• Title/Summary/Keyword: Production Education

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Safety Class Design with Bitbricks (비트브릭을 활용한 안전 수업 설계)

  • Park, Minyoung;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.303-308
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    • 2021
  • In this study, we intended to present a class design plan that combines safety education and software education, which are very important in the school field, but are considered necessary for change. In order to realize safety education centered on indirect experience, the 12th class plan was devised as a "Smart Safety Commuter Road Production Project" using a physical computing tool called Bitbrick. Based on the 12th city's class plan, qualitative research was conducted with interviews with a total of five teachers, showing both the effectiveness and problems of applying them to the class. The effectiveness is that unlike conventional delivery-type safety education, indirect experience-oriented safety education centered on real-life situations is possible, and it can be expected that procedural thinking skills can be developed along with stimulating interest. However, the problem has been shown that the process of implementing the direct situation can be challenging and that even activities can be more efficient than group activities.

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A Study on the Design of Framework for Activating the Making Education and Constructing of the Making Space (메이킹 교육 활성화를 위한 프레임워크 설계 및 메이킹 스페이스 구성 방안 연구)

  • Shin, Seungki;Lee, Hyonyong;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.263-274
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    • 2018
  • Maker movement is a part of open source making that originated from DIY culture and means production activity through combination of hardware and software as information and communication technology develops. The purpose of this study is to analyze the status and trends of the making movement in the world and to design a framework for the activation of making education. In this study, we developed the framework to spread the making culture by analyzing the current status and trends of making education, and suggested how to adapt the framework for making eduction in classroom. In addition, we analyzed the cases to suggest how making space should be constructed, and pointed the ideal way out to organize the making space.

A Study of In-service Teachers' Perception and Needs of Computer Education Courses (초등컴퓨터 교과과정 개편을 위한 교사의 인식 및 요구분석)

  • Park, Keun-Woo;Han, Kyu-Jung;Lee, Young-Min
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.395-401
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    • 2006
  • The aim of the study was to identify the in-service teachers' perception and needs of computer education courses for the purpose of developing and renewing the current courses of computer education courses in universities of education. We examined and analyzed the courses of elementary computer education department in national universities of education. We developed a survey instrument by aggregating the current courses provided by each university and listed the course titles in terms of computer systems courses, programming courses, theory and research courses in computer education, and computer-based instruction courses. 380 in-service teachers in elementary school participated in the study. We found in-services teachers perceived multimedia courses and multimedia data production courses seemed to be significant in current and future, while other courses such as theory and research courses in computer education were not important relatively.

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Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

Development of Elementary School AI Education Contents using Entry Text Model Learning (엔트리 텍스트 모델 학습을 활용한 초등 인공지능 교육 내용 개발)

  • Kim, Byungjo;Kim, Hyenbae
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.65-73
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    • 2022
  • In this study, by using Entry text model learning, educational contents for artificial intelligence education of elementary school students are developed and applied to actual classes. Based on the elementary and secondary artificial intelligence content table, the achievement standards of practical software education and artificial intelligence education will be reconstructed.. Among text, images, and sounds capable of machine learning, "production of emotion recognition programs using text model learning" will be selected as the educational content, which can be easily understood while reducing data preparation time for elementary school students. Entry artificial intelligence is selected as an education platform to develop artificial intelligence education contents that create emotion recognition programs using text model learning and apply them to actual elementary school classes. Based on the contents of this study, As a result of class application, students showed positive responses and interest in the entry AI class. it is suggested that quantitative research on the effectiveness of classes for elementary school students is necessary as a follow-up study.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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A Study on the Production Adjustment and Price Support Program of Sea Mustard Aquaculture (미역양식업의 생산조정과 가격지지)

  • 강종호;진상대
    • The Journal of Fisheries Business Administration
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    • v.32 no.2
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    • pp.73-89
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    • 2001
  • The market conditions of sea mustard is changing by overproduction, decreasing price, Import of blanched and salted sea mustard from China into Korea domestic market and increasing market share of sea mustard of China in Japan. In addition, the price support program in sea mustard aquaculture must be modified due to the restriction of domestic support by international organization such as WTO. There are two ways to solve those problems. First is that finding a way to solve the overproduction of sea mustard. One of possible ways is the production adjustment by Marketing Order. Second is that finding an alternative way to replace price support program. The possible way is Direct Payment instead of purchase stockpile system. To introduce marketing Order, outlook center, organization of self-management, production adjustment through output control measure, improvement of market structure, and education/publicity arc necessary. Also, to implement marketing order, setting a model business by government is required. There are two steps for implementation of marketing order. First step is to construct Order Committee including organization of producer, people related marketing. However, this committee must run by government for certain short-term. Second step is to improve quality of product and acceleration of demand. At visual point that enforcement of the first step is completed, government has process that government transfers Order Committees self-correcting. It is desirable that government only conduct the support acts such as quality improvement and acceleration of demand. Also, at early stage it is necessary to have aid system for marketing order For example, we can expect that income increase by production adjustment in long run. However, in short run the income of producer may decrease so, it is required to compensate his economic lose. For compensation, The useful means that can be utilized is direct payment. Direct payment is not continued policy. Also, when production adjustment policy such as Marketing Order has effective results, Direct Payment as an assistant measure must be reduced or abolished. Therefore, when production adjustment acts as an effective tool to control overproduction, Direct Payment system.

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Comparison of potential food resources by barn swallow habitat type (제비 서식지 유형에 따른 잠재적 먹이원 비교)

  • Sung Hoon Choi;Seon-Deok Jin;Tehan Kang;Eun-Jung Kim;Joohyuk Yoon;Hong-Shik Oh
    • Korean Journal of Environmental Biology
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    • v.40 no.4
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    • pp.604-614
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    • 2022
  • This study analyzed habitat status of barn swallows within 800 m and changes in potential food resource occurrence for 63 nests (Seocheon 23, Sejong 40) where barn swallows breeding was confirmed in Seocheon and Sejong in 2019 and 2020. As a result of checking habitat compositions of barn swallows in the study area, Sejong showed more varieties of habitat types than Seocheon, showing a larger number of dominant groups. Such large number of dominant groups was found to be an advantageous habitat factor for producing flying insects as potential food resources for barn swallows. As for the production of potential food resources, Seocheon had the highest production in dwelling and stream and Sejong had the highest production in the stream. The production of potential food resources differed in production season by habitat type. This study analyzed compositions of the habitat around the breeding site of swallows. It provides basic data necessary for protecting barn swallow habitats by comparing the production timing and production volume of potential food resources occurring in the habitat.

Study on Information Ethics Education and Production of Tools in Domestic Early Childhood Education Institutions

  • Ha, Yan;Lee, Jong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.221-231
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    • 2020
  • Due to the fourth industrial revolution, people are excessively exposed to smart devices regardless of age, and the dependence is increasing rapidly. In the same context, various problems on information ethics have emerged to infant teachers and children. Therefore, there is a need to present guidelines for infants on the correct use of smart devices. This study proposes means to promote information ethics education in infant education based on a survey on future teachers attending Department of Early Childhood Education. Also, it suggests development of various teaching materials. The main significance of the research is to provide a balanced information ethics education and to develop interactive teaching materials. It also calls for infant teachers, as wells as infants, to understand the need for information ethics education and to provide desirable media education for infants.