• Title/Summary/Keyword: 맥락적 설계

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Context-Based Design and Its Application Effects in Science Classes (맥락을 중요시하는 과학 수업 전략의 개발 및 적용)

  • Jung, Suk-Jin;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.43 no.1
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    • pp.48-63
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    • 2024
  • This study aims to develop a class procedure for the application of classrooms that value context and to conduct science classes using this procedure to examine the effects. Among various contexts related to scientific knowledge, the study develops a teaching procedure for designing classes that focus on the contexts of discovery and real life. After verifying the content validity of the context-based design and the program to which it was applied, a class was conducted, and the responses of the children were checked. The final draft of the lesson design completed after revision and supplementation is as follows: context-based design was presented in four stages, namely, presenting, exploring the context, adapting the context, and organizing (share and synthesizing; PEAS). The goal is to enable people to experience the overall flow of scientific knowledge instead of focusing on the acquisition of fragmentary knowledge by covering a wide range of topics from the social and historical contexts in which scientific knowledge was created to its use in real life. To aid in understanding the newly proposed class procedure and verifying its effectiveness, we developed a program by selecting the "My Fun Exploration," 2. Biology and Environment unit of the second semester of the fifth grade. The result indicated that the elementary science program that applied the context-centered design effectively improved the self-directed learning ability of students. In addition, the effect was especially notable in terms of intrinsic motivation. As the students experienced the contexts of discovery and real life related to scientific knowledge, they developed the desire to actively participate in science learning. As this becomes an essential condition for deriving active learning effects, a virtuous cycle in which meaningful learning can occur has been created. Based on the implications, developing programs that apply context-based design to various areas and contents will be possible.

Design of Automatic Records Classification System Using Contextual Information (맥락정보를 이용한 기록 자동분류시스템 설계)

  • Jang, Ji-Sook;Rieh, Hae-Young
    • Journal of Korean Society of Archives and Records Management
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    • v.9 no.1
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    • pp.151-173
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    • 2009
  • The classification in the Records and Archives Sciences focuses on the contextual information in producing and utilizing records rather than their contents. This study aimed at designing an automatic records classification system to enable an automatic classification focusing on the aggregation of the context of records rather than the contents of individual record in the classification scheme, structured on the basis of business activities analyses for records reflecting the business activities. The automatic records classification system was designed to have mutual supplements by constructing the classification scheme and thesaurus together as the classification reference, as well as the aggregation of records that have been already classified. Additionally included are plans to apply the classified contextual information of records to the classification reference on the real-time base right after the category assignment of records to be classified. Although there are limitations as the designed system depends on the quality of the contextual information, it is considered that the system could lead to ensure that the contextual information of records should be more substantial.

Exploring meaning of the context into the educational game (교육용 게임에서 맥락의 의미 고찰)

  • Park, Hyung-Sung;Baek, Young-Kyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.11-20
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    • 2009
  • The purpose of this study is to consider a line of context into the game-based learning. By reason of that, in this study this system of the roles into interaction game, both variable and flexible, will be considered in terms of what it means and what it takes however, beyond certain reasons, it does not change applicably with the place under the category of players. Therefore, it is obvious that more systems above-mentioned need to be developed on the knowledge-based environment by using educational games as well as assigning the roles of them.

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A Method of Using Digital Map to Improve Multicultural Education Efficiency: A Design of 'e-Atlas of Society and Culture' for Marriage Immigrant Women to Overcome Contextual Limitations (다문화교육 효율성 제고를 위한 전자지도의 활용방안 -결혼이주여성의 맥락적 한계 극복을 위한 'e-사회문화지도'설계-)

  • Jung, Young-Ae;Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.13-21
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    • 2014
  • In this paper, we study on an 'e-Atlas of Society & Culture(e-ASC)', to develop and implement educational courseware for marriage immigrant women, to adapt Korean society. The 'e-ASC' can help cultural adaptation, such as the understanding of Korean people's common values and behaviors and can likewise provide opportunities to contribute to Korean society, for marriage immigrant women living in Korea. E-cultural map is a useful tool for providing educational experiences and sharing a sociocultural homogeneity, using three dimensional space, for both immigrants and residents. The 'e-Atlas of Society & Culture', suggested in this paper, using the notion of an E-cultural map, has a strong point. That is to say, the immigrants have contextual limitations about Korea and Korean culture, caused by some particular events in their motherland. This atlas provides an opportunity to overcome this contextual limitations and to help understand and adapt to Korean society for these immigrants. This 'e-Atlas of Society & Culture' can be an efficient educational tool for immigrants and can help marriage immigrant women understand and adapt Korean social and cultural phenomena. They might have contextual limitations about these phenomena in their motherland.

