• Title/Summary/Keyword: 수업규모

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Development of Contents For Building Construction Education Using Smart Media and Utility Verification of the Contents (스마트 미디어를 활용한 건축시공 교육 콘텐츠 개발 및 효용성 검증)

  • Yun, Ji-In;Kim, Taek-Jung;Choi, Yoon-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.23-32
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    • 2018
  • As the size of the construction industry becomes larger, there are many tries to change the construction education for growing the pre-engineering who has many directly experience. However, architectural construction education, which requires a lot of practical understanding, is still limited to educational textbooks and field trips. Therefore, this study proposed the development of educational contents which can indirectly experience by combining smart media such as time-lapse, video and animation. Also, we verified the effectiveness of contents developed based on usability, practicality(fitness of education), necessity, possibility of commercialization. We will contribute to enhance the effectiveness of education through building construction education contents that take advantage of contents based on this.

메타버스(Metaverse)와 방송 미디어

  • Jeong, Sang-Seop
    • Broadcasting and Media Magazine
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    • v.27 no.1
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    • pp.59-70
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    • 2022
  • 메타버스 서비스란 '가상', '초월' 등을 뜻하는 영어 단어 '메타(Meta)'와 우주를 뜻하는 '유니버스(Universe)'의 합성어다. 현실세계와 같은 사회.경제.문화 활동이 이루어지는 3차원의 가상세계를 의미한다. 코로나 상황 속에서 비대면 소통의 수단 중 하나로 주목받으며 업무, 친목, 각종 행사 등 다양한 분야에서 활용되고 있다. 2022년 신년 사업 계획에서 메타버스 단어가 들어가지 않은 곳이 없다고 한다. 그만큼 핵심 키워드로 떠오르고 있다. 즉, 메타버스는 현실을 초월한 가상의 세계로 스마트폰, 컴퓨터 등 디지털 미디어에 담긴 세계를 뜻한다. 세상은 점차 바뀌어 가고 있다. 글로벌 통계 전문 업체 스태티스타는 2021년 307억 달러(약 35조 3265억 원) 규모이던 메타버스 시장 규모가 2025년에는 약 2969억 달러(약 341조 6428억 원)까지 커질 것으로 예측하였다. 현재 시장에서 통용되고 있는 메타버스에 대한 정의는, '현실세계의 사회·경제·문화적 활동이 유사하게 실현되거나, 현실에서 제공하지 못하는 경험을 제공하는 3차원 디지털 가상공간'으로 요약된다. 2021년의 메타버스는 더 이상 상상의 영역이 아니며, 현실세계 영역으로 침투하고 있는 것이다. 현실세계와 연결되는 가상세계, 실재감을 느낄 수 있는 가상공간이 점점 현실이 되어가고 있다. 1990년대 처음으로 등장한 메타버스 개념이 2020년대에 재부상 하였는데, 과거의 메타버스보다 몰입감과 실재감 있는 경험을 제공할 수 있는 XR 기술의 결합에 대한 기대감 때문이다. 지나온 30여 년간 메타버스가 뜨거운 주목을 받게 된 이유는 기술의 발전에 있다. 초고속인터넷 5G 상용화와 더불어 6G 출현, 가상현실, 증강현실이 일상에 스며들었기 때문이다. 이러한 기술 발달은 현실세계의 물리적 객체와 가상의 객체가 상호 작용할 수 있는 혼합현실까지 발전시키는 촉매제가 되었다. 여기에 지난 2년 동안 전 세계를 강타한 코로나19로 인해 비대면, 온라인 서비스가 확산되면서 메타버스는 개념이 아닌, 우리 일상의 한 부분으로 인정받게 되었다. 현재 우리 사회는 과거에는 불가능하다고 생각했던 사회적 거리두기, 재택근무, 온라인 수업 등을 진행하면서 이렇게도 사회가 돌아갈 수 있다는 것을 점차 느껴가고 있다. 더불어 현재 코로나로 인해 멀게만 느껴졌던 메타버스 세계를 반강제적으로 경험하고 있기도 하다. 이처럼 본 고에서는 최근에 나타난 메타버스를 이해하고 방송미디어(계)와 접목된 유형과 기술적, 서비스 사례를 파악하고, 주요 기업들의 추진 방향, 주요 시사점 및 결론으로 도출해보았다.

