• 제목/요약/키워드: Science experiential learning

검색결과 45건 처리시간 0.021초

LBS를 활용한 문화유산 체험학습 스마트폰 APP (Cultural Heritage Experiential Learning Smart-Phone APP Using LBS)

  • 김용호;김형균
    • 디지털융복합연구
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    • 제11권12호
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    • pp.821-828
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    • 2013
  • 본 논문에서 제안한 문화유산 체험학습에 최적화된 스마트폰 APP인 CHELS-App은 단순한 관광지안내 서비스를 벗어나 스마트폰을 활용하여 문화유산을 체험하고 제시되는 퀘스트를 통하여 미션을 즐기면서 학습과 관광을 동시에 체험할 수 있도록 구성하였다. CHELS-App은 세계문화유산으로 지정되어 있는 종묘를 대상으로 위치기반 서비스를 이용한 안내지도와 이벤트 푸쉬기능을 이용한 현장에서의 다양한 문화해설(해설, 사진, 퀴즈, 게임, 카툰)을 제공하고 이러한 체험을 통한 발도장 기능, 체험일지 작성 기능을 구성하였다.

학습방법, 학습계획, 과제 난이도가 소프트웨어 학습에 미치는 영향 (The effects of learning method, learning schedule, and task difficulty on the learning of computer software)

  • 김경수;이형철;김신우
    • 감성과학
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    • 제17권1호
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    • pp.3-12
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    • 2014
  • 다양한 전자제품의 조작법을 빠르고 정확하게 학습하는 것은 일상적이고 중요한 과제가 되었다. 특히 소프트웨어는 여러 제품들의 통제 및 조작에서 핵심적인 지위를 차지하고 있다. 본 연구는 기존 학습연구에서 중요한 변인으로 연구되어온 학습방법, 학습계획, 과제난이도가 소프트웨어 학습에 미치는 영향을 검증하였다. 실험1에서는 2 (학습방법: 경험적 vs. 언어적) ${\times}$ 2 (학습계획: 간격 vs. 덩이진) ${\times}$ 2 (난이도: 쉬움 vs. 어려운)의 피험자간 요인설계를 사용하여 각 조건에서 참가자들이 윈도우 무비메이커를 사용하여 파일을 조작하는 방법을 학습하는 실험을 실시하였다. 그 결과 학습계획에 따른 수행의 차이는 발견할 수 없었으나, 언어적 학습보다 경험적 학습에서 참가자들은 더 빠르게 평가과제를 완료하였다. 특히 과제난이도가 높아질 경우 참가들은 언어적 조건에서 경험적 조건보다 두드러진 수행저하를 보였는데, 이는 과제가 어려워질수록 경험적 학습이 효과적인 학습방법이 라는 것을 시사한다. 즉 소프트웨어 학습에서 간단한 조작의 경우에는 매뉴얼 혹은 지시문의 형태로 구성된 언어적 학습으로 충분하지만 어려운 과제의 경우에는 체험 프로그램이나 투토리얼 모드를 통해 학습하는 것이 효과적일 것이다. 추가실험에서 난이도 증가에 따른 언어적 학습의 선형적 이득을 확인하기 위해 난이도를 3단계로 세분화하여 검증하였으며 (실험 2) 학습계획의 효과를 확인하기 위해 학습시행간 간격을 증가시켰으나 (실험3) 유의미한 결과를 발견하지는 못했다.

The Tidal Flat Environments and Experiential Learning Program of Southwest Coast, Korea

  • Oh, Kang-Ho;Kim, Hai-Gyoung;Koh, Yeong-Koo;Youn, Seok-Tai;Kim, Jong-Hee
    • 대한지구과학교육학회지
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    • 제8권3호
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    • pp.251-258
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    • 2015
  • Ecosystems of the southwestern tidal flats in Korean peninsula have been seriously injured by human activities. The results are mainly due to the lack of public recognition and education on tidal flats. In particular, thoughtless visitors in tidal flats are giving rise up damages because of non-systematic experience programs to tidal flat ecosystems. Therefore, experience programs friendly to natural tidal flats are necessary as a plan to reserve tidal flats and to enhance the effects of environment education on the flats. Experience learning programs on tidal flats can divide into direct experience, indirect experience and local society works. Direct experience work must undergo tidal flats directly and consider on forming the flats with natural refinement functions. Indirect experience includes deeper knowledge on role, circumstance and ecosystems of the flats on the bases of direct experience on the flats. In addition, local society learning must have the feeling and understanding on socio-cultural characteristics of local society itself through above two works. Experience activity would be a kind of injuring one to tidal flats. However, appropriately planned experience and education works on tidal flats could be sustainable development to attract desirable human activity on coastal ecosystems.

