• Title/Summary/Keyword: 체험형 교육

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The Analysis of Robot Education Unit in the Practical Arts Textbooks According to 2015 Revised Curriculum (2015 개정 실과교과서의 로봇교육 체제 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.99-106
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    • 2020
  • In this paper, we analyzed the units related to robot education in the Practical Arts textbooks according to the 2015 revised curriculum. As a result, all textbooks had a common system of introduction, development, and organization, and all of them showed a similar flow. Learning objectives were presented in all textbooks, but no affective goals were presented except cognitive and functional goals. The contents of robot learning suggest the meaning and type of robots, the structure and sensors of robots, and the activities of making robots, but the contents of robot ethics, the production and activities of various robot works, and the use of robots in the problem solving process are not presented. The assembly robot and the infrared sensor are used in common, and it consists of presenting robot production and control training materials in experience activities and arranging units through evaluation, and the A, C, and F textbooks also provide the unit auxiliary data. In the future, it will be necessary to include the contents of robot ethics education centered on the design/manufacturer and user-oriented robot ethics such as the recognition of the limits of robots, the principles of using robots correctly, safety education, personal information and privacy protection.

A Survey on Facilities, Educational Program and Exhibition in Science Museum for Students with Disabilities (과학관의 장애학생을 위한 시설과 프로그램 및 전시물 조사)

  • Im, Sung-Min;Kim, So-Jung
    • Journal of The Korean Association For Science Education
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    • v.29 no.6
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    • pp.680-692
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    • 2009
  • In this study, the facilities, educational program, and exhibition for students with disabilities in science museums were investigated. To do this, 19 science museums in Korea were surveyed by reviewing information and visiting investigation including interview. Facilities for access in consideration of the disabled were measured and found to averaged at 84.3 points well within the legal standard of 100 points. There were 11 moving science classes in which students with difficulties in accessing the museum can participate, but educational programs for the disabled were executed in 2 science museums. Exhibition in most science museum focused on basic science and dynamic operation, however there were little consideration for the disabled except for guides in braille and voice. In general, the facilities and educational program in science museum for students with disabilities were insufficient, but there are some possibilities to supplement by modifying the guide for the disabled or enlarging the educational program to include the disabled.

An Experience-Type Car Maintenance Training System based on Logic Simulation (논리 시뮬레이션을 기반으로한 체험형 자동차 정비 훈련 시스템)

  • Park, Gil-Sik;Park, Dae-Sung;Park, Ki Hyun;Kim, Juntae
    • Journal of the Korea Society for Simulation
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    • v.23 no.2
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    • pp.73-84
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    • 2014
  • Recently, researches on the application of IT technology to various fields including traditional industries are becoming more popular. One challenge in the field of education is to understand the way how technology may support learning, and research on self-directed learning has been accelerated by integrating education and IT technology. The process of self-directed learning in e-learning applications such as Car Maintenance Training is very difficult and complicated. Previous studies on car maintenance training applications provided simple training scenarios with predetermined action sequences. To incorporate self-directed learning in car maintenance training, however, trainees must be able to perform various maintenance operations himself and experience various situations. To provide such functionality, it is necessary to obtain an accurate response for various operations of trainees, but it requires complicated calculations with respect to varieties in the electrical and mechanical processes of a car. In this paper, we develop a logic simulation agent using JESS inference engine in which self-directed learning is achieved by capturing the behavior of trainees and simulating car operations without complicated physical simulations in car maintenance training.

Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.388-401
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    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

Development of Elementary School Web Based Art Appreciation System for Enhancing Analysis Appreciation (분석감상능력 신장을 위한 초등학교 웹 기반 미술감상 시스템 개발)

  • Kim, Jeong-Rang;Lim, Hyun-Jung
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.221-228
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    • 2005
  • The art appreciation education is emphasized to develope independent thought and upright value decision in the flood of various image medium. A experience of beauty and a express part related with the sentimental field is focused on directing in the seventh arts curriculum, too. Although the art appreciation education is emphasized, just expressive and functional art texture is still taught in the education spot up to now. Also a appreciative activity is limited simply to describe own feeling intuitionally ; time shortage, difficulty of analysis product, difficulty of guiding appreciation. In this paper I refer that analyze figurative factors of a art product, modify it by applying other program, compare with it and then I develope web base art appreciation system and apply it. As a result I get educational effect. When checking line, form, light and darkness, color, feeling, space and composition of external some factors in a product, formative sense and analytical appreciation is improved.

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Design of educational platform for strategic job plannning (직업준비를 위한 전략적 학습지원 교육플랫폼의 설계)

  • Jung, Myungee;Jung, Myungsun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.272-275
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    • 2022
  • Large-scale online platforms such as MOOCs-Massive Open Online Courses, which provide a variety of educational contents, have provided a learning environment that allows students to freely access and learn anytime and anywhere. Currently, the proportion of online lectures and home-based learning is increasing, and portfolio or experience-based learning such as bootcamp, field activities, and team project-based group learning are also being actively carried out for educational outcomes. At present, interest in nano or microdegree focused on core technology in units of hours or credits is increasing significantly because such strategic intensive education enables effective learning in terms of continuity and efficiency of education. In an era of large changes in job market due to the reorganization of the industrial structure by new technologies, intensive education in specialized new technology fields such as smart mobility, big data, and artificial intelligence is much more conducive to finding a job. With this reason it is attracting attention as an alternative to lifelong learning are receiving In this paper we propose an educational platform that can efficiently and effectively support the purpose learning for the personalized microdegree education in the online learning era.

