• 제목/요약/키워드: Educational Tools

검색결과 682건 처리시간 0.035초

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

학교 목공 교육의 가치에 대한 소고 (Study of Educational Values about Woodworking in School)

  • 김용익
    • 한국가구학회지
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    • 제20권4호
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    • pp.253-261
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    • 2009
  • school. This study was carried out by literature review. Values of woodworking in extrinsic viewpoint were justified as well-balanced development between left brain and right brain, effective improvement of creative problem solving skill, formation of affirmative attitude toward woodworking, and obtaining method to use tools and equipment effectively. Values of woodworking in intrinsic viewpoint were justified as students' instinct liking of woodworking, psychological stability, and implanting self-confidence in students. In addition to these, woodworking has more educational values. Such values should be justified in the following studies.

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Power Electronics Open-Source Educational Platform

  • Pozo-Ruz, Ana;Aguilera, F. David Trujillo;Moron, M. Jose;Rivas, Ernesto
    • Journal of Power Electronics
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    • 제12권5호
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    • pp.842-850
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    • 2012
  • Learning Power Electronics is essential in both electrical and electronic engineering fields and the introductory courses are similar in many universities. Taking this premise into account, an educational computer-aided platform for power electronics will be presented in this paper. This educational platform includes an e-book, a set of power electronics animations, Java simulations, as well as several hands-on training sessions. The main advantages of this platform are twofold. First, all necessary teaching tools are combined on a single platform. And secondly, access to this platform is available free of charge and with no complicated registration requirements. In addition to traditional teaching techniques, the use of this platform has demonstrated an increase in student participation and has consistently improved their academic performance. Data consist of surveys, which guarantee both reliability and validity through psychometric techniques.

A Python-based educational software tool for visualizing bioinformatics alignment algorithms

  • Elis Khatizah;Hee-Jo Nam;Hyun-Seok Park
    • Genomics & Informatics
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    • 제21권1호
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    • pp.15.1-15.4
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    • 2023
  • Bioinformatics education can be defined as the teaching and learning of how to use software tools, along with mathematical and statistical analysis, to solve biological problems. Although many resources are available, most students still struggle to understand even the simplest sequence alignment algorithms. Applying visualizations to these topics benefits both lecturers and students. Unfortunately, educational software for visualizing step-by-step processes in the user experience of sequence alignment algorithms is rare. In this article, an educational visualization tool for biological sequence alignment is presented, and the source code is released in order to encourage the collaborative power of open-source software, with the expectation of further contributions from the community in the future. Two different modules are integrated to enable a student to investigate the characteristics of alignment algorithms.

가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로 (An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education)

  • 김기윤
    • 품질경영학회지
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    • 제49권3호
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    • pp.405-420
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    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.

The Effect of an Educational Program Based on the 3D Glasses as a Technological Innovation on the Academic Achievement and Attitude towards E-Learning

  • Osama Mohamed Ahmed Salem;Noheir Taha Hassan Mohamed
    • International Journal of Computer Science & Network Security
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    • 제23권1호
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    • pp.169-186
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    • 2023
  • The research aimed to identify the effectiveness of an educational program using 3D glasses as a technological innovation on academic achievement and attitude towards elearning in science in the preparatory stage. The research relied on the analytical descriptive approach and the semi-experimental approach. The research tools were the achievement test and the scale of attitude towards e-learning. An educational program was designed and produced using 3D glasses. The study sample consisted of 60 students from the second grade in the preparatory stage at the Rural Jeddah School. The research concluded to the following results: There was a satistically sigificant difference at the level of sig. (0.05) among the -mean scores of the experiemtal and control group students in the post assessment atthe level of achievement in favor of the experiemental group and therewas a satistically sigificant difference at the level of sig. (0.05) among mean scores of the experiemtal and control group students in the post assessment at the level of attitude towards e-learning in favor of the experiemental group. And it was found that the positive effect of the 3D educational program for improving the level of achievement and the attitude towards e-learning for the students. The program allowed the experimental group students to practice self-learning, interaction, and achievement according to the individual differences among them.

