• Title/Summary/Keyword: Virtual Teaching

검색결과 176건 처리시간 0.03초

Effect of pre-hospital BLS simulation training on the paramedic's competency

  • Jung, Jun-Ho;Cho, Byung-Jun
    • 한국컴퓨터정보학회논문지
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    • 제23권1호
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    • pp.103-109
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    • 2018
  • The purpose of the study is to investigate the effect of a simulation training of BLS in paramedics in pre-hospital situation. This a nonequivalence control quasi-experimental study. The study subjects were 8 paramedics of experimental group and 8 paramedics of control group in K fire department. An informed consent was written by the subjects after explaining of the purpose of the study. The study methods consisted of conventional education and practice training. The conventional education was done for 30 minutes and the practice training was taken by four trainees of one group and the instructor demonstrated Basic Iife Support (BLS) performance for three minutes. Each trainer peformed BLS for ten minutes. In the beginning of the course, two paramedics got off from the ambulance and performed BLS including 5 cycles of Cardiopulmonary Resuscitation (CPR). Soon after the BLS, another two paramedics performed pre-hospital BLS survey. The education was guided by two professors of emergency medical technology, two Basic Iife Support instructors, and two emergency rescue directors. Pre-hospital BLS was measured by a 5-point Likert scale. Higher score means higher performance skills. The data were analyzed using SPSS/WIN 22.0 program set at significance level of p<05. The effect of simulation education was much more significant than the conventional education in BLS. The simulation education is very important and effective in improving the clinical performance skills of paramedics than the conventional education. The simulation education can provide the virtual environment of cardiac arrest to the paramedics. In conclusion, the simulation education can provide the effective teaching methods for various practice performance skills and solution by critical thinking in the paramedics and healthcare providers in the future.

YUKA와 CLO의 패턴 제도 기능 비교 - 바디스 원형을 중심으로 - (Comparison of Pattern Drafting Function between YUKA and CLO - Focusing on the Basic Bodice -)

  • 최영림
    • 한국의류산업학회지
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    • 제23권5호
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    • pp.634-644
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    • 2021
  • This study aims to propose various ways to utilize CLO, which focuses mainly on the production of 3D virtual samples, by comparing it with the pattern drafting functions of Four apparel CAD experts, who have teaching experience in YUKA and CLO, participated in a focus group interview, and a basic bodice prototype drafting was carried out by each participant to evaluate the pattern drafting functions of YUKA and CLO. The result of this study showed that the pattern drafting tools of YUKA are subdivided since YUKA is a CAD tool inherently specialized in pattern making. Though CLO provided a relatively limited pattern drafting menu compared to YUKA, it was found that pattern drafting could be accomplished with the help of supplementary tools and functions. This finding suggests that each CAD offers the corresponding tools for the same use of menus or functions in the prototype drafting process. The major difference between YUKA and CLO is that YUKA defines the pattern area by a set of line segments, whereas CLO utilizes an outline composed of closed curves. YUKA provides various specific tools according to the options such as angles, straight lines, and curves, while CLO produces the same results using combinations of a limited number of tools. Compared with YUKA, the advantage of CLO is its user-friendly task environment such as the Windows-based user interface, from the usability perspective. This study concludes that pattern drafting education using CLO would help not only industrial 3D design practitioners but also pattern education in academia

초등 환경교육에서 인공지능 프로그래밍 활용 방법 (Methods to Use AI Programing in Environmental Education for Elementary School Curriculum)

  • 이용배
    • 정보교육학회논문지
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    • 제26권5호
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    • pp.407-416
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    • 2022
  • 세계적인 기상이변과 재해로 환경교육에 대한 관심은 높아지고 있지만 아직까지 초등과정에서는 독립 교과가 아니고 여러 교과에서 관련 주제를 다루고 있지만 시간과 내용이 부족한 것이 현실이다. 본 연구에서는 초등학교에서 환경교육과 소프트웨어교육을 융합하는 방법을 개발하였다. 환경교육에서는 분리배출에 대한 주제를 중심으로 인공지능 프로그래밍을 활용하여 학습하고 개발된 인공지능의 도움으로 분리배출을 실천하는 내용을 포함한다. 학습과정에서는 새롭게 개발한 문제인식→기계학습↔인공지능활용→협력활동의 교수-학습 모형을 적용하였으며 학습 후 학생들은 융합학습의 흥미도, 환경교육에의 이해도, 인공지능에 대한 이해도와 향후 인공지능 프로그래밍의 학습 희망에 약 80%이상 긍정적인 답변을 하였다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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3D Visualization SW를 활용한 초등학교 쌓기나무 도형교육에 관한 연구 (Research on the Teaching Building-blocks in Elementary Geometry Class using 3D Visualization SW)

