The purpose of this study was to find out the validation of instructional strategies using the Advanced Laboratory Equipment (ALE class) by investigating science high school students’ perception on ALE in chemistry classrooms and to consider the need for development of teaching materials on ALE class. 7 sessions of ALE including experiments with innovative equipment were developed and applied to 21 students in D Science High School. At the end of the sessions, questionnaire was given to the students. We also collected qualitative data by interviewing 9 students who participated in the questionnaire. We analyzed the data collected by In-depth interviews and students’ experimental reports. The result showed that ALE class was effective to enhance students’ understanding of learning concepts because the experimental time was shortened in real time data processing. Some students showed creative performance on solving scientific problems by using everyday materials in experimental process and developed perceptions of practical inquiry. Through this process, students’ positive attitudes and interests in science and heuristic inquiry skills were also enhanced. Developing ALE lesson materials will be helpful for students to understand science and technology and the domain of science in broader contexts.
Journal of the Korea Society of Computer and Information
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v.17
no.6
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pp.173-182
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2012
A recent advance in smart phones is increasing utilization of location information. Existing positioning system was using GPS location for positioning. However, the GPS cannot be used indoors, if GPS location has an incorrectly problem. In order to solve indoor positioning problems of indoor location-based positioning techniques have been investigated. There are a variety of techniques based on indoor positioning techniques like as RFID, UWB, WLAN, etc. But WLAN location positioning techniques take advantage the bond in real life. WLAN indoor positioning techniques have a two kind of method that is centroid and fingerprint method. Among them, the fingerprint technique is commonly used because of the high accuracy. In order to use fingerprinting techniques make a WLAN signal map building that is need to lot of resource. In this paper, we try to solve this problem in an Indoor environment for WLAN-based fingerprint of a virtual building technique, which is proposed. Proposed technique is classified Cell environment in existed Indoor environment, all of fingerprint points are shown virtual grid map in each Cell. Its method can make fingerprint grid map very quickly using estimate virtual signal value. Also built signal value can take different value depending of the real estimate value. To solve this problem using a calibration technique for the Splite-tree is proposed. Through calibration technique that improves the accuracy for short period of time. It also is improved overall accuracy using predicted value of around position in cell.
Recent development of 3D technologies made it possible that observers perceive 3D depth from two dimensional images. Despite this kind of technological development, when observers watch 3D display they experience 3D visual fatigue that they do not usually experience in real life. It is critical to measure visual fatigue in order to overcome the problem of 3D visual fatigue. The purpose of the present study was to develop a protocol to measure 3D visual fatigue based on an EEG signal and to examine its validity. The first experiment explored the possible ERP components that reflected visual fatigue in 2D and 3D conditions. The second experiment examined whether the feature of the component found in the first experiment was affected by the amount of binocular disparity. Both in Cz and Pz channels, the peak amplitude of P3 component was much lower in 3D rather than in 2D conditions, and it decreased as the amount of binocular disparity increased. The subjective 3D visual fatigue also increased with the amount of binocular disparity. These results imply that the peak amplitude of P3 component at Cz and Pz channels can be used as an index of 3D visual fatigue.
The rapid progress of aging society gives rise to a variety of problems of the aged. In particular, the health issue among the elderly poses a socio-economic burden on our society. In a bid to promote the health of the elderly, development and application of various contents linked with the ICT technology to our daily life and ways to facilitate their use among the elderly should be sought. Korea has provided a variety of contents designed to promote or maintain health of people of various ages through the wide spread and use of smart phones since 2010 but there has been a severe lack in contents for the elderly in terms of their quantity and quality. Against this backdrop, this study aims to utilize dance characterized by physical movements and bodily expressions as part of developing ICT-based contents for health promotion of the elderly. This study has adopted a number of research methodologies, including analysis of preceding researches into elderly welfare based on the research topics and periods of from domestic academic journals and academic theses (master's, doctoral), ICT-based preceding researches into elderly affairs, preceding researches into dance programs for the elderly, based on which I intend to present a proposal on the development and use of dance contents.
Journal of The Korean Association of Information Education
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v.25
no.3
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pp.437-448
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2021
As the core technology of the Fourth Industrial Revolution, AI is applied to various fields of society(e.g. politics, culture, industry, economy, etc.) and causes revolutionary changes. Students who will lead the age of AI need the ability to recognize social changes due to AI, acquire AI related knowledge and utilize AI in various situations. However, it is difficult for elementary school students to understand the concept and principles of AI. Therefore, this study developed an AI education program by selecting educational contents and methods appropriate to the level of elementary school students, and investigated the educational effects of the program by applying it to an actual educational setting. The content selected in this study is 'Social Awareness on AI', 'Understanding AI' and 'Utilizing AI', and eight content elements were selected. To help students learn AI easily and pleasantly at their level, activity-centered education, convergence of subjects and project-based learning were selected as instructional methods, and 20 sessions of education program were developed and implemented. In addition, the effects of the program were analyzed concerning 'perception on AI', 'convergent thinking', 'creative problem-solving' and 'collaboration capability', and positive changes were verified for all four aspects.
