• Title/Summary/Keyword: 체험형 교육

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Development of SW convergence Education program for the patriotism applying Novel Engineering (Novel Engineering을 적용한 SW융합형 호국보훈 수업 방안)

  • Hong, Ji-Yeon;Kim, Yung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.600-603
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    • 2018
  • The purpose of this study is to describe the SW Convergence education class applying the Novel Engineering teaching method during the creative experiential activity time. We developed a SW convergence education program for a patriotism class applying Novel Engineering, a new educational method instead of writing and drawing. Through this lesson program, students can improve their problem-solving ability based on their computational thinking and enhance their love spirit about country. Students read a book that tells the story of patriot, writes the historical scene presented in the book through scenarios through Re-enactment, and implements the simulation situation using Lego WeDo 2.0. The results of this study based on the analysis of the data on the questionnaire showed that there is a significant students' change through the SW convergence education program for patriotism class. In the future, we will expand the scope to more various grades and subjects so that we can generalize the effectiveness of SW convergence education applying Novel Engineering.

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The Perception of Elementary Pre-service Teachers on the Convergence Program through 'Making a Shadow Book' Activity ('그림자 북 만들기' 활동을 통한 초등 예비교사들의 융합 프로그램에 대한 인식)

  • Jeon, Je-Eung;Lee, Ju-Seob;Ko, Sang-Hun;Ko, A-Ra;Shin, Ae-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.270-283
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    • 2020
  • The purpose of the study is to investigate the perception of elementary pre-service teachers about convergence program after conducting 'Making shadow book using my creative story' activity. The program consists elementary pre-service teachers to creat their own stories and using them to make a "shadow book." The program was conducted on 52 elementary pre-service teachers for eight weeks. After the end of the program, they were examined for their perception of the convergence program with the Likert scale questions and essay questions. The analysis results of the Likert scale questions showed that they scored very high on the objectives, contents and methods of the program, and the satisfaction, necessity and willingness to re-participate were also high. In addition, the analysis results based on keywords of essay questions about how the program operates, and its advantages and improvements made it possible to categorize them into instructional content, convergence education, teaching competency, thinking ability, psychology, and emotional experience. Through this study, we could see that by experiencing the convergence program ran by cooperative professors of different majors, elementary pre-service teachers naturally recognized the meaning, importance and necessity of convergence education, understood the contents of related subjects easily, and improved teaching competency. But, they also mentioned various improvements due to the situation of non-face-to-face classes.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.67-74
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    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

Development of contents based on virtual environment of basic physics education (기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용)

  • Jaeyoon Lee;Tackhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.149-158
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    • 2023
  • HMD, which is applied with the latest technology, minimizes motion sickness with high-resolution displays and fast motion recognition, and can accurately track location and motion. This can provide an environment where you can immerse yourself in a virtual three-dimensional space, and virtual reality contents such as disaster simulators and high-risk equipment learning spaces are developing using these characteristics. These advantages are also applicable in the field of basic science education. In particular, expanding the concepts of electric and magnetic fields in physics described by existing two-dimensional data into three-dimensional spaces and visualizing them in real time can greatly help improve learning understanding. In this paper, realistic physical education environments and contents based on three-dimensional virtual reality are developed and the developed learning contents are experienced by actual learning subjects to prove their effectiveness. A total of 46 middle school and college students were taught and experienced in real time the electric and magnetic fields expressed in three dimensions in a virtual reality environment. As a result of the survey, more than 85% of positive responses were obtained, and positive results were obtained that three-dimensional virtual space-based physical learning could be effectively applied.

A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

Study on the Impact of Various Economic Experience in Adolescence on Formation of Economic View in an age of convergence (융복합시대 청소년기의 다양한 경제 경험이 경제관 형성에 미치는 영향)

  • Lim, Sang-Ho
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.509-515
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    • 2015
  • This study verified the effectiveness of various economic experience in adolescence on forming economic view. Survey was carried out for Asan-si residents and online homepage visitors in Sep. 2015, 116 cases were finally used for analysis. This study confirmed the moderating effect of interest in economy on the relationship between various economic experience in adolescence and formation of economic view, and analyzed differences depend on economic knowledge learning path. Various economic experience in adolescence positively affected economic comprehension, rational consumption attitude, start-up intention and the moderating effect of interest in the economy was verified. Demographic Characteristics and economic knowledge learning path also affected differences of economic view by the group. These study results suggest that experiential youth economic education program will be effective on forming economic view.

A Study on how to activate the Gwacheon National Science Museum's regional tour program (국립과천과학관의 지역순회프로그램 활성화 방안 연구)

  • Yoo, Kyung-Suk
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.443-450
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    • 2020
  • This study was started to find a way to activate the regional tour program of the Gwacheon National Science Museum, which covers a relatively wide area among public service organizations with the theme of science. In addition to the permanent exhibition program, the Gwacheon National Science Museum has been conducting tour programs in Gyeonggi and Gangwon Province since 2018 for residents in underprivileged regions who are unable to visit the Science Museum for geographic and environmental reasons, but it lacks awareness and effectiveness compared to other areas such as culture, welfare for the elderly, and education. As a result of the study, the first was an opportunity for a very special experience. The second was the joy of the few, A total of 3 upper units and 5 lower units were derived. This has positive effects such as increasing interest in science and expanding opportunities for experience. but it can be seen that it is urgent to supplement such as systematic promotion and improvement of the quality level of contents through professional artists.

Automatic Visualization for Heterogeneous Hologram-Like Systems (이기종 유사홀로그램 시스템 간 콘텐츠 자동 가시화 기법)

  • Kim, Ju-Hwan;Jo, DongSik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1445-1450
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    • 2020
  • Recently, a hologram-like system to provide a realistic experience has been serviced in performances, exhibitions, education. The constructing method for the hologram-like system can be configured in various forms such as a pyramid-typed, a semi-transparent large screen form. However, in various types of hologram-like systems, it is difficult to provide adjustment by changing and revising the content according to the configured hardware characteristics. In this paper, we propose a novel technique that can automatically visualize virtual contents running on heterogeneous hologram-like systems. To change the content to a given hardware configuration, we receive pre-built simple text-based configuration data, and correcting process was performed. According to the results of this paper, we found automatically and easily corrected visualization with the given configuration of the hologram-like system. Also, the problem of reducing the time by manual control in various types of heterogeneous hologram systems was solved.

German Forest Recreation in Nature Parks (Naturpark) (독일의 자연휴양림(Naturpark)연구를 통한 숲휴양고찰)

  • Lee, Ju-Hyoung
    • Journal of Korean Society of Forest Science
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    • v.100 no.3
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    • pp.334-343
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    • 2011
  • The purpose of the present research is to study the recreational use of German Nature Parks with comparing the Korean Recreational Forests. They were studied because both were not only founded for nature protection, but also for recreational use. The recreational offerings of German Nature Parks and Korean Recreational Forests found to reflect the expectations of their recreation users. Therefore the recreational uses of both countries will be recognized throughout this study. To review recreational offerings, services and infrastructure, a complete search of all German Nature Parks and Korean Recreational Forests was conducted. In summary, there were very good and varied activities that posed few demands on German Nature Parks. Some broad and very good offerings could be identified in the form of environmental education programs as well as many different kinds of services and infrastructure. Korean Recreational Forests were characterized by passive activities having few environmental education programs with only simple tour themes. The reason for this condition was that there were fewer holiday periods in Korea than in Germany and the conurbation life style in Korea, due to geological conditions, has led to less experience with nature.