  • 배헌중;김종성
    • 한국콘텐츠학회논문지
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    • 제17권6호
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    • pp.71-80
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    • 2017
  • 초등학교 5-6학년 수학과 입체도형 교과과정의 중요한 성취기준 중 하나는 쌓기나무를 구성하는 정육면체의 개수 및 여러 방향에서 관찰한 쌓기나무의 형태를 정확히 기술하는 것으로 초등학교 학생들의 공간지각능력을 키우는데 그 목적이 있다. 그럼에도 불구하고 현행 교과서의 쌓기나무 관련 내용에서는 한 방향에서만 관찰된 모습만을 보여주고 있어 원래 목적을 달성하는 데 어려움이 따를 것으로 사료된다. 특히 교과서의 일부 내용은 바닥에서 위쪽을 관찰한 것으로, 이러한 결과는 사실상 관찰이 불가능한 경우에 해당하기도 했다. 이에 반해 Wings3D와 같은 3D Visualization SW를 사용하여 쌓기나무를 관찰하면 관찰방향은 물론이고, 원근에 따라 쌓기나무의 형태 그리고 쌓기나무를 구성하는 정육면체의 크기까지도 크게 다르게 나타난다는 것을 알 수 있다. 뿐만 아니라 가상공간이므로 관찰 방법을 자유롭게 선택할 수 있고 난이도를 달리한 다양한 형태의 쌓기나무 구성이 쉽게 가능한 장점들도 있다. 이러 결과를 토대로, 본 논문에서는 쌓기나무와 같은 도형교과 수업에 Wings3D와 같은 3D Visualization SW를 활용하는 방안을 제안하였다. 선행 연구 결과에 따르면, Wings3D는 초등학교의 도형과 관련한 대부분에 교과내용에도 적용이 가능한 것으로 나타났으며 초등학교에서 보유중인 저사양 컴퓨터에서도 사용이 가능한 open-source SW라는 경제적인 장점도 있다.

2015 개정 중학교 교육과정 통신기술 영역에서 다양한 볼록렌즈를 사용한 'VR 글라스' 수업자료 개발 (Development of Instructional materials using various convex lenses 'VR glasses' for area of Communication technology of the 2015 Revision Curriculum in middle school)

  • 황우준;이용진
    • 대한공업교육학회지
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    • 제43권1호
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    • pp.94-113
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    • 2018
  • 본 연구의 목적은 2015 개정 중학교 교육과정 통신기술 영역에서 다양한 볼록렌즈를 사용한 'VR 글라스' 수업자료를 개발하는데 있다. 이 연구는 ADDIE 모형을 기반으로 개발하였다. 분석단계에서는 학습자 및 사회적 요구분석을 통해 수업자료 개발의 필요성을 확인하였고 2015 개정 교육과정 및 가상현실에 대한 문헌을 고찰하여 VR 글라스와 관련 있는 통신기술 영역을 확인하였다. VR 글라스와 관련 있는 통신기술 영역으로 정보의 통신과정을 선정하였다. 설계단계에서는 분석단계를 바탕으로 학습목표를 설정하고 교수전략 및 교수매체를 선정하였다. 개발단계에서 개발된 수업자료는 교수 학습지도안, 수업용 PPT, 모둠활동지, 개인별 포트폴리오 활동지, 다양한 볼록렌즈를 사용한 'VR 글라스'의 예시이다. 다양한 볼록렌즈를 사용하여 VR 글라스를 제작한 결과 볼록렌즈의 지름이 큰 경우 시야각이 더 확장되었으나 이를 수치화하기 어려웠다. 실행단계에서는 중학생들 대상으로 실제 수업에 적용하였으며 평가단계에서는 학습자 및 전문가 평가를 통해 수업자료를 개선하였다.

방사선과 신입생의 기초 수리능력 수준에 대한 연구 (A Study on the Basic Mathematical Competency Levels of Freshmen Students in Radiology Department)

  • 장현철;조평곤
    • 한국방사선학회논문지
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    • 제14권2호
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    • pp.121-127
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    • 2020
  • 4차 산업 혁명 시대에 가상현실(VR), 인공지능(AI) 등에 있어서 더욱더 수리 능력을 요구하고 있다. 이에 본 연구는 2019년 6월 17일에서 28일까지 S와 D 대학교 방사선학과 신입생 총 78명을 대상으로 기초학습수리영역 진단 평가를 통해 기초 수리능력에 대한 수준을 파악하여 기초자료를 마련하고자 하였다. 연구결과, 대학생들의 기초 수리능력의 수준은 전반적으로 우수한 것으로 진단되었으나, 기하와 벡터 평균점수 2. 61점, 확률과 통계 평균점수 2.64점으로 보통 수준 진단되어 다른 영역보다 낮게 나타났다. 성별에 따른 기초수리능력 수준은 남학생 평균점수 17.48점, 여학생 16.29점으로 우수 수준으로 진단되었으며, 통계적으로는 유의한 차이가 없었다(p>0.05). 본 연구는 적은 연구대상 인원과 지역적인 제한점이 있기에 연구결과를 전체 대학교 신입생 및 모들 학과에 대해 일반화하는데 있어 다소 한계가 있을 수 있다. 이상의 결과를 토대로, 방사선학과 입학한 신입생들의 기초 수리능력 향상을 위해 학생 수준별로 전공과 관련된 기초 수리능력에 대한 향상 특강 등 다양한 프로그램이 진행 될 필요가 있으며, 교육과정에 전공 수학 교과목을 개설하여 학생 수준에 맞는 교수 학습방법 적용하여 수리능력에 대한 역량을 강화 할 필요가 있다.

