• Title/Summary/Keyword: 학습자-학습자 상호작용

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A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners (초등 학습자의 영어 말하기 능력 향상을 위한 교육 게이미피케이션 접목 스마트 러닝 설계)

  • Choi, Junghye Fran
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.7-16
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    • 2016
  • This research aims to suggest a gamified smart learning design for Korean EFL young learners' speaking proficiency. Gamification is the use of game-thinking and game mechanics in non-game contexts to engage users in solving problems. Thus, the gamified smart learning as gamification in education is designed not only to elicit students' participation but also to enhance speaking skills. Especially, this research based on the results of a pilot study is focused on easing the burden of homework as well as engaging the speaking English game for the primary students with a relatively short attention span. The game elements utilized in this study are competition, rewards, customized characterization and so on. Kakao Talk is selected for this gamified smart learning research because of its ease of accessibility, and multiple applicable functions for language learning such as voice recording, text messaging and sharing videos or photos. Gamification in smart learning can be a means of productive approach to contemporary EFL teaching and learning.

Augmented Reality-Based Edutainment Contents Production (증강현실 기반의 과학교육 에듀테인먼트 콘텐츠제작)

  • Bak, Seon-Hui;Park, Han-Sol;Kim, Eung-Soo;Lee, Chang-Jo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.391-394
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    • 2017
  • 사물에 센서를 부착해 실시간으로 데이터를 인터넷으로 연결하는 사물인터넷 시대가 대두되고 고성능의 스마트 기기가 등장함에 따라 현대 교육 시스템에도 큰 영향을 주었다. 특히 오락과 학습이 적절한 조화를 이루는 에듀테인먼트 콘텐츠는 학습자들의 몰입(flow)과 상호작용(interaction)을 통해 흥미를 유발시킨다. 그러나 스마트교육 콘텐츠는 웹을 기반으로 한 콘텐츠가 대다수이며, 어플리케이션 역시 교육의 질 대비 유료서비스를 제공하는 것이 대부분이고 내용이 다소 부재하다는 한계가 있다. 따라서 본 논문에서는 Unity3D와 뷰포리아사의 SDK를 활용하여 증강현실의 장점을 살리고, 학습자들이 흥미를 잃지 않고 쉽게 학습할 수 있는 에듀테인먼트 콘텐츠 제작방법을 제안한다.

The Construction Principle and the Content Selection of the Regional Learning in the Secondary School (중등학교 지역학습의 구성원리와 내용 선정)

  • Lee, Hee-Yul
    • Journal of the Korean association of regional geographers
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    • v.14 no.6
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    • pp.752-766
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    • 2008
  • For all the region is the basic unit of geographical learning and the grounds of human activities, regional learning can't possible be carried out at the class. Because there are very few regional learning materials that are applicable to class and can be expanded to geographical basic concept. This paper aims to regulate the construction principles of regional learning and select the contents of regional learning. Firstly, the six basic concepts of geographical education be made a selection of the construction principles of regional learning: human-environment, location, region, interaction, change, scale. And then, I suggest the upper five subject that be based on the results of systematical geography. Those are the necessity and method of regional apprehension, the physical environment and the regional human-life, the resource and industrial activities. the regional life-space's formation and change, and the changing world and region. And I propose the subdivided the mid and the lower subject that be reflected the learner's need and the social demand, and could be experienced the results of geography and the everyday life. For the best regional learning, these subjects can be combined one or more in various scale.

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Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.

The Influence of On-Off Line Blended Learning in Emphasizing the Interaction Between Teacher and Students on the Perception about Learning Environment and Science-Related Attitude (교사와 학생의 상호작용이 강조된 온-오프라인 혼합형 학습이 학습 환경에 대한 인식과 과학 관련 태도에 미치는 영향)

  • Hwang, Yohan;Kim, Jinsook;Lee, Mu Sang
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.27-35
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    • 2015
  • General education is changed by accepting the change in education environment to digital generation, emphasis about student-centered education, and change of teacher's role. E-learning has taken center stage as an effective learning environment but the problems are drawn for the absence of interaction that is important in learning. In this study, on the basis of questionnaire results about learning using website, we operated blended-learning where students come and go in cyberspace and physical space to set up the lesson environment for emphasizing interaction. We selected a control group (N=40) and an experimental group (N=40) from second grade students in a middle school for this research. General instructor-led lessons were implemented in the control group and blended-learning lessons to emphasize interaction between teacher and students were implemented in the experimental group. The experiments were applied to eight class-hours in 'characteristics of matter' unit. We implemented Test of Science Related Attitude (TOSRA) to the students before and after the lessons and administered questionnaire for checking attitude changes and perception in students. The results of the test show that the experimental group students were more encouraged and became more confident and curious about scientific learning than the control group students. The analysis of the interview and results of TOSRA show that blended-learning provided guidance and feedback by the teacher to the experimental group students more than the control group students. Blended-learning is suggested as a learning-method that is helpful in improving scientific attitude in students because it enables them to express their experiences without limit of time-space and promote interaction between teacher and students.