Development and Application of Teaching Aids for Geological Fieldwork Based on Chaeseokgang Area, Buan-gun, Jeonbuk, Korea (전북 부안군 채석강 일대의 야외지질 학습자료 개발 및 적용)

  • Park, Jae-Moon;Ryang, Woo-Hun;Cho, Kyu-Seong
    • Journal of the Korean earth science society
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    • v.28 no.7
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    • pp.747-761
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    • 2007
  • This study is to develop teaching aids and materials for geological fieldwork and to maximize their effects in educating high school students in Korea. The site of geological fieldwork, Kyokpo Chaeseokgang area, is located in Byunsan national park in Jeonbuk Province. The sedimentary succession of Chaeseokgang developed in the era of Cretaceous shows large-scale and distinct sedimentary structures on sea cliffs. In this study, teaching aids and materials of earth science for secondary-level students were developed based on the sedimentary structures of Chaeseokgang. A 5-step teaching model of earth science fieldwork was applied to a group of 13 students, who had been involved in clubs related to earth science in a science high school, using teaching aids and materials developed in this study. The teaching aids and fieldwork-related materials were also presented to a group of 37 students, who did not take fieldwork or fieldwork-related classes during the period of the study. The results of this study showed that the use of fieldwork-related aids and materials was effective in helping the students in both groups improve their self-directed teaming and practical understanding of earth science.

Design & Implementation of an Educational Digital Logic Circuit Simulator (교육용 디지털 논리회로 시뮬레이터 설계 및 구현)

  • Kim, Eun-Ju;Lyu, Sung-Pil
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.65-78
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    • 2008
  • Many digital logic circuit simulators have been developed for the education on the experiments of digital logic circuits for college or high school students. But the existing simulators have some constraints on the number of inputs of gate, on the display of gate and wire states, and on the number of logic diagrams to be simulated. 1n this paper, we propose a simulator XSIM(eXpandable digital logic circuit SIMulator) which mitigates the constraints and allows multiple diagrams for large scale logics. It is expected that the multiple diagrams on large logics are helpful for team-teaching in school.

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Feasibility Study for the Reconstruction of Kwanghee Middll School Building (서울 광희중학교 재개발계획 연구요약)

  • Min, Chang-Kee
    • Journal of the Korean Institute of Educational Facilities
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    • v.3 no.3
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    • pp.41-57
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    • 1996
  • 본 연구는 광희중학교 학구내에서 재개발로 인하여 증가되는 인구수을 예측하여 장래 중학교 학생수를 예측하였다. 2016까지 학급당 학생수를 37명으로 하고 36학급 규모의 학교를 추구한다면 중학교는 적어도 1개 더 건축하여야만 재개발로 늘어나는 제1학군의 학생수를 수용할 수있을 것음을 분석하였다. 또, 교과과정을 분석한 결과 도덕 2.5교실, 국어 6교실, 사회 5교실, 수학 5교실, 과학 5교실, 체육 4교실, 음악 2교실, 미술 2교실, 가정 1.5교실, 기술 3교실, 영어 5.5교실, 한문 1교실, 컴퓨터 1교실로 분석되어 이용율이 88%가 되었다. 본 연구는 광희중학교 구체적 건축계획에 앞서 계획의 모델을 설정하여 이를 토대로 계획에 임하였다. 광희중학교 주변의 접근성, 교통 조건, 소음 상태, 지역사회인의 이용, 전망 등의 환경 분석을 토대로 4개의 죠닝(Zonning)안을 제시하여 평가한 후 가장 바람직한 안을 선정하였다. 이를 토대로 브록(Block)프랜을 5개 작성하여 평가후 1개 안을 채택하여 구체적 평면 계획안을 작성하였다. 36학급 37명 학생수를 기준으로 교과교실형으로 계획하였으며 특별 교실형의 학습도 가능하게 계획하였다. 교수, 학습의 복합화에 대처하여 칸막이를 이동 가능한 형태로 계획하였으며, 일반 교과도 컴퓨터를 이용한 수업이 가능하게 정보 코너를 설치하였다. 지역사회인에게 열린 교실이 되게 계획하였고 개별 학습이 가능한 구조로 계획하교 기자재의 선진화를 대비한 학습 환경의 제고도 고려하였다. 본 연구의 입면 형상은 주변 건물과 조화되게 수평적 요소가 강조되는 형상이 되도록 계획하며 고층의 아파트의 위협을 상쇄시키기 위하여 지붕이 있는 구조로 계획하여 지역사회에서 중심임을 강조하도록 계획하였다.

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Identification of Critical Service Quality and Educational Factors Influencing Students' Satisfaction of Liberal Arts Education in Korea (한국 대학 교양교육에 만족을 주는 서비스 품질요인과 교육요인 및 단과대학별 만족도 분석 연구)

  • Chang, Dae-Sung;Lee, Jung-Hyun;Cho, Young-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.101-110
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    • 2010
  • This study investigated the relation between the liberal arts education service and students' satisfaction. The results of the study show that students are satisfied with all of five service quality factors, students' intention of studying, full time instructors' teaching and high GPA in taking liberal arts classes. However, educational factors such as the quantity of home work, frequency of test and the size of class, which can influence the quality and contents of classes, do not impact the students' satisfaction of liberal arts education. The college students of Korea may tend to be more satisfied with the liberal arts classes which they feel easier to study and to get better grades.