하이브리드 웹 콘텐츠 관리 시스템 구현 (Hybrid Web Content Management System Implementation)

  • 박선경;문형진
    • 산업융합연구
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    • 제17권2호
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    • pp.15-20
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    • 2019
  • 본 연구에서는 현장 체험학습, 전시, 행사, 문화에 대한 다양한 콘텐츠 정보를 수요자가 손쉽게 검색하고 서비스를 제공받을 수 있도록 지원하는 맞춤형 체험학습 서비스 플랫폼을 통하여 지역내 수 많은 문화콘텐츠의 가치를 발굴하고 DB 구축하여 수요자의 요구사항에 부합하는 맞춤형 체험학습 정보를 제공하고자 한다. 제안 시스템에서 구현되는 Beacon 기술은 Google이 개발한 Eddystone 포맷으로 URL을 브로드캐스팅 하는 BLE 기술로서 이는 사용자가 별도로 제공되는 어플리케이션을 설치하지 않더라도 단말기에 설치된 Chrome 브라우저를 통해 웹에서 구현된 플랫폼을 사용자들이 보다 쉽고 빠르게 접근할 수 있도록 하였다. 이를 토대로 지역문화 콘텐츠의 데이터베이스화가 완성되면 전국으로 확대시켜 콘텐츠의 다양화와 시장 확대로 수요자에게 더욱더 다양하고 양질의 자기 주도적 문화콘텐츠 체험학습 활동 교육 프로그램들이 제공될 것으로 기대된다.

과학 동아리에서 경험한 자기 주도적 실험 학습에 대한 초등학생들의 인식 (Elementary Students' Awareness about Self-directed Learning Experiments at Science Club)

  • 주은정;김흥태
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권2호
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    • pp.253-264
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    • 2016
  • The purpose of this study was to investigate implications of self-directed learning experiments in elementary science education through understanding elementary school students' awareness of their experiences in self-directed learning experiments. Twenty students joined the school science club voluntarily and conducted self-directed learning experiments. We collected data through observation of the experiments, interviews, and questionnaires. The students who participated in the club showed high satisfaction with self-directed learning experiments. The participants were aware that their scientific interest and knowledge, and the confidence in conducting experiments were increased. The students felt positive about the inquiry process of conducting self-directed learning experiments with their own subjects. They also felt a sense of achievement in attempting their experiments in defiance of several failures. The participants realized that the self-directed inquires led to increased declarative and procedural knowledge of science. The students stated that they had some difficulties in coping with the different results contrary to expectations and preparing laboratory materials and instruments. Nonetheless, they showed the promotion of their scientific literacy during overcoming those difficulties. We suggest that self-directed learning experiments can be a more effective way in science learning to make students experience the nature of science than existing school experiments. This can be implemented through a creative experience activities such as science clubs.

SEQUENTIAL MINIMAL OPTIMIZATION WITH RANDOM FOREST ALGORITHM (SMORF) USING TWITTER CLASSIFICATION TECHNIQUES

  • J.Uma;K.Prabha
    • International Journal of Computer Science & Network Security
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    • 제23권4호
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    • pp.116-122
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    • 2023
  • Sentiment categorization technique be commonly isolated interested in threes significant classifications name Machine Learning Procedure (ML), Lexicon Based Method (LB) also finally, the Hybrid Method. In Machine Learning Methods (ML) utilizes phonetic highlights with apply notable ML algorithm. In this paper, in classification and identification be complete base under in optimizations technique called sequential minimal optimization with Random Forest algorithm (SMORF) for expanding the exhibition and proficiency of sentiment classification framework. The three existing classification algorithms are compared with proposed SMORF algorithm. Imitation result within experiential structure is Precisions (P), recalls (R), F-measures (F) and accuracy metric. The proposed sequential minimal optimization with Random Forest (SMORF) provides the great accuracy.

