• Title/Summary/Keyword: 컴퓨터 기반 실험수업

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Perceptions on Microcomputer-Based Laboratory Experiments of Science Teachers that Participated in In-Service Training (연수에 참여한 교사들의 MBL실험에 대한 인식)

  • Park, Kum-Hong;Ku, Yang-Sam;Choi, Byung-Soon;Shin, Ae-Kyung;Lee, Kuk-Haeng;Ko, Suk-Beum
    • Journal of The Korean Association For Science Education
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    • v.27 no.1
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    • pp.59-69
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    • 2007
  • The aim of this study was to investigate teachers' perceptions on MBL (microcomputer-based laboratory) experiment training program for teachers, the expecting effects of MBL experiment and application of MBL experiment after conducting MBL experiment training for science classes in schools. This study showed that most of the teachers who participated in the training program thought that the MBL experiment training program was very useful and instructive. Many teachers considered that MBL experiments using a computer could decrease time spent in the experiment by accurate and fast data collection and analysis. They also thought that the reduced time could be used more effectively in the analysis of experimental data and discussion activities leading to correct concept formation as well as in the development of graphical analysis and science process skills. However, they thought that MBL experiments were ineffective in learning how to operate experiment apparatus. This study also revealed that most teachers intended to apply MBL experiments in real classrooms context right after the training course and they pointed out many obstacles in introducing MBL experiments into their classrooms such as a budget to purchase equipment, poor laboratory conditions, and few MBL experiment training opportunities. In order to apply MBL experiment into the real classrooms, further changes were suggested as follows; development of technologies to reduce unit cost of equipment for MBL experiments, production and supply of many kinds of sensors, development of MBL experiment materials, and expansion of the training program for teachers.

On the Development of Animated Tutoring Dialogue Agent for Elementary School Science Learning (초등과학 수업을 위한 애니메이션 기반 튜터링 다이얼로그 에이전트 개발)

  • Jeong, Sang-Mok;Han, Byeong-Rae;Song, Gi-Sang
    • Journal of The Korean Association of Information Education
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    • v.9 no.4
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    • pp.673-684
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    • 2005
  • In this research, we have developed a "computer tutor" that mimics the human tutor with animated tutoring dialog agent and the agent was integrated to teaching-learning material for elementary science subject. The developed system is a natural language based teaching-learning system using one-to-one dialogue. The developed pedagogical dialogue teaching-learning system analysis student's answer then provides appropriate answer or questions after comparing the student's answer with elementary school level achievement. When the agent gives either question or answer it uses the TTS(Text-to-Speech) function. Also the agent has an animated human tutor face for providing more human like feedback. The developed dialogue interface has been applied to 64 6th grade students. The test results show that the test group's average score is higher than the control group by 10.797. This shows that unlike conventional web courseware, our approach that "ask-answer" process and the animated character, which has human tutor's emotional expression, attracts students and helps to immerse to the courseware.

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The Effect of the Integrative Education Using a 3D Printer on the Computational Thinking Ability of Elementary School Students (3D프린터를 활용한 융합교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lim, Donghun;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.469-480
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    • 2019
  • One of the goals of the new 2015 revised curriculum is to cultivate the creativity of students who will live in the era of the Fourth Industrial Revolution to create new things through diverse ideas and challenges based on basic learning skills. Accordingly, in order to solve the given problems rationally, the convergence problem solving ability that can process and utilize various areas of knowledge and information is becoming important. Therefore, in this study, we designed the integrative education using a 3D printer based on Tinkercad modeling and applied it to the class to investigate the effect on the improvement of computing thinking ability of elementary school students. To verify the contents of the study, two classes of 25 sixth-grade elementary school students were divided into an experimental group and a controlled group. For the experimental group, 12 classes of convergence education programs using a 3D printer were applied for about three months, and the same amount of general curriculum was conducted for the control group. After that, the t-tests were carried out using the pre-post test to measure the effectiveness of the computational thinking ability. After the application of the program, the experimental group showed statistically significant improvement in computational thinking ability, but the controlled group showed no statistically significant difference. The results show that convergence education using the Tinkercad modeling-based 3D printer has a positive effect on the improvement of computing thinking ability of elementary school students.

A Case Study on Course Game Based Elements for Learning Object-Oriented Concepts (게임 요소 기반의 객체지향 개념 학습에 대한 수업 사례 연구)

  • Kim, YongCheon;Jang, YunJae;Yoon, IlKyu;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.1-13
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    • 2014
  • Programming education helps learners solve real world problems by applying the principles of computer science. In particular, in the case of object-oriented programming centered around objects or problems that are observed in the real world, learners are able to make the most use of their programming skills in real life. Therefore, in this study, we sought ways to have learners grasp object-oriented concepts in a learner-friendly manner. To this end we conducted an experiment with six students as participants. As a result we could derive two main points. First, the learning tools which can be easily used by learners are required. Second, it is necessary to think thoroughly to learn concepts before implementation of the programming. This study has significance in the sense that it provides a learning method which helps a novice learner to learn the object-oriented programming that he or she feels difficulty to understand.