Journal of the Korean Society of Earth Science Education
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v.15
no.3
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pp.345-353
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2022
This study was conducted to investigate the effect of PBL applied environmental writing class on the climate literacy and environmental sensitivity of 43 5th grade students. To carry out this study, an environmental writing class that applied PBL in the 8th class was developed and applied to examine the effect. The conclusions of this study are as follows. First, the environmental writing class applying PBL had a statistically significant effect on improving the climate literacy of elementary school students. Statistically significant results were found in the cognitive and definitional domains, excluding the sub-domain of climate literacy. Second, the environmental writing class applying PBL has a significant effect on improving the environmental sensitivity of elementary school students. Statistically significant effects were found in all sub-domains of environmental sensitivity, sensitivity, aesthetic sense and emotional stability, and sympathy and compassion. The reason why the environmental writing class applying PBL was able to improve the climate literacy and environmental sensitivity of elementary school students is that students actively participate in the class to solve environmental problems and realize that environmental problems are deeply related to our real lives.
The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.
This overview study of mass culture is based on an academic point of view and based thereon an investigation of mass culture from a psychological standpoint follows. This study reviewed previous studies of mass culture that have been done so far divided into Producer-oriented, Text Decoding-oriented, and Recipient Theory, according to subjects of the study. The studies were also reviewed from the viewpoints of industry, consumer science, education, and developmental psychology. Further, it was discussed how trends and limitations in research were covered according to each viewpoint on mass culture. Based on the analysis, this study aims to promote overall psychological interest in studies of mass culture; to present the necessity of analysis and measurement of emotional experience on mass culture; to increase the roles of industrial and consumer science approaches in terms of planning and culture; to change the viewpoint of developmental psychology that accepts youth culture positively; and, to present interdisciplinary studies related to mass culture. Mass culture has already penetrated deeply into real life but there are few analyses and interpretations of mass culture in terms of psychology. This study is meaningful from the aspect that discussion of mass culture has been placed in a position that recognizes the entity of and interest in mass culture. Through this study, I hope that the scope of interest in psychology will expand and that approaches to mass culture will become more diversified.
Journal of The Korean Association For Science Education
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v.44
no.2
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pp.141-153
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2024
The 2022 revised science curriculum aims to develop the ability to solve scientific problems arising in daily life and society based on convergent thinking stimulated through participation in research activities using artificial intelligence (AI). Therefore, we developed a science-AI convergence education program that combines the science curriculum with artificial intelligence and employed it in convergence classes for high school students. The aim of the science-AI convergence class was for students to qualitatively understand the movement of a damped pendulum and build an AI model to predict the position of the pendulum using the block coding platform KNIME. Individual in-depth interviews were conducted to understand and interpret the learners' experiences. Based on Giorgi's phenomenological research methodology, we described the learners' learning processes and changes, challenges and limitations of the class. The students collected data and built the AI model. They expected to be able to predict the surrounding phenomena based on their experimental results and perceived the convergence class positively. On the other hand, they still perceived an with the unfamiliarity of platform, difficulty in understanding the principle of AI, and limitations of the teaching method that they had to follow, as well as limitations of the course content. Based on this, we discussed the strengths and limitations of the science-AI convergence class and made suggestions for science-AI convergence education. This study is expected to provide implications for developing science-AI convergence curricula and implementing them in the field.
Journal of Korean Home Economics Education Association
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v.31
no.3
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pp.91-116
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2019
The purpose of this study is to examine the meaning of Changemaker education and to investigate the significance of Changemaker education in home economics education through a study of growth of learners applying the TEMPS program. To this end, first, the concept of Changemaker education was defined. Changemaker education is an education that changes society in a positive direction through a process of thinking about, learning about, making, and participating(playing) in various problems that we face in real life and drawing out solutions and share he solutions with others. Second, in this reasearch, the direction of Changemaker education is to make them interested in social problems and solve it and to make both the family and the career life happy and healthy by collaborating with other people. The scope of the contents is defined as "the selection of the content elements of the five domains of the child family, diet nutrition, clothing, housing and consumer life". As a way of teaching, we suggested that the TEMPS phase is followed so that the session purpose is achieved. Third, the Changemaker program consists of five steps of TEMPS among the five key ideas of Changemaker education. T(Thinking) is the step of understanding the problem and thinking about how to solve it, and E(Education) is getting the background for the next step. M(Making) is a step to create a target for problem solving, and P(Participation) and P(Play) are steps to Participation and enjoy. S(Share) is a step of changing the society through the result display, SNS sharing, and class presentation. In this study, 12 programs for middle school and 15 programs for high school were developed on the basis of TEMPS level. Each of the programs consists of 2 to 12 unit hours, which add up to 68 hours in the middle school program and 68 in high school. The learners who participated in the Changemaker program for one year (March 2, 2018~December 31, 2018) will experience improvement in many aspects including the linkage of life and education, practical ability, self-directed learning, self-esteem, sense of achievement and self-reflection, sensory observation, and so on.
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