커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향 (The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance)

  • 고윤정;정경수;고일상
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

3차원 스캐닝과 컴퓨터 수치 제어 기술을 이용한 왕흥사지 출토 치미의 복원 연구 (A Study on the Restoration of Chimi Excavated the Wangheungsa Temple Site using 3D Scanning and Computer Numerical Control)

  • 박민정;황현성;신연홍
    • 보존과학회지
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    • 제35권3호
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    • pp.217-225
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    • 2019
  • 왕흥사지 치미는 현존하는 우리나라 최고(最古)의 치미로 왕흥사의 동건물지 남측에서 상단이, 북측에서 하단이 출토되었다. 2개의 치미는 조형적 특징이 유사하고 동일한 건물지의 양쪽에서 출토된 점을 미루어 볼 때, 한 쌍의 치미인 것으로 판단되는데, 2점 모두 유실부가 큰 관계로 본래의 모습을 확인하지 못하는 아쉬움이 있다. 따라서 본 연구에서는 왕흥사지 치미의 역사적 가치 회복을 위해 3차원 스캐닝과 컴퓨터 수치제어 기술(computer numerical control, 이하 CNC)을 이용하여 유실부의 복원품을 제작하였다. 유실부 복원은 조형적 특성을 기준으로 진행되었으며, 특히 국내 치미에서 휘어짐 현상이 관찰됨에 따라 실제 편의 휘어지는 방향을 토대로 모델링데이터가 자연스럽게 휘어지도록 수차례 수정하였으며 상 하단 문양의 자연스러운 연결과 경계면의 이격이 발생되지 않는 것에 중점을 두어 진행하였다. 이를 통해 3D 스캐닝과 CNC를 접목한 복원 방법은 비접촉식으로 유물에 손상을 주지 않고 작업성과 재현성이 우수하여 유물 복원에 적합함을 확인하였다. 뿐만 아니라, 모델링 데이터는 반영구적으로 사용이 가능한 바, 유물의 특성에 맞게 활용된다면 향후 문화유산 복원분야를 비롯한 사이버 가상 전시, hands-on 전시와 같은 다양한 형태의 전시와 교구 및 기념품 제작 등 다양한 분야에서도 활발히 활용될 것으로 사료된다.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • 한국컴퓨터정보학회논문지
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    • 제27권3호
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    • pp.53-61
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    • 2022
  • 4차 산업혁명 기술의 발전으로 가상과 현실의 경계가 모호한 디지털 환경 속에서 MZ세대와 메타버스가 가장 큰 주목을 받고 있다. 이러한 MZ세대에 부합되는 교수학습 방식으로 메타버스가 주목받고 있다. 본 연구에서는 에듀테크 관점에서 언론사 뉴스 분석을 통해 메타버스 플랫폼 중의 하나인 게더타운의 활성화 요인을 탐색해 보고자 하였다. 이를 위해 한국언론재단에서 제공하는 빅카인즈 시스템을 이용하여 빅데이터 관점에서 분석해 보았다. 그 결과 COVID-19 팬데믹 이후에 나타날 미래교육에서 '게더타운'의 활용도는 크게 증가할 것으로 예상된다. 둘째, 연관어와 워드크라우드 분석에서, '비대면'이나 '대학' 그리고 '신입생' 등 교육 관련 용어들의 가중치가 비교적 높게 나타났으며, '메타버스', '메타버스 플랫폼'을 포함하여, '코로나19'나 '아바타' 등의 용어도 중심적인 위치에 있는 것으로 나타났다. 셋째, 네트워크 분석에서 도출된 주요 용어로는 '코로나19, 아바타, 대학생, 진로, 유튜브' 가 포함되어 있는 것으로 나타났다. 이러한 여건 하에서, 본 연구 결과는 메타버스 플랫폼의 하나인 게더타운의 향후 교육 영역에서의 활용이 보다 활성화 되는데 크게 기여할 것으로 기대된다.