• 제목/요약/키워드: Content-based education

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초등학교 교육활동 기반 그룹웨어의 설계 및 구현 (Design and Implementation of Educational Activity Based Groupware for Elementary School)

  • 김영식;김영복;유선택
    • 정보교육학회논문지
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    • 제4권1호
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    • pp.12-23
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    • 2000
  • Education using the internet, such as a virtual school and distance education, has been limited to the studies of content and method in learning, It has been less studied to make advantage of internet with regard to school administration, teachers' research, and efficient communication within a school. Therefore, it is suggested to implement groupware which can be used in a school environment. For this purpose, this study attempts to design and implement groupware on that purpose. The main content consists of 7 areas: introduction of the school(including children's room), notice room, working room, room for educational materials, individual information, parents' room, internet journey. The basic tool for a groupware is implemented on Windows NT 4.0 Server and subsequent IIS 2.0. DB management based on SQL Server 6.5 makes it enable to manage various information.

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VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구 (A Study on the VR-based Drone Immersive Content Development and Experience Effect)

  • 이인철
    • 한국산업융합학회 논문집
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    • 제25권4_2호
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

온라인 학습을 위한 학생 피드백 분석 기반 콘텐츠 재구성 추천 프레임워크 (Restructure Recommendation Framework for Online Learning Content using Student Feedback Analysis)

  • 최자령;김수인;임순범
    • 한국멀티미디어학회논문지
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    • 제21권11호
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    • pp.1353-1361
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    • 2018
  • With the availability of real-time educational data collection and analysis techniques, the education paradigm is shifting from educator-centric to data-driven lectures. However, most offline and online education frameworks collect students' feedback from question-answering data that can summarize their understanding but requires instructor's attention when students need additional help during lectures. This paper proposes a content restructure recommendation framework based on collected student feedback. We list the types of student feedback and implement a web-based framework that collects both implicit and explicit feedback for content restructuring. With a case study of four-week lectures with 50 students, we analyze the pattern of student feedback and quantitatively validate the effect of the proposed content restructuring measured by the level of student engagement.

오픈 콘텐츠를 활용한 디지털 리터러시 학습 요소 구성과 활용 (A Study on Composition and Utilization of Digital Literacy Education elements Using Open Contents)

  • 홍명희;이순영
    • 정보교육학회논문지
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    • 제22권6호
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    • pp.711-721
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    • 2018
  • 인공 지능 기술의 발달과 소프트웨어 중심 사회로의 변화로 누구나 접근 가능할 수 있으며 안정적이고 지속 가능한 다양한 오픈 콘텐츠 속에서 어떻게 접근, 이해, 활용하고, 또한 새로운 오픈 콘텐츠를 어떻게 만들고 공유하는지에 대한 디지털 리터러시 교육의 필요성이 제기되고 있다. 이러한 시점에서 본 논문은 디지털 리터러시를 데이터, 도구, 장치 요소에 대한 각각 하위의 리터러시 개념인 컴퓨터 리터러시, ICT 리터러시, 정보 리터러시로 계층화하고 인지적 능력과 비인지적 능력을 포함하는 개념으로 정의하였다. 또한 오픈 콘텐츠는 OER(Open Educational Resource)과 Open Access 운동과 같이 누구나 자유롭게 사용하고 공유할 수 있는 교수-학습 자료로 정의하고, 두 정의를 기반으로 한 디지털 리터러시 요소 활용 방안으로 디지털 리터러시 교육을 위한 3단계 전략을 마련하여 디지털 환경에서 오픈 콘텐츠를 선정하고, 다음으로 디지털 리터러시 교육 방안을 제시하며, 마지막으로 디지털 리터러시 역량을 함양하기 위한 교육 활동을 실시하는 교육 프레임을 제시하였다.

Development of TPACK-P Education Program for Improving Technological Pedagogical Content Knowledge of Pre-service Teachers

  • Kim, Seong-Won;Lee, Youngjun
    • 한국컴퓨터정보학회논문지
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    • 제22권7호
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    • pp.141-152
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    • 2017
  • As the importance of technology increases, so too does its use in various areas. In education, technology is often used. However, due to teachers' lack of knowledge about technology, they often remain at the level of simple utilization, without applying it to learning. Thus, there is a growing need for Technological Pedagogical Content Knowledge (TPACK), which enables teachers to have knowledge about technology and use it appropriately given the content. Although TPACK studies are underway in many subjects, they suffer from the limited functionality of the included technology. To solve this problem, in this study, the range of technology in TPACK was extended to programming, and a TPACK-P model was developed to teach this expanded TPACK to pre-service teachers. To verify the effectiveness of this model, the TPACK-P training program developed during the 15th classes was applied to 19 pre-service teachers. We used Park and Kang (2014) as a tool to measure these teachers' TPACK before and after treatment to observe any changes. The results showed that the TPACK-P education program showed statistically significant improvement in all areas except Pedagogical Content Knowledge(PCK). Compared with the ICT-based TPACK training program, which was administered to a control group, the TPACK-P training program proved to be more effective in the development of Technological Pedagogical Knowledge(TPK) and TPACK among pre-service teachers.

