• Title/Summary/Keyword: 한국 교육현실

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Augmented Reality Based Drawing Learning System for Toddler's Art Education (영유아 기초 미술 교육을 위한 증강현실로 익히는 드로잉 시스템)

  • Suh, Yeong-Sang;Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.5
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    • pp.505-510
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    • 2016
  • Interest of augmented reality increases rapidly due to development of recent technology. Augmented reality offers learners various satisfactions by using the sense of sight, hearing, touch, etc. and enhances immersion and interest. This paper presents a drawing system for toddler's art education using augmented reality. This system helps toddlers draw pictures easily and can teach toddlers art learning effectively at low cost as well as provide immersion, achievement, and interest.

Augmented Reality-based Programming Tool Analysis for Elementary (초등학생을 위한 증강현실 기반 프로그래밍 도구 분석)

  • Kim, JeongA;Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.93-99
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    • 2021
  • The purpose of this study is to analyze recently developed tools and relevant literature in order to discuss development scheme of augmented reality-based programming tools targeting elementary school students. Literature review draws conclusion that touch mode in the mobile augmented reality is effective, especially in the environment where manipulates commands and it is required to design contents taking class environment and teaching-learning strategy into account. Such research findings indicate that augmented reality-based programming tools targeting elementary school students should be designed to increase their interest in programming in a way that when physical teaching materials or specific space are recognized, the programmed problems will be augmented to allow students to combine the commands in the augmented environment.

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Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

공익성 통합교육 포털사이트의 사회적 필요성 및 발전방향 연구

  • Won, Dal-Su;O, Jae-In
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.39-44
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    • 2007
  • 본 연구는 국내 장애아 통합교육의 환경에서 통합교육의 특수성과 교육주체들의 현실적 한계를 고려할 때, 온라인 통합교육 지원 인프라의 구축이 필요함을 전제로, 장애아의 통합교육 지원을 위한 공익적 성격의 통합교육 포털 사이트의 사회적 필요성을 연구하고, 국내 특수교육 및 통합교육 관련 온라인 사이트의 사례분석을 통해 장애아를 위한 통합교육 포털의 발전방향을 제시하였다. 공익성 통합교육 포털 사이트의 사회적 필요성 측면은 통합교육의 사회적 당위성을 바탕으로 국내 특수교육 관련 법률 및 장애인 교육실태의 의미와 연계하여 제시하는 동시에 교사, 장애아, 장애아 부모로 구분한 교육주체별 통합교육의 현실적 한계성을 공익성 통합교육 포털 사이트의 사회적 필요성과 연결하여 제시하였으며, 이러한 필요성에 입각하여 장애아 교육 및 통합교육 관련 웹사이트의 비교/분석을 통해 통합교육 포털 사이트의 향후 발전방향을 제시하였다.

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The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.417-425
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    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

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Pre-service teachers' conceptions about considering the realistic contexts in the word problems (실생활 문장제에서 현실맥락 고려에 관한 예비교사들의 인식 분석)

  • Lee, Jihyun;Yi, Gyuhee
    • The Mathematical Education
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    • v.60 no.4
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    • pp.509-527
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    • 2021
  • We investigated whether and how pre-service teachers took the realistic contexts seriously in the course of solving word problems; additionally, we investigated how pre-service teachers evaluated students' realistic and non-realistic answers to word problems. Many pre-service teachers, similar to students, solved some of the realistic problems unrealistically without taking the realistic contexts seriously. Besides, they evaluated students' non-realistic answers higher than the realistic answers. Whether the pre-service teachers could solve problems realistically or not, they did not appreciate students' realistic considerations for the reasons that those were not fitted to the intentions of the word problems, or those were evidence of the flaws of the problem. Furthermore, the analysis of premises implied in the pre-service teachers' evaluation comments showed the implicit didactic contracts about realistic word problem solving that they accepted and also anticipated students to follow. Our analysis of the pre-service teachers' conceptions of realistic word problems can help teacher educators design the teacher program to challenge and revise pre-service teachers' folk pedagogy.

