• Title/Summary/Keyword: 수업 프레임워크

Search Result 24, Processing Time 0.027 seconds

Engagement estimation framework for accurate lecture concentration identification (정확한 수업 집중도 파악 위한 engagement 추정 프레임워크 제안)

  • Cho, Suhyun;Park, Sangjin;Song, Byung Cheol
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2020.11a
    • /
    • pp.315-316
    • /
    • 2020
  • 급격하게 증가하는 온라인 수업 환경에서 원격으로 학생들의 집중도를 파악하는 것은 중요하다. 집중도를 측정할 수 있는 시스템이 필요하지만 아직까지 실시간으로 정확하게 수업 집중도를 파악할 수 있는 알고리즘이 제안되고 있지 않고 있다. 따라서, 우리는 이러한 문제를 해결하기 위해 최근 발전하는 딥러닝 네트워크와 이에 기반한 시선 추적 알고리즘을 동시에 활용한 수업 집중도 추정 프레임워크를 제안한다. 결과적으로, 이를 통해 학생들의 집중도를 실시간으로 정확하게 측정하여 온라인 수업 환경 개선에 기여한다.

  • PDF

A Framework for Developing Learning Activities for Smart Education and an Instructional Model (스마트 학습활동 개발 프레임워크와 수업모형 개발 사례)

  • Kim, Hye-Jeong;Kim, Hyun-Cheol
    • The Journal of Korean Association of Computer Education
    • /
    • v.15 no.4
    • /
    • pp.25-39
    • /
    • 2012
  • Smart education is defined as creating new values through connecting educational elements based on smart devices and infrastructure. In the study, we propose a theoretical and procedural framework for developing smart learning activities, which is considered characteristic of smart education, as well as environments in smart schools of Sejong Special Autonomous city. In addition, we discuss an instructional model developed from the framework. A smart learning activity as a basic unit in instruction is represented as a block when design and instruction focuses on smart learning activities. The block consists of components from learning activities, motivation, information activities, and tools when a teacher has smart learning ideas. Based on the theoretical and procedural framework, the thought-sharing model (i.e., that learners share ideas and opinions with classmates, review classmates' work, and enhance their own work) is an instructional model that leads to smart education. We discuss considerations for developing instructional models using the framework.

  • PDF

Examining the Smartwork Use Resistance and Non-Class-Related Behavior of Attendees in University Smartwork Class: A Motivation-Threat-Ability Framework Perspective (대학 스마트워크 수업 중 스마트워크 이용저항과 수업 외적인 행동 고찰: 동기-위협-능력 프레임워크 관점)

  • Lee, Jong Man
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.8
    • /
    • pp.39-47
    • /
    • 2016
  • The purpose of this study is to investigate the smartwork use resistance and Non-Class-Related Behavior of attendees in university smartwork class with the perspective of Motivation-Threat-Ability. To do this, this study built a research model and examined how smartwork switching cost, threat and self-efficacy affect Non-Class-Related Behavior through smartwork use resistance. We also examined the relationship between self-efficacy and Non-Class-Related Behavior. The survey method was used for this paper, and data from a total of 80 university students were used for the analysis. And structural equation model was used to analyze the data. The results of this empirical study is summarized as followings. First, switching cost and threat have direct effects on the use resistance of smartwork services. Second, smartwork use resistance has a negative effect on Non-Class-Related Behavior but self-efficacy has a positive effect on it. Further, it will provide meaning suggestion point of the importance of use resistance motivations in establishing the use policy of smartwork services.

A Study on the Framework Development of Character Education by Reading (독서를 통한 인성교육의 프레임워크 개발에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
    • /
    • v.45 no.4
    • /
    • pp.95-117
    • /
    • 2014
  • A number of studies have emphasized the importance and values of reading in character education. However, there is no tool or framework for developing character education program. If teacher librarian to develop a character education program by reading should be preceded the framework for a comprehensive and systematic approach. The framework for character education program by reading is required to develop a program. The framework must be considered with a character factor and reading elements. The purpose of this study is to establish a framework that will help teacher librarian to develop a character education program by reading. This study analyzed on construction elements of character, reading material for character education, reading strategies, teaching methods. Then, this study propose a framework for developing character education program based on the analysis information. The proposed framework in this study consists of construction elements of character, reading material for character education, reading strategies, teaching methods.