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A Technical Trend Analysis of e-Learning (e-러닝 기술 동향)

  • Jee, H.K.;Lee, S.J.;Kim, S.Y.;Kang, S.B.;Yoo, J.S.;Ming, S.H.;Lee, J.S.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.36-46
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    • 2011
  • 급변하는 사회 환경과 기술 변화에 적응하기 위해 평생 교육에 대한 관심이 높아지고 있으며 이러한 욕구를 충족시키기 위한 새로운 개념의 e-러닝 기술에 대한 연구가 활발히 진행중이다. 또한 기존의 단순한 정보 전달 수준을 뛰어 넘어 학습자가 직접 참여하고 체험할 수 있는 고품질의 인터랙티브 e-러닝 콘텐츠에 대한 요구가 증대되고 있다. 본 고에서는 최근 이슈가 되고 있는 증강 현실 학습 기술, 가상현실 학습 기술, 시뮬레이션 학습 기술, 맞춤형 학습 기술 등 e-러닝 요소 기술 개발 현황에 대해 살펴보고 관련 기술 동향을 분석한다. 또한 e-러닝 기술 관련 표준화 동향에 대해서도 살펴본다.

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가상과 현실

  • Ju, Sang-Hyeon
    • TTA Journal
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    • s.133
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    • pp.44-49
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    • 2011
  • 인간은 누구나 지구상의 수십억 인구 중 하나의 구성원으로 살아가고 있으며, 그 현실은 자신의 마음대로 움직여주지 않을 뿐만 아니라, 그 활동반경 역시 제한적일 수 밖에 없다. 시간과 공간, 그리고 환경이라는 현실적 제약으로부터 탈피하기 위해 우리는 가상이라는 기술을 이용한다. 가상을 통해 우리는 원하는 대로 현실과 동떨어진 세계를 체험하는 흥미나 오락위주의 기술을 발전시켜 왔지만, 현실과 괴리, 게임 중독, 사회 부적응 등의 부작용을 가져왔다. 그러나, 최근 가상기술이 인간의 생활, 경제, 훈련, 교육, 의료, 국방 등에 다양하게 적용되면서 더 이상 가상기술이 현실과 독립적으로 떨어진 것이 아닌 현실과 혼합된 형태의 서비스로 변화해 왔다. 다시 말해 현실의 시공간적 제약을 가상으로만 해결하는 것이 아니라, 현실환경을 배경으로하는 서비스로 진화한 것이다. 가상쇼핑을 통해 실제물건을 구매하고, 가상드레스를 입어보고 맞춤형 의복을 만들어 내거나, 루부르박물관을 가상으로 투어하고, GPS를 이용하여 자신의 위치에서 가장 가까운 커피숍을 찾는 등 점차 가상기술이 현실로 침투해 오고 있다. 이제 보여야 믿는다 (seeing is believing)는 말은 구시대적 발상이 되었다. 보인다고 실제로 있는 것이 아니고, 안보인다고 진짜 없는 것도 아니다. 사람조차도 가상으로 만들어 실제의 사람들과 공존하는 세계를 보여준 "써로게이트"라는 영화가 아직은 먼 미래의 기술처럼 생각되겠지만, 이러한 혼합세계에 다가가기 위한 기술적 접근이 초보단계에서 이루어지고 있으며, 본 고에서는 이를 위한 가상현실 기반기술의 개발현황과 국가 정책방향에 대하여 살펴보고자 한다.

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A Study on Virtual Reality Media Exhibition using HMD (HMD를 활용한 가상현실 미디어 전시회에 관한 연구)

  • Kim, Hyun-Jung;Lee, Jong-Ho;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.658-660
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    • 2017
  • 가상현실은 실감형 콘텐츠를 제작하는 대표적인 분야로 교육, 엔터테인먼트, 의료, 국방, 항공 등 다양한 분야에서 활용할 수 있는 가능성을 보여주고 있어 주목을 받고 있다. 가상현실을 이용한 예술전시는 디지털 미디어를 극대화한 형태라 할 수 있어 최근에 가상현실 전시회로써 다양한 콘텐츠의 구현이 가능하다. 본 연구는 관람객에게 HMD를 이용한 미디어 가상전시를 경험하게 하고 작가의 의도와 보여주고자 하는 시나리오의 의미가 잘 전달될 수 있도록 하는 방법론을 제안한다. 제안한 방법에 의해 콘텐츠를 개발하는데 있어 체험의 몰입도를 높이기 위해 실제 크기의 3D 모델링을 진행하였고, 범프맵(bump map), 노말맵(normal map)과 큰 해상도의 텍스쳐를 제작하여 사용함으로 대중(관람객들)에게 하여금 현실의 오브젝트와 차이점을 느끼지 못하도록 구현 한다.

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A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.