Design and Implementation of Medical Education Application System using Table-type Virtual Reality Device (테이블형 가상현실 장치를 이용한 의료교육용 응용 시스템의 설계 및 구현)

  • Choi, Yoo-Joo;Kim, Min-Jeong;Chung, Hae-Ra;Kim, Myoung-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.727-730
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    • 2000
  • 본 논문에서는 보다 인간중심의 사용자 인터페이스를 제공하는 테이블형 가상현실 장치와 이에 적합한 직관적 상호작용 형태를 소개하고, 이러한 상호작용 기법을 이용한 의료교육용 응용시스템을 설계, 구현하였다. 본 교육 시스템은 테이블형 가상현실 장치를 사용함으로써 다수의 참여자에 대한 공동 교육을 용이하게 하고, 인터랙션 장치간 케이블 연결을 최소화한 비디오 기반 트랙킹을 통해 자유로운 사용자 인터랙션을 제공하였다. 또한, 해드 트랙킹을 기반으로 하여 주 관찰자의 시점으로 변화하는 동적, 입체 영상 가시화에 의한 증진된 몰입감을 제공함으로써, 교육의 효과를 높이도록 하였다.

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The Children's Educational Contents By using a Augumented Reality (증강현실을 이용한 어린이교육 콘텐츠)

  • Park, Jong-Dae;Kim, Myeong-Dong;Park, Chan-Hong;Han, Young-Hwan;Seong, Hyeon-Kyeong
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.57-58
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    • 2012
  • 지금까지의 어린이교육은 책을 읽거나 책의 그림을 보거나 단순 영상물을 통한 지식습득에 국한되어있었다. 본 논문에서는 이러한 기존의 교육콘텐츠의 학습 효율성을 높이기위해 사용자가 눈으로 보는 현실세계에 가상 물체를 겹쳐 보여주는 증강현실 기술을 응용하여 기존의 교육콘텐츠보다 학습 효율을 높인 어린이 교육 콘텐츠를 개발하게 되었다.

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Fairy tale experience system using VR (가상현실 기술을 활용한 동화 체험 시스템)

  • Yoo, Sangwook;Kim, Suhyeon;Kim, Jonghyun;Hwang, Chanho;Choi, Hyosub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.482-485
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    • 2020
  • 최근 물리적 언택트(Untact)와 사회적 온택트(Ontact)를 이끄는 기술에 대한 관심이 커지면서 가상현실(VR:Virtual Reality) 기술을 활용한 교육이 주목받고 있다. 이와 더불어 교육 환경이 경험과 체험 위주의 맞춤형 교육으로 급격히 변화함에 따라 사용자 요구를 만족시킬 콘텐츠는 부족한 실태이다. 따라서, 본 논문에서는 효과적인 독서교육을 위해 종이책과 전자책을 비교 설명하며 가상현실 기술을 활용한 동화 체험 시스템을 제안하였다. 사용자 얼굴 3D 텍스처 모델링과 멀티플레이어를 통해 비대면 실감형 콘텐츠와 공공데이터를 활용하여 동화선택 기능을 구현하였다. 이처럼 교육적인 관점에서 스스로 선택한 동화를 함께 체험하고 인지한다는 점에서 효과적이다.

The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality (교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험)

  • Yu, Jeong Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.419-427
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    • 2012
  • This paper presents the effect of a interactive learning experience and student's response to technological components We develop the interactive learning environment and learning model in lessons relying on educational robots and augmented reality in the school classroom. The developed learning model is based on the problem-based learning model. The experiments of the study conduct with 18 students, the $5^{th}$ and $6^{th}$ graders of an elementary school for 8 weeks using developed system. We find out the interactive learning experiences have an influence on the creative ability of children. We know that students who scored lower on the school exam scored higher on the score of creativity compared to top students through educational robots and augmented reality.

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