Implementation of Historic Educational Contents Using Virtual Reality (가상현실 기술을 활용한 역사학습 콘텐츠의 구현)

  • Ryu, In-Young;Ahn, Eun-Young;Kim, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.32-40
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    • 2009
  • This research provides a new approach for implementing an educational content for Historic Education in order to provide an effective learning environment. From historic educational point of view, it is important to comprehend a historical fact in the context of the situation at that time. So, this paper suggests that the historic content should describe not only information about various relics and ruins but also historical relationship and background. In this system, we provide versatile type of contents to help learners for collecting manifold informations about their interesting era. And this system proffers natural and residential 3D environments, which give learners to understand conceivably and to think collectively. Using the interactions, the learners navigating this virtual world are able to construct their own information system through selecting a interested one among the offered contents in the system and consequently they are getting a scientific thinking power and a creative imagination.

The Design and Implementation of WBL Environment Applied by the Messaging Component (메시징 컴포넌트를 적용한 웹 기반 학습 환경의 설계 및 구현)

  • Byun, Kil-Ho;Kim, Young-Tae;Im, Kyoung-Mi;Kim, Chi-Su
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.1513-1516
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    • 2000
  • 인터넷 사용자의 비약적인 증가와 발전에 따라 교육공학에 있어서도 구성주의를 기반으로 한 웹 기반 학습의 역할이 매우 중요한 하나의 교육 분야로서 인식되고 있다. 따라서 웹을 기반으로 한 수많은 학습 사이트가 등장하고 있으며, 이를 이론적으로 정립하기 위한 연구도 계속되고 있다. 본 논문에서는 구성주의 및 웹 기반 학습 이론에 충실하면서, 구조적이고 학습 효과를 높일 수 있는 웹 기반 학습[WBL] 환경을 구현하기 위하여, 기존의 웹 기반 학습 사이트에 대한 분석을 바탕으로 각 모듈 사이에 유기적인 관계를 가지고 학습자의 학습을 관리해 줌으로써, 학습 효과를 최대한 높일 수 있는 웹 기반 학습 환경을 구현하였다. 또한 UML 방법론을 사용하여 재사용 가능한 메시징 컴포넌트를 구현 및 이용함으로써, 웹 환경에서 교사-학습자간, 학습자-학습자간의 적극적인 상호작용을 할 수 있고, 다른 웹 기반 학습 사이트에서도 재사용 할 수 있도록 하였다.

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The Needs Assessment of Middle School Students for Practical Reasoning Home Economics Classes in the Distance Learning Environment (원격학습 환경에서 가정교과 실천적 추론 과정에 대한 중학생의 요구도 조사연구)

  • Choi, Seong-Youn
    • Journal of Korean Home Economics Education Association
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    • v.33 no.1
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    • pp.1-16
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    • 2021
  • The purpose of this study was to investigate the needs of middle school students for the practical reasoning in a distance learning environment, to verify the needs differences based on the learner's personal characteristics, student-teacher interaction, and student-student interaction, and to investigate the relationships among student-teacher interaction, voluntary participation of students, and the students' perception of the extent to which practical reasoning is implemented in distance learning. For this purpose, 1,842 middle school students from seven schools in Gyeonggi, Daejeon, Chungbuk, and Sejong areas were surveyed online to investigate the importance of the practical reasoning questions and the how much practical reasoning is implemented in current distance learning. Among them, 1,095 responses were used for final analysis and descriptive statistics, independent sample t-test, one-way ANOVA, and path analysis were conducted. As a result of the study, first, middle school students acknowledged that the practical reasoning was important with the importance average 3.76. Based on the locus for focus model, the priorities of the needs in home economics class were examined, and the values and importance of the problem, and the ramification of the solution were considered to be of high priority. Second, characteristics of middle school students, student-teacher interaction and student-student interaction were found to have positive influence on needs for practical reasoning, while no difference were found by gender or voluntary participation in distance learning. Third, the voluntary participation of students and the student-teacher interaction in distance learning had a positive (+) significant effect on perceived implementation of practical reasoning, yet negative (-) significant effect on needs for practical reasoning.

Design and Implementation Effective Behavior of Autonomous Agent in Dynamic Environment (동적 환경에서의 효율적인 자율 에이전트 행위의 설계 및 구현)

  • 박형근;박정용;이은희;정상윤;박종희
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.251-253
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    • 1999
  • 가상현실을 이용한 교육시스템에서 학습자를 대신한 에이전트의 설계에 대한 많은 연구가 이루어지고 있다. 이러한 에이전트의 설계에 있어서 가장 중요한 점은 동적으로 변화되는 환경에서 이루어지는 다양한 현상과 사건들을 인식하는 방법과 이에 대해 반응하는 행동의 설계와 구현에 있다. 본 논문에서는 에이전트의 행동을 설계함에 있어서 교육 시스템의 목적에 부합하기 위한 주위 객체들과의 상호작용을 통한 행위의 인식, 장이론을 이용한 공간객체와의 상호작용 등을 이용하여 좀 더 효율적으로 주위 환경에 반응할 수 있는 자율 에이전트의 행위에 대한 방안을 제시한다.

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