용이 가능한 시스템을 구현하였고 자기주도적 맞춤형 학습이 가능하도록 학습요소를 시각화 하였다. 본 연구에서 제안한 자기주도적 맞춤형 학습이 가능해짐에 따라 코로나-19 로 인해 양극화된 교육 격차의 해소가 가능할 것이다.

Effect of Digital Storytelling based Programming Education on Motivation and Achievement of Students in Elementary school (디지털 스토리텔링 기반 프로그래밍 교육이 학습자의 동기 및 학업 성취도에 미치는 영향)

  • Kim, Kwang-Yeol;Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.1
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    • pp.47-55
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    • 2009
  • The purpose of this study is to ermine the effect of digital storytelling as a strategy of programming education to improve students' learning motivation and achievement. To overcome the difficulty of programming education in elementary school and find teaching method which derives the students' motivation, we used a digital storytelling in programming class. Digital storytelling that is considered as an important factor of edutainment gives interest to learners with interaction and stories for programming materials. The result is that elementary school students are more interested in programming and attend actively and their motivation and achievement is improved. Therefore it can gives elementary school students a positive experience with programming that will hopefully contribute to a more positive attitude towards computer science.

A Review of Research on Augmented Reality Based Educational Contents for Students with Autism Spectrum Disorders (자폐 스펙트럼 장애 학생 대상 증강현실기반 교육 콘텐츠 연구에 대한 고찰)

  • Son, Ji-Young
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.35-46
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    • 2017
  • The purpose of the study was to review the recent literature on applying augmented reality based educational contents for students with autism spectrum disorders and to identify research trends and implications. The search procedures through the Web-database system were implemented to find the proper research and a total of 12 studies were included in this review. The results indicated that most of subjects were elementary school-age children, also single subject design was mostly implemented. Mobile devices were used mostly for augmented reality, and most of data collection methods was behavioral observation. Results founded several contents types: objects manipulation, manipulation for self-modeling, on-site problem solving program, and location-based learning guide. Additionally, the results indicated that the educational effectiveness was the improvements of social behaviors, play and imitation behaviors, and emotion recognition. Furthermore, considerations to develop and apply augmented reality based educational contents for students with autism spectrum disorders were suggested.

The effects of Pre-briefing Team-based Learning in Standardized Patients Simulation (표준화 환자 시뮬레이션 실습교육기반의 간호교육에서 사전브리핑을 활용한 팀 기반 학습 효과)

  • Kim, Hyun-Ju
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.271-279
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    • 2020
  • Simulation practice training is used in nursing education as an education method to improve the adaptability to the clinical field, but responds to unpredictable situations and negatively affects practice satisfaction. This study applied a team-based learning utilizing a pre-briefing inequality controls ago to investigate the effect of self-efficacy, simulation practice satisfaction and clinical performance of the nursing college in the simulation based nursing education and after quasi-experimental study. Data collection in the fourth grade and P University Nursing 72 peoples, the study period is from November 15 from October 14, 2019. As a result, the experimental group that applied team-based learning using pre-briefing showed higher self-efficacy, simulation practice satisfaction, and clinical performance than the control group. Therefore, applying team-based learning to the pre-briefing process can be an important learning strategy for simulation practice training, and suggests a follow-up study to confirm the effectiveness by standardizing the pre-briefing step later.

A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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Research on BYOD (Bring Your Own Device) policy guidelines with the extension of the "SMART Education" in Korea based on the analyses of the U.S. cases (스마트교육 확산에 따른 국내 BYOD 정책방안 연구 - 미국사례 분석을 중심으로 -)

  • Lim, Keol;Jang, Yoonho;Lee, Eunhwan
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.21-36
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    • 2014
  • The purposes of the study was to investigate BYOD (Bring Your Own Device) policy since it would be limited to distribute all of the digital devices required for the schools within the budget of the government. First, the concept and characteristics of BYOD were introduced. Then, the pros and cons of BYOD were analyzed according to the case studies of BYOD policies of the U.S. Based on the previous experiences, guidelines of domestic BYOD policies were established. Regarding the institutional aspect, technical issues, usage, damages, digital divide, information security, and resources were discussed. Additionally, conditions of technology, networks, filtering, software were also considered as essential infrastructure. In sum, as an alternative of distributing digital devices in schools, the importance of BYOD should be regarded as top priorities with systematic preparations in launching digital education. It would be expected that this study play a fundamental role in launching domestic BYOD policy by supporting specific strategies.