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Design and Implementation of Electronic Text Books in order to Utilize Regional Text Books for Social Studies (사회과 지역교과서 활용을 위한 전자교과서의 설계 및 구현)

  • Kang, Oh-Han;Park, Hui-Seong
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.19-28
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    • 2006
  • In this paper, we have developed electronic textbooks for social studies centering on contents of a public educational process so that primary schools can use them as a text book. Also, we conducted a survey to find out how teachers perceived electronic textbooks in respect to site accessibility and utility, instructional design, progress of lesson, validity and accuracy of learning content, interface design, and web-based multimedia. In this paper, we presented a new model for electronic textbooks development, which is expected to be useful in developing electronic textbooks as a main text book, unlike other existing models. We applied the navigation utilizing book metaphors to the user interface, on the basis of the results from the analysis of the existing electronic textbooks. In addition, we provided affluent multi-media materials as well as hyperlink, a strong point of on-lines. Experimental results show that the academic achievement was high in knowledge-understanding areas and functional areas in the perspective of academic achievements of the learners.

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A Study on Perception about Using MBL and Satisfaction about Training Program of Elementary and Middle School Teachers and Pre-service Teachers Who Attended the MBL Training (MBL 연수에 참석한 초·중등교사 및 예비교사의 연수 프로그램에 관한 만족도와 MBL 활용에 관한 인식 조사)

  • Hwang, Yohan;Yun, Eunjeong;Park, Yunebae
    • Journal of Science Education
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    • v.36 no.2
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    • pp.313-328
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    • 2012
  • This study was conducted for the purpose of making the better utilization of MBL in class, based on 2009 curriculum which emphasizes research activities and recommends the direct use of the MBL. We investigated primary, secondary and pre-service teachers' satisfaction and perception level after conducting training about making good use of MBL. The satisfaction level of the training turned out to be high, level of applicability of MBL, expected improvement in learning skills of students and the will to apply it in class was high. The answer that they expect MBL to increase students' curiosity and interest in science was the highest among the survey results, which means that MBL could be used as a solution to lack of students' interest in science. Besides, primary teachers than secondary and pre-teachers, long careered teachers than short careered teachers and MBL-experienced teachers than inexperienced teachers showed more satisfaction and the will to adapt MBL overall. Primary and pre-teachers hoped MBL training to be more related to STEAM education, whereas secondary teachers wanted the training to have more to do with increasing creativity If advanced MBL training program is opened. The price was chosen as the best obstacle to MBL class' application, and the lack of manual for experiment and education to teacher was also pointed out secondly. In conclusion, if MBL is fully equipped in school and training on how to take advantage of it is provided continually, It is expected that MBL could increase the utilization in the field of science education. The results of this paper can be used when you configure the MBL utilization training program.

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A Study on the Improvement of Computing Thinking Education through the Analysis of the Perception of SW Education Learners (SW 교육 학습자의 인식 분석을 통한 컴퓨팅 사고력 교육 개선 방안에 관한 연구)

  • ChwaCheol Shin;YoungTae Kim
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.195-202
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    • 2023
  • This study analyzes the results of a survey based on classes conducted in the field to understand the educational needs of learners, and reflects the elements necessary for SW education. In this study, various experimental elements according to learning motivation and learning achievement were constructed and designed through previous studies. As a survey applied to this study, experimental elements in three categories: Faculty Competences(FC), Learner Competences(LC), and Educational Conditions(EC) were analyzed by primary area and secondary major, respectively. As a result of analyzing CT-based SW education by area, the development of educational materials, understanding of lectures, and teaching methods showed high satisfaction, while communication with students, difficulty of lectures, and the number of students were relatively low. The results of the analysis by major were found to be more difficult and less interesting in the humanities than in the engineering field. In this study, Based on these statistical results proposes the need for non-major SW education to improve into an interesting curriculum for effective liberal arts education in the future in terms of enhancing learners' problem-solving skills.

A Study of 'Hear Me Later' VR Content Production to Improve the Perception of the Visually-Impaired (시각 장애인에 대한 인식 개선을 위한 'Hear me later' VR 콘텐츠 제작 연구)

  • Kang, YeWon;Cho, WonA;Hong, SeungA;Lee, KiHan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.99-109
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    • 2020
  • This study was conducted to improve the education method for improving perception awareness of the visually-impaired. 'Hear me later' was designed and implemented based on VR content that allows the visually-impaired experience in the eyes and environment. The main target is from middle and high school students to adolescents in their twenties. It is consisted of a student, the user's daily life with waking up at home in the morning, going to school, taking classes at school, and disembarking home late in the dark. In addition, 10 quests are placed on each map to induce users' participation and activity. These quests are a daily activity for non-disabled people, but it is an activity to experience uncomfortable activity for visually impaired people. In order to verify the effect of 'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre and post evaluation of VR contents experience. In order to verify the effect of'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre-post evaluation of VR experiences. As a result, it was found that in the post-evaluation of VR contents experience, the perception of the visually impaired was increased by 30% compared to the pre-evaluation. In particular, misunderstandings and changes in prejudice toward the visually impaired were remarkable. Through this study, the possibility of a VR-based disability experience education program that can freely construct space-time and maximize the experience was verified. In addition, it laid the foundation to expand it to various fields of improvement of the disabled.