A Study on the Positioning Strategy of Wood Cultural Experience Center

  • Kyungrok WON;Jinwoong BYEON;Dowoong YOON;Jonghye PARK;Hanmin PARK;Heeseop BYEON
    • Journal of the Korean Wood Science and Technology
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    • 제52권2호
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    • pp.175-190
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    • 2024
  • The increase in atmospheric carbon dioxide concentrations is known to be closely associated with climate change and global warming. In this sense, considering that facilities for appropriate education and experience on wood, which is a carbon pool, have been required, this study targets the Wood Cultural Experience Centers, which are in current operation, examines and evaluates their operation status and policy changes, and ultimately derives a successful positioning plan. To this end, it conducts a survey, and the results are as follows. First, as a result of the similarity analysis (KYST: Kruskal-Young-Shepard-Torgerson program) with facilities with leisure activities and educational functions, the Wood Cultural Experience Center have competition with natural recreation forests in terms of naturalness, and it has competition with the career experience center and youth training center in terms of experiential observation. Second, the result of positioning analysis of the attribute space map indicates that the Wood Cultural Experience Center is positively perceived in terms of such attributes as naturalness, experiential learning or recreation, and preservation of natural environment, but is negatively recognized in terms of accessibility, escape from daily life, and things to see.

창의적 체험활동 프로그램이 과학개념 및 자기주도적 학습능력에 미치는 효과 (The Effects of Science Lessons Using Creative Activities on Scientific Concepts and Self Directed Learning Ability)

  • 이용섭;김윤경
    • 대한지구과학교육학회지
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    • 제8권3호
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    • pp.399-408
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    • 2015
  • This study is to find out that the effects of a creative experience activity program to scientific concepts and self-directed learning skills. This study has been aimed at 2 class 40 students of 4th grade in D metropolitan city A elementary school in 2015, one class 20 students are the research group to apply Scientific research program using creative experience activity, another class 20 students were comparison groups to apply general science classes. The related class section of this study is 4th grade 2 semester of science 4 chapters, 'The Earth and the moon' This section is in fourth grade elementary science curriculum revision in 2009 is a Sections to learn for the first time about astronomical area. Target research group in club activities as part of the creative activities implemented using scientific inquiry and analyzed the results. In addition, in order to better research based on the results of this study as follows. First, the science curriculum in elementary schools, as well as applied research about the creative experience activity classes in other subjects is required. The ongoing research is needed to classes utilizing the characteristics of creative experience activities in several subjects of the elementary school curriculum. Second, Creative experiential learning is only effective when it is done consistently, it is worth studying for long periods of time.

생성형 인공지능을 활용한 사례 기반 간호 교육 프로그램 개발 (Development of a case-based nursing education program using generative artificial intelligence)

  • 안정희;박혜옥
    • 한국간호교육학회지
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    • 제29권3호
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    • pp.234-246
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    • 2023
  • Purpose: This study aimed to develop a case-based nursing education program using generative artificial intelligence and to assess its usability and applicability in nursing curriculums. Methods: The program was developed by following the five steps of the ADDIE model: analysis, design, development, implementation, and evaluation. A panel of five nursing professors served as experts to implement and evaluate the program. Results: Utilizing ChatGPT, six program modules were designed and developed based on experiential learning theory. The experts' evaluations confirmed that the program was suitable for case-based learning, highly usable, and applicable to nursing education. Conclusion: Generative artificial intelligence was identified as a valuable tool for enhancing the effectiveness of case-based learning. This study provides insights and future directions for integrating generative artificial intelligence into nursing education. Further research should be attempted to implement and evaluate this program with nursing students.

초등수학영재를 위한 교수학습 자료 개발 및 적용 (Development and Application of Teaching and Learning Materials for Gifted Students in Elementary School)

  • 김성준
    • East Asian mathematical journal
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    • 제37권4호
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    • pp.443-460
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    • 2021
  • This study analyzes the characteristics of elementary math gifted classes through the development and application of teaching and learning materials. We used the guided reinvention methods including quasi-experiential perspectives. To this end, the applicability of Lakatos' quasi-empirical mathematical philosophy in elementary mathematics was examined, and the criteria for the development of teaching and learning materials for gifted students were presented, and then this study was conducted in this theoretical background. The subjects of the study were 21 elementary students at P University's Institute of Science and Gifted Education, and non-face-to-face real-time classes were conducted. Classes were divided into introduction, deployment1, deployment2, organization stages, and in each stage, small group cooperative learning was conducted based on group activities, and in this process, the characteristics of elementary mathematics gifted were analyzed. As a result of the study, elementary mathematics gifted students did not clearly present the essence of justification in the addition algorithm of fractions, but presented various interpretations of 'wrong' mathematics. They also showed their ingenuity in the process of spontaneously developing 'wrong' mathematics. On the other hand, by taking interest in new mathematics starting from 'wrong' mathematics, negative perceptions about it could be improved positively. It is expected that the development of teaching and learning materials dealing with various and original topics for the gifted students in elementary school will proceed through follow-up research.