A Case Study for Effective Course Plan of Integrated Education with Specialized Subject (전문교과의 효과적인 통합교육 수업설계를 위한 사례 분석 연구)

  • Jeon, JongHo;Jung, SoonYoung
    • The Journal of Korean Association of Computer Education
    • /
    • v.15 no.6
    • /
    • pp.11-20
    • /
    • 2012
  • Interest in creativity and fusion in education has led to a lot of research on integrated education. Most of those research were related to integrated education model and educational contents development, so there were insufficient research on planning a course for integrated education. In this study, we developed an integrated education framework as an guidance for teachers on how to plan a course for integrated education. With this, we analyzed successful cases of integrated education. In the result of analysis, we figured out the relations and characteristics between three course types of subjects and four participation types of teachers. On the findings, we suggested an integrated education framework composed of four stages focused on course plan and proposed some considerations for each stage.

  • PDF

Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.4
    • /
    • pp.549-558
    • /
    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

Development of SW education class plan using artificial intelligence education platform : focusing on upper grade of elementary school (인공지능(AI) 교육 플랫폼을 활용한 SW교육 수업안 개발 : 초등학교 고학년을 중심으로)

  • Son, Won-Seong
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.5
    • /
    • pp.453-462
    • /
    • 2020
  • With the development of artificial intelligence, a lot of platforms have emerged that enable anyone to easily access and learn about artificial intelligence or create artificial intelligence models. Therefore, in this study, we analyzed various artificial intelligence education platforms and developed and proposed a SW education class plan using a framework-based artificial intelligence education platform for activating artificial intelligence based SW education. The artificial intelligence-based SW education framework aims to cultivate artificial intelligence literacy on the basis of computational thinking. In addition, a learner-centered project class was formed to include elements that could be fused with real life contexts or other subjects. Using this, with the theme of creating an artificial intelligence program to help separate garbage collection, a six-hour project-based class was developed and proposed using practical arts, social studies, and creative experiential activities. This project class was organized using a platform that is not difficult, such as AI Oceans and Entry.

A Study on Teaching-learning for Enhancing Computational Thinking Skill in terms of Problem Solving (문제해결의 관점에서 컴퓨팅 사고력 증진을 위한 교수학습에 대한 연구)

  • Choi, Sook Young
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.1
    • /
    • pp.53-62
    • /
    • 2016
  • This study aims to suggest an instructional design to improve CT(Computational Thinking) skills in terms of problem solving. CT can be defined as a thought processes for computer-based problem solving. Examining the related CT concepts in the general problem solving process can be helpful for learners to understand CT. For this, this study selects the key elements of CT through literature review, describes how the elements are related to each phrase of the problem solving process, and explores cognitive aspects of the CT elements. In addition, this study describes learning activities and learning assessments of the CT elements according to each phrase of problem solving process and suggests a basic instructional design framework for CT in view of problem solving.

A Study on Instruction Design for Game Programming Concept Learning (효과적인 게임프로그래밍 기본개념 학습을 위한 수업사례 연구)

  • Choi, Youngmee;Kim, Seongjoong
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2014.11a
    • /
    • pp.443-444
    • /
    • 2014
  • 본 연구는 게임프로그래밍 기본 기술 습득을 위하여 교실 수업에서 학생들이 능동적인 실습으로 진행하는 사례를 교수환경(플립티드러닝), 교과내용(프레임워크기반 게임프로그래밍), 상호작용성, 평가방법 중심으로 기술하고, 성공적인 수업을 위한 관리지침과 기대효과를 제시한다.

  • PDF

An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.4
    • /
    • pp.451-462
    • /
    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.