Design and implementation of an integrated management system for infants in a mobile service environment

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.223-229
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    • 2022
  • The emergence of smartphones is creating a faster and easier digital communication society along with the existing Internet. Among the various methods of communication, the smart notification is most often used in early childhood education institutions for information exchange between parents, teachers and directors. And the notification helps parents understand the development status and curriculum of infants more easily. Therefore, this paper developed an integrated infant management system based on a web-based platform and a mobile app platform for exchanging various information on infants management between directors, teachers and parents. Through the established system, the director, teachers, and parents can check the information they need at any time, and it is possible to provide a mobile service environment where multiple guardians can safely take care of one infant. In addition, multiple guardians can provide appropriate feedback information through the collection and analysis of various data by using the infant and toddler integrated management system. In the future, if the functions provided based on the smartphone app are configured according to the user, it is expected that it will be able to expand from daycare centers to educational institutions.

Design of a Web-based Java Applet for Conceptual Learning in Digital Logic Circuits and its Student Satisfaction Survey (디지털 논리회로의 개념학습을 위한 웹기반 교육용 자바 애플릿의 설계와 만족도 조사)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum;Chung, Hye-Kyung
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.61-70
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    • 2015
  • This paper presents a web-based Java applet for understanding the concepts in digital logic circuits and student satisfaction survey was carried out in order to show its educational validity. Through our educational Java applet, the learners will be capable of learning the concepts and principles related to digital logic circuit experiments and how to operate virtual experimental equipments and virtual bread board. The proposed educational Java applet is composed of five important components: Principle Classroom to explain the concepts and principles for digital logic circuit operations, Simulation Classroom to provide a web-based simulator to the learners, Virtual Experiment Classroom to provide interactive Java applet about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the Management System every classroom is organically tied together collaborating to achieve maximum learning efficiency. Finally, we have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

A Study on the Composition of Multi-Media Text Book for Cyber English (가상 영어 교육의 멀티미디어 강의제작 구현 연구)

  • Hong Sung-Ryong
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.225-233
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    • 2004
  • The English education by Cyber have attracted the interest of people due to the change and development of education situation. To enhance the effect of education in foreign language, it is indispensable to work the production of lecture textbook which makes use of multi-media technique. The purpose of this paper is to search the effect of multi-media textbook and to show how well it could be practically used through the production of multi-media textbook.

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Design and Implementation of Work Process Improvement Framework using Digital Pen and Handwriting Recognition Technology (디지털펜과 필기체인식 기술을 이용한 업무 프로세스 개선 프레임워크의 설계 및 구현)

  • Son, Bong-Ki;Kim, Hak-Joon
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.229-232
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    • 2009
  • 이 논문에서는 디지털펜과 필기체 인식 기술을 이용한 업무 프로세스 개선 프레임워크인 UFS(Ubiquitos Forms Solution)를 제안하고, 차량점검 서비스를 기반으로 구현 결과를 보인다. 제안한 UFS 프레임워크의 설계 및 구현은 새로운 서비스 개발에 있어 재사용성, 확장성, 이동성, 사용 편이성에 중점을 두었다. UFS 기반 서비스는 디지털펜과 종이를 활용하여 현장 업무 정보를 취득함과 동시에 디지털 사본을 생성하고, 미리 정의된 영역에 대해 필기체 인식을 수행하고, 인식 결과에 대해 최소한의 확인 과정만으로 업무 시스템에 데이터를 자동 입력할 수 있다. 제안한 UFS 프레임워크는 전통적인 종이문서 기반 업무가 많은 헬스케어.건설.교육.공공 분야의 서비스 구현에 적용될 수 있다.

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