Development of Data-Driven Science Inquiry Model and Strategy for Cultivating Knowledge-Information-Processing Competency (지식정보처리역량 함양을 위한 데이터 기반 과학탐구 모형 개발)

  • Son, Mihyun;Jeong, Daehong
    • Journal of The Korean Association For Science Education
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    • v.40 no.6
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    • pp.657-670
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    • 2020
  • The knowledge-information-processing competency is the most essential competency in a knowledge-information-based society and is the most fundamental competency in the new problem-solving ability. Data-driven science inquiry, which emphasizes how to find and solve problems using vast amounts of data and information, is a way to cultivate the problem-solving ability in a knowledge-information-based society. Therefore, this study aims to develop a teaching-learning model and strategy for data-driven science inquiry and to verify the validity of the model in terms of knowledge information processing competency. This study is developmental research. Based on literature, the initial model and strategy were developed, and the final model and teaching strategy were completed by securing external validity through on-site application and internal validity through expert advice. The development principle of the inquiry model is the literature study on science inquiry, data science, and a statistical problem-solving model based on resource-based learning theory, which is known to be effective for the knowledge-information-processing competency and critical thinking. This model is titled "Exploratory Scientific Data Analysis" The model consisted of selecting tools, collecting and analyzing data, finding problems and exploring problems. The teaching strategy is composed of seven principles necessary for each stage of the model, and is divided into instructional strategies and guidelines for environment composition. The development of the ESDA inquiry model and teaching strategy is not easy to generalize to the whole school level because the sample was not large, and research was qualitative. While this study has a limitation that a quantitative study over large number of students could not be carried out, it has significance that practical model and strategy was developed by approaching the knowledge-information-processing competency with respect of science inquiry.

The Current Practices and Teacher's Perceptions of Highschool Home Economics Education -Focusing on Busan, Ulsan and Kyoungnam Area- (고등학교 가정과학의 운영실태 및 교과에 대한 담당교사들의 인식 -부산시, 울산시, 경남지역 일반계 고등학교 가정과학 담당교사를 대상으로-)

  • Kim Sang-Hee
    • Journal of Korean Home Economics Education Association
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    • v.17 no.2
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    • pp.61-77
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    • 2005
  • This study focuses on the current practices and teacher's perceptions of highschool Home Economics Education in Busan, Ulsan and Kyungnam area. Data were collected from 70 teachers with the questionnaire by mail. The results were following : 1. Home Economics have been teamed at schools of class rooms mere than 31, women's high schools and public schools. Teachers more than $70\%$ have operated and lessoned with 4 or 5 among 5 sectors of subject matters, especially emphasized family${\cdot}$human development and food${\cdot}$nutrition sectors. The most difficulties were the shortages of student's interest and reference books. 2. Teachers have cognized highly the connection of Technology${\cdot}$Home Economics and Home Economics, but evaluated lowly the job-course education among the H.E's goals. 3. Necessities of HE were evaluated highly, but student's interests by teacher's judgement lowly. Manual theses of clothing${\cdot}$textile and housing sectors have needs to alter partly. 4. Subject matters to add for the near future revision were related to dissatisfaction of H.E's matters. Teachers cognized problems about the excess, overlap, old-fashioned and irrelevant deepen levels of subject matters.

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The Cases of Integrated Science Education Practices in Schools -What are the ways to facilitate integrated science education?- (통합 과학교육을 실천하고 있는 두 중등학교의 사례 -무엇이 통합 과학교육을 가능하게 하는가?-)

  • Ahn, Jungyong;Na, Jiyeon;Song, Jinwoong
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.763-777
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    • 2013
  • This is a case study on two schools practising integrated science education (hereafter ISE). The purposes of this study are to investigate the types and features of ISE in the schools actively practising ISE, to identify the contextual factors of the schools, and to give implications for implementing ISE in schools. This study investigated the contextual factors in practicing ISE with a focus on the two schools, a middle school in Gyeonggi-do and a high school in Busan. They were breaking down the boundaries among teaching subjects and providing student-oriented instruction with problems in the real world. The data were collected by observing classes, by interviewing teachers, and by reviewing school documents and students' reports. The research findings are as follows: first, the two schools took part in ISE actively. They teach science to students providing integrated experiences mainly by using interdisciplinary knowledge and/or by solving the problems pertaining to the real world. While the former integrated subjects centering on topics, the latter focused on a project-based learning driven by students. They have differences in regard to the role of teachers and students, the level of integration and the type of integration. Second, the contextual factors that enabled ISE to be implemented there were found. The previous studies revealed six contextual factors in practising ISE: small and stable learning environment, leadership, team activities, in-school planning time, flexible timetable and community links. This study also found similar factors. However, the cases of this study provided ISE on a large scale and in a short period of time, instead of a small and stable learning environment. Teachers viewed the process of ISE not only as a tool to overcome the conservative culture of teachers but also as a pursuit of innovation.

Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.