Effect of Mathematising Learning Using Realistic Context on the Children's Mathematical Thinking (현실적 맥락을 활용한 수학화 학습이 아동의 수학적 사고에 미치는 효과 -초등학교 5학년 도형 영역을 중심으로-)

  • Kim, Yoo-Jin
    • Journal of Elementary Mathematics Education in Korea
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    • v.11 no.2
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    • pp.99-115
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    • 2007
  • The purpose of this study was to look into whether this mathematising learning utilizing realistic context has an effect on the mathematical thinking. To solve the above problem, two 5th grade classes of D Elementary School in Seoul were selected for performing necessary experiments with one class designated as an experimental group and the other class as a comparative group. Throughout 17 times for six weeks, the comparative group was educated with general mathematics learning by mathematics and "mathematics practices," while the experimental group was taught mainly with mathematising learning using realistic context. As a result, to start with, in case of the experimental group that conducted the mathematising learning utilizing realistic coherence, in the analogical and developmental thoughts which are mathematical thoughts related to the methods of mathematics, in the thinking of expression and the one of basic character which are mathematical thoughts related to the contents of mathematics, and in the thinking of operation, the average points were improved more than the comparative group, also having statistically significant differences. The study suggested that it is necessary to conduct subsequent studies that can verify by expanding to each grade, sex and region, develop teaching methods suitably to the other content domains and purposes of figures, and demonstrate the effects. In addition to those, evaluation tools which can evaluate the mathematical thinking processes of children appropriately and in more diversified methods will have to be developed. Furthermore, in order to maximize mathematising for each group in each mathematising process, it would be necessary to make efforts for further developing realistic problem situations, works and work sheets, which are adequate to the characteristics of the upper and lower groups.

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User Centered Context-aware Smart Home Applications (사용자 중심의 환경맥락 기반 스마트 홈 응용)

  • 오유수;장세이;우운택
    • Journal of KIISE:Software and Applications
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    • v.31 no.2
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    • pp.111-125
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    • 2004
  • In this paper, we applied user-centered context to Smart Home Applications. Current research activities on smart home have just focused on the infrastructure without considering user's contexts and implementation cost. We first realized the user-centered personalized services using ubi-UCAM (a Unified Context-aware Application Model), which exploited contexts from various kinds of smart sensors. We, then, verified its usefulness in the ubiquitous computing-enabled home environment. It can be extended to various application areas since it guarantees independence between sensors and services. Accordingly, it will play a key role in future smart home environment.

Search for Designing Strategies of E-Learning for Engineering Through Analyzing the Best Practices of Overseas MOOCs (해외 MOOC 우수사례 분석을 통한 공학 분야 이러닝 콘텐츠 설계 전략 탐색)

  • Jung, Hyojung;An, Junghyun;Lee, Hyejeong
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.31-37
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    • 2016
  • Five and above engineering courses were selected from each of exemplary international MOOC platforms, and common e-learning design strategies were drawn out through observing the courses and analyzing the course elements. By finding out both macro(platform) and micro(content) levels of designing strategies, this study suggests the direction for designing engineering courses incorporating e-learning nationally. The major trend of current e-learning design is to provide bite-sized contents rapidly created and to deploy instructional strategies for promoting student participation in learning and diverse and contextualized learning experiences.

An Aesthetic Design Approach for the Landscape of Aqueduct Bridges (수로교 경관 개선을 위한 미학적 설계법)

  • Jeon, Geon Yeong;Kim, Namhee;Huh, Young
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.32 no.6A
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    • pp.355-367
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    • 2012
  • Many of old aqueduct bridges located in rural areas are in need of repair and redesign. They still occupy some portion of countryside landscaping. However, most of them were designed to fulfill their basic functions of carrying waters, which has not contributed to the landscape positively. Moreover, it is not rational to treat each design case of aqueduct bridges individually because they are relatively small in size and arranged continuously over a long path. Therefore, it is better to provide a design guideline to repair or to redesign old aqueduct bridges as a whole considering both structural safety and landscape. The main objective is to develop a framework to repair and redesign of old aqueduct bridges for safety improvement and better landscape. Specifically this paper will address the development of possible design alternatives for repair and redesign The development of design alternatives for redesign will follow general principle of bridge aesthetics and be represented according to structural system, flume shape, pier height, pier shape in terms of design parameters while minor repair includes paintings and other ornamentations. And the developed design alternatives will be reviewed with its landscape as a background to check the visual compatibility within the community context. It is expected that the proposed guideline will be utilized to develop a maintenance plan to revitalize old aqueduct bridges to improve overall landscape of rural areas.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

Competition & Collaboration : Why people share location context information? (경쟁과 협력 : 사람들은 왜 위치 맥락 정보를 공유하는가? 위치기반 소셜네트워크서비스(LBSNS) 사용자의 공동 경험에 관한 탐색적 모형에 관한 연구)

  • Bae, Sang-Won;Lee, Hae-In;Park, Hye-Jin;Kim, Jin-Woo
    • Journal of the HCI Society of Korea
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    • v.7 no.1
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    • pp.19-28
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    • 2012
  • Why people share location context information? The purpose of our study is that why users share location context information and which factors is related to co-experiences in LBSNS. Through an exploratory approach, first, we conducted a qualitative study in order to understand experiences among people in LBSNS and analyzed according to Grounded Theory. As a result, we found concepts regarding co-experiences cooperatively and competitively in LBSNS. Second, the theoretical model of co-experience was constructed by mediating perceived empathy based on theoretical foundation. In this study, theoretically, we suggested exploratory research model of co-experiences in LBSNS. Practically, designers could adopt concepts in terms of competition and collaboration among users to build co-experience of LBSNS services as its guidelines.

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