중학교 과학과 교육과정에 제시된 지속가능발전교육 내용 분석 및 비교 (Analyses and Comparison of Science Content on Education for Sustainable Development in Middle School Science Curriculum)

  • 오윤정;최경희
    • 한국환경교육학회지:환경교육
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    • 제25권1호
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    • pp.89-104
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    • 2012
  • This study analyzed content on education for sustainable development in middle school science curriculum of $6^{th}$, $7^{th}$, 2007-revised and 2009-revised. Analyses criteria were developed based on literature reviews. This study developed 8 criteria such as health, climate change, urbanization and rural development, water, biodiversity and ecosystem, energy, disaster reduction and management. The results showed that 6th middle school science curriculum has 4 criteria, $7^{th}$ has 2 criteria, 2007-revised has 8 criteria, and 2009-revised has 7 criteria. This study suggests the need for developing systemized teaching material on education for sustainable development that can be integrated in the science curriculum by pursuing the following tasks: First, the goal of education for sustainable development and its need should be stated in the science curriculum. Second, the class content, themes, objectives, teaching-learning programs on education for sustainable development should be produced. Third, within science curriculum, the content should deal with perspectives and topics, and learning goal must pursue value education.

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예비유아교사의 영어 전공수업 경험에 관한 연구 (Study on the Experiences of Preservice Teacher in Early Childhood Education on Learning Content in English)

  • 안효진;김은현
    • 한국생활과학회지
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    • 제21권4호
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    • pp.629-647
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    • 2012
  • This study explored what Korean college students, especially preservice teacher in early childhood education, experienced and how they constructed the meanings of experiences about their subject- matter course (early childhood mathematics education) taught in English. One cohort- 20 senior students- majoring in early childhood education in a 4-year university was participated in this study. Using action research method and narrative research method, data were analyzed. The findings were as follows: 1) preservice teacher experienced some difficulties to construrct professional knowledge through English. 2) They challenged to overcome these difficulties through active participation. 3) They got supports from instructor and peer group. 4) They accomplished the course with self-satisfaction. 5) They experienced the conflicts between social requirements and personal needs.

유아기 자녀를 둔 어머니들의 부모교육 내용에 대한 요구 (Felt Needs Mothers with Young Children as Content in the Parent Education Program of Early Childhood Education Institutions)

  • 이원영;배소연
    • 아동학회지
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    • 제21권2호
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    • pp.17-31
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    • 2000
  • The purpose of this study was to identify needs of mothers in order to lay a foundation for improving the content of parent education in early childhood educational institutions. The mothers of 164 kindergarten children in Pusan participated in this study by a questionnaire developed by the researchers. Conclusions were that the felt needs of mothers identified in this study should be included in parent education programs along with knowledge, skills and attitudes selected by professionals. Selection of content should be based on the fact that most mothers have similar concerns and interest in raising their children, regardless of background. However, mother's educational level needs to be considered. Further study needs to be done on educational methods, and tentative models of parent education need to be designed in order to activate effective parent education.

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Study on Design Education Plan Using Microcontroller Board Prototyping Tool

  • Nam, Wonsuk
    • International Journal of Contents
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    • 제14권3호
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    • pp.61-68
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    • 2018
  • Unlike in the past, where the expression of the form was given a priority, with the widening of the scopes of the designs, the proportion of design education institution curricula targeting user experience and the application of technology is continually and gradually increasing. Open source microcontroller boards such as Arduino have initiated attracting attention as a countermeasure against these changes. These prototyping tools have many advantages for the diversification of expression and design verification in the design field and therefore have a high likelihood of being introduced into many design education institutes; however, the tools act as high entry barriers for design students who lack engineering knowledge. Although various educational content and tools have been developed to address the issue of barrier, existing solutions remain insufficient as alternatives for the purpose of activation. In this study, we investigated the present state of related education content and conducted a pilot workshop using a prototype microcontroller board with simplified coding. We intend to use the results of this investigation to develop study material for design education. We started by conducting a survey regarding the pre-university education situation. It was observed that engineering education opportunities are insufficient and the problem of mutual application between educations due to course-based education was not realized. We also analyzed the characteristics of simplified training tools using the microcontroller to establish a direction for educational design and conducted a pilot workshop using the microcontroller toolkit with a simplified coding process based on this content. Students who lack a basic knowledge of engineering technology received instruction, and after completing minimum preliminary training, they proceeded to practical exercises that involved utilizing the toolkit. Through this process, we identified the need for a simple-type microcontroller board with low-complexity for use in educating students majoring in design. We also identified some obstacles that serve as barriers to entry of utilizing microcontroller board. Based on these results, we propose several functional requirements and teaching guidelines for prototyping toolkits for design education.

초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용 (Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students)

  • 서정현;김영식
    • 정보교육학회논문지
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    • 제20권4호
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    • pp.357-366
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    • 2016
  • 컴퓨팅 사고 능력은 미래 사회 인재가 가져야 할 핵심 역량이다. 컴퓨팅 사고는 컴퓨팅의 관점에서 문제를 규정하고 그 문제의 해결방법을 탐색해 효율적인 해결절차를 강구하기 위해 추상화 단계를 거치고 추상적 개념의 자동화 수행을 위해 여러 가지 개념, 원리, 방법들을 이용하여 알고리즘화 하여 문제 해결의 가장 적합한 과정과 자원을 선택하고 조합하는 과정으로 초등학교 단계에서 적절한 교육용 콘텐츠의 적용이 필요하다. 본 연구에서는 융합적 산출물 기반의 소프트웨어 교육용 콘텐츠를 개발하고 적용함으로써 학습자의 창의적 인성 향상에 미치는 영향을 검증하였다. 연구 결과 융합적 산출물 기반의 소프트웨어 교육 콘텐츠를 이용한 교육이 학습자의 창의적 인성 향상에 긍정적인 영향을 미친 것을 확인하였고 초등 컴퓨팅 교육에 적용할 수 있는 방안을 제시하였다.