중학생의 인공지능에 대한 태도 검사 도구 개발 (Development of Test Tool of Attitude toward Artificial Intelligence for Middle School Students)

  • 김성원;이영준
    • 컴퓨터교육학회논문지
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    • 제23권3호
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    • pp.17-30
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    • 2020
  • 인공지능 교육의 중요성이 증가하고 있지만, 한국의 인공지능 교육 연구에서 검사 도구를 개발하는 연구는 진행되지 않았다. 이에 따라 인공지능 교육과정을 설계하고 교육 프로그램의 효과를 분석하는 데 한계가 존재한다. 따라서 본 연구에서는 중학생의 인공지능에 대한 태도를 측정하는 검사 도구를 개발하였다. 검사 도구 개발은 인공지능 교육 전문가 집단의 논의를 통하여 검사 도구의 목적과 구성요인, 요인별 문항을 개발하였다. 개발한 문항은 문항 분석, 탐색적 요인 분석, 확인적 요인 분석을 실시하여 검사 도구를 최종 개발하였다. 개발한 검사 도구는 5개의 영역과 17개의 문항으로 구성되어 있다. 마지막으로 개발한 검사 도구의 규준을 제시하였다. 향후 연구에서는 개발한 검사 도구를 활용하여 교육 프로그램의 효과를 분석하고, 중학생의 인공지능에 대한 태도에 미치는 요인을 분석하는 연구가 필요하다.

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.

짝프로그래밍 협업도구를 활용한 SW교육프로그램 (SW Education Program using Pair Programming Collaboration Tools)

  • 김용옥;전석주
    • 정보교육학회논문지
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    • 제23권4호
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    • pp.375-384
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    • 2019
  • 4차 산업혁명에 따라 빠르게 변화되는 사회에서 미래 인재는 지식의 양이 아닌 질적으로 수준 높은 지식을 활용하고 구성하는 능력이 요구되고 있다. 2015 개정 교육과정의 출범에 따라 역량 중심으로 교육과정이 개편되었으며 소프트웨어 교육에서는 '정보문화소양', '컴퓨팅 사고력', '협력적 문제 해결력'의 역량을 추구하고 있다. 본 연구에서는 미래인재의 역량인 협력적 문제해결력을 함양하기 위해서는 교육 현장에서 교사가 손쉽게 활용 가능한 협업도구와 이를 활용한 SW교육 프로그램을 개발한다. 이러한 협업도구를 활용한 SW교육프로그램은 프로그래밍 언어와 문법에 대한 지식, 프로그래밍 기법에 대해 배우는 것보다 짝프로그래밍을 통해 컴퓨팅 사고력과 협력적 문제해결력을 함양할 수 있다. 총 16차시로 구성된 수업에서 협업도구를 활용한 짝프로그래밍을 통해 수업이 참가한 학생들의 협력적 문제해결력과 코딩 이해도를 향상시킴을 보여준다.

온라인 협업 시스템을 통한 프로젝트 성과 창출 메커니즘 연구 : 개인특성, 관계특성, 시스템특성을 중심으로 (Project Performance Creation Mechanism through Online Collaboration System : Focusing on Individual, Relational, and System Characteristics)

  • 박준영;서봉군;박도형
    • Journal of Information Technology Applications and Management
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    • 제25권1호
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    • pp.47-66
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    • 2018
  • The development of IT is transforming from the way it has been working face-to-face in performing projects to the online collaboration method using web-based tools. Therefore, various online collaboration tools are being developed and commercialized, including 'Google Docs', which is called the online office. Using these online collaboration tools, users can share documents with other users and collaborate in real time. Therefore, in recent years, companies and educational institutions have been using online collaboration tools to carry out tasks and projects that require collaboration. Various factors can affect the project performance satisfaction through online collaboration tools. In this regard, it is necessary to confirm the factors affecting the satisfaction of the project performance. However, there is not enough empirical research on the satisfaction of the performance through the online collaboration tool. Therefore, this study will investigate the mechanism of project performance satisfaction through online collaboration tool considering the Individual characteristics of the project performing subject, the relationship characteristics between the project members, and the system characteristics of the collaboration tool.