• Title/Summary/Keyword: 학습 콘텐츠

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A study on primary school teachers' needs of Online After-School management (온라인 방과후학교 프로그램 도입에 대한 수도권과 비수도권 간 인식차이 분석: 초등학교 교사들의 인식을 중심으로)

  • Hwang, Doohee;Kim, Jinhee
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.1-8
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    • 2020
  • This study analyzed the different needs between the after-school programs of elementary schools in metropolitan and non-metropolitan areas to understand the areas that need addressing to meet with the requisites of the programs. To this end, this study conducted a survey among teachers with experience in after-school management (n=233), and the needs and performance recognized by teachers were analyzed in the IPA model matrix. To sum up the results, 'Online educational infrastructure', 'Efficient administrative operation', and 'Supply of professional after-school instructors' were identified as the prior needs in metropolitan area. On the other hand, non-metropolitan area, 'Supply of professional after-school instructors', 'Quality educational contents', and 'Online educational infrastructure' were identified as the prior requisites to be addressed. Based on research findings, the study suggested implications in developing and implementing related policies. Research findings will be expected to refer as baseline data for activating after-school online program operations and improving its programs to meet with the different needs of regions.

A Case Study on the Students' Attitude toward User-Created Contents in Discretionary Classes of Elementary School (UCC 활용교육에 관한 학습자 태도 연구 - 초등학교 재량교육 사례를 중심으로 -)

  • Choi, Soo-Myung;Yoo, Young-Soon;Kim, Tae-Ung
    • The Journal of Korean Association of Computer Education
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    • v.14 no.4
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    • pp.21-31
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    • 2011
  • User-created content(UCC) is on the rapid increase both in terms of quantity and the quality of sharing and enjoying each others. However, not much research has been done on school's adoption of this innovative contents for educational purposes. The aim of this case study is to identify the determinants of students' attitude toward using UCC in elementary school classes. This study employs the perceived educational value, ease of use, social influence, fun, computer self-efficacy, cooperativity and concentration as the antecedents of attitude, and collected 246 survey responses from 5th and 6th grade students. The results indicate that the perceived educational value, ease of use and socal influence have significant impact on the attitude toward using UCC. It was also found that the cooperativity, fun and ease of use determine the level of perceived educational value, and that the computer self-efficacy, fun and concentration influence the perceived ease of use. Some useful suggestions, concerning the utilizing UCC for educational purpose in elementary school classes, are also presented.

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Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

The Transfer Effect of Media Image Meaning presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee Sung-Bok;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.30-37
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students' behavior in the graduation ceremony. As a result It is shown that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition it is prove ascertain their friendship and love for their school have been lifted while watching the reflex with transferring the media image message.

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Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

Estimation of 3D Rotation Information of Animation Character Face (애니메이션 캐릭터 얼굴의 3차원 회전정보 측정)

  • Jang, Seok-Woo;Weon, Sun-Hee;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.49-56
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    • 2011
  • Recently, animation contents has become extensively available along with the development of cultural industry. In this paper, we propose a method to analyze a face of animation character and extract 3D rotational information of the face. The suggested method first generates a dominant color model of a face by learning the face image of animation character. Our system then detects the face and its components with the model, and establishes two coordinate systems: base coordinate system and target coordinate system. Our system estimates three dimensional rotational information of the animation character face using the geometric relationship of the two coordinate systems. Finally, in order to visually represent the extracted 3D information, a 3D face model in which the rotation information is reflected is displayed. In experiments, we show that our method can extract 3D rotation information of a character face reasonably.

A Study on the Effect of Web-based Research Ethics Education (웹기반 연구윤리교육의 유효성에 대한 실증적 연구)

  • Kwak, Jinsun;Yan, Jinhua;Han, Insoo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.1-10
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    • 2016
  • This study empirically investigates the effect of web-based research ethics education to principal investigator who conduct national research project. The web-based research ethics education program was devised and operate for each research field. After education educational satisfaction, understanding and moral judgement were investigated. The research results revealed that education was improving educational satisfaction and but also understanding whereas moral judgement was not. These findings imply that moral judgement was not enhancing though short-term research ethics education as preceding research. Moreover, this paper speaks to a supplemented program with methods of ethics education which needs more interactive communication within long-term education for enhancing effectiveness of instruction.

A structural analysis on acceptance factors of the elementary school students : Focusing on the quality characteristics perspectives (초등학생의 디지털교과서 수용 영향 요인 분석 : 디지털교과서 품질 특성을 중심으로)

  • Min, Ki-Young;Song, Hae-Deok
    • The Journal of Korean Association of Computer Education
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    • v.15 no.6
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    • pp.21-31
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    • 2012
  • The purpose of this study was to examine acceptance factors that affect the intention to use digital textbook. The results are as follow. First, the quality characteristic factor has significant effects on the ease of use, the usefulness of use, and the intention of use. Second, the ease of use appeared to be a significant impact on the usefulness of the use. The usefulness of digital textbook appeared to be a significant impact on the intention of use. The results show that the quality characteristics consisted of six components: personalization, mobility, stability, accuracy, responsiveness, and accessibility. The results can suggest important implications for the development of digital textbook contents and system.

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Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.35-42
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    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.

연세대 천문우주학과 학생들의 천문우주학 대중화 활동 WouldYouLike[우주:라이크]

  • Kim, Jeong-Hwan;Ji, Ung-Bae;Yu, Tae-Hwa;Lee, Eun-Ji;Kim, Dong-Hyeon;Choe, Su-Hyeon;Bang, Jeong-Hun;Gang, Hyeok-Mo;Jang, Jang-Gun;Hong, Seung-Su;Jeong, Seo-Yeong;Lee, Ju-Heon;Gang, Hyeon-Jin;Yu, Da-In
    • The Bulletin of The Korean Astronomical Society
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    • v.38 no.1
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    • pp.77.1-77.1
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    • 2013
  • WouldYouLike[우주:라이크]는 연세대학교 천문우주학과와 생활디자인과 학생들을 중심으로 천문우주학 대중화를 위해 활동하는 단체이다. 비영리 학생 단체인 만큼 학생들 스스로가 학습한 내용을 직접 요약하고 이를 바탕으로 일반 대중들이 쉽게 접하고 읽을 수 있는 천문우주학 콘텐츠를 제작하는 것을 목표로 하고 있다. 지난 해 봄 약 500여명의 연세대와 이화여대 학생들에게 시행한 관련 설문조사를 시작으로 6월과 12월에 약 30여 페이지 분량의 천문우주관련 소식을 담은 잡지를 발간하였다. 창간호 1300여부와 2호 550부는 연세대를 중심으로 주변 대학교에 배부되었으며 SNS를 이용한 온라인 버전도 약 1900여명의 사람들에게 공개되었다. 천문우주과학의 최신 소식을 전하고 천체사진을 찍는 방법을 소개하는 등 대중의 관심을 끌 내용부터 명왕성의 행성 직위 박탁, 천문대 탐방, IAU 탐방 등 다양한 관련 내용을 담았다. 현재는 3호를 제작중이며 4월말 발간을 목표로 하고 있다. 여기서는 지금까지의 활동 및 앞으로의 계획을 소개하고 천문우주학 전공자들의 의견을 받아 추후의 활동에 반영할 수 있도록 한다.

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