• Title/Summary/Keyword: Virtual Teaching

검색결과 176건 처리시간 0.03초

공학설계 교과목에서 교수-학습 방법에 따른 학습성과 분석 사례 (Case Analysis of Program Outcomes Depending on Teaching Methods in Engineering Design Course)

  • 김인숙;강태욱
    • 공학교육연구
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    • 제19권2호
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    • pp.8-13
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    • 2016
  • This paper is concerned with the development case of CEA(Course-Embedded Assessment) design tool for engineering education accreditation operations department for CEA system implemented. Each university or programs are already devoting efforts to build research and CEA system for CEA applied to. In order to effectively apply the CEA studies for each program it is required and particularly, the preferred way to build an operating system is considered a difficult situation of the course unit. Therefore, this case study and to propose a method and procedures required to assessment the design basis for curriculum and program assessment unit in terms of the applicability of CEA, proposes a virtual application results. The information proposed in this case study is determined that could be used in the design for the outcomes and assessment of a variety of programs as one of the steps to build the CEA systems.

애니메이션을 활용한 영어 듣기능력 향상 방안 (Improving English listening comprehension by using animation)

  • 임병빈;안희성
    • 영어어문교육
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    • 제8권2호
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    • pp.197-218
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    • 2003
  • The purpose of this study is to help the students in middle school improve their English listening comprehension by presenting effective teaching and learning techniques using animation. A good animation provides a self-contained world with language expressed in a virtual context. A few animation such as "Mulan", "The Emperor's New Clothes", and "Gulliver's Travel" are presented. The materials are primarily for English listening comprehension, enhance awareness of American culture and life-styles, and to encourage students' active role in learning English. It is suggested that their use with content-based instruction, where animation provides relevant schema background, makes language relevant and comprehensible. Practical aspects of classroom instruction are discussed, focusing on the adaption of pre-viewing, while-viewing, and post-viewing activities to the selected animation. It is concluded that careful animation selection, purposeful lesson planning, and the integration of pre-viewing, while-viewing, and post-viewing activities into the content-based lesson encourage natural language skills, especially the listening comprehension and students' interest in English.

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Fundamental theory of curved structures from a non-tensorial point of view

  • Paavola, Juha;Salonen, Eero-Matti
    • Structural Engineering and Mechanics
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    • 제7권2호
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    • pp.159-180
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    • 1999
  • The present paper shows a new non-tensorial approach to derive basic equations for various structural analyses. It can be used directly in numerical computation procedures. The aim of the paper is, however, to show that the approach serves as an excellent tool for analytical purposes also, working as a link between analytical and numerical techniques. The paper gives a method to derive, at first, expressions for strains in general beam and shell analyses, and secondly, the governing equilibrium equations. The approach is based on the utilization of local fixed Cartesian coordinate systems. Applying these, all the definitions required are the simple basic ones, well-known from the analyses in common global coordinates. In addition, the familiar principle of virtual work has been adopted. The method will be, apparently, most powerful in teaching the theories of curved beam and shell structures for students not familiar with tensor analysis. The final results obtained have no novelty value in themselves, but the procedure developed opens through its systematic and graphic progress a new standpoint to theoretical considerations.

3D 기반 환경교육용 가상체험 콘텐츠의 설계 및 구현 (Design and Implementation of Environment Education Virtual Experience Contents based 3D)

  • 이근왕
    • 한국산학기술학회논문지
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    • 제11권2호
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    • pp.570-575
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    • 2010
  • 본 논문은 인간의 인지적 발달 능력을 고려하여 일반인의 눈높이에 맞는 3D 애니메이션 콘텐츠를 제작하여 환경오염 예방 교육 자료로 활용함으로써 일반인의 환경인식 변화에 미치는 영향을 연구하였다. 또한 체계적인 환경교육을 통해 일반인의 인식과 감수성 향상 및 환경교육 실천 방향을 제시하고 일반인들의 흥미를 유발하여 환경교육의 효율성을 증대할 수 있는 환경교육용 3D 애니메이션 콘텐츠를 개발하였다.

가상현실기술을 이용한 원자력발전소 원격교육 시스템 개발에 관한 연구 (A Study on Remote Teaching System for Nuclear Power Plant Using VR Technology)

  • 이명수;홍진혁;박신열;이용관
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2002년도 추계학술발표논문집 (상)
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    • pp.259-262
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    • 2002
  • 원자력 발전소는 발전소 안전과 방사선 안전등의 이유로 해서 복잡한 건물 및 기기들로 이루어져 있다. 특히 고 방사성 물질들을 함유하고 있는 1 차계통(NSSS System) 기기들은 평상 운전시 뿐 아니라 정기보수(O/H) 기간 중에도 고 방사능 지역에 위치하여 운전원의 접근이 어려운 지역이다. 본 고에서는 이러한 접근 제약성을 극복할 수 있는 교육시스템으로서 전력연구원에서 개발한 울진 표준형원전 가상현실 교육훈련 지원시스템(KSNP VRCATS)의 일환으로 가상 공간에 구현된 가상발전소(Virtual Plant)와 각종 기기 구조물, 가상 주제어실(Virtual MCR)의 개발 내용 및 특징을 기술하였다.

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3D 가상현실에서 예비교사의 수업연습을 위한 물리적 환경 및 절차적 모형 개발 (Developing a physical environment and a procedural model for pre-service teachers' teaching practice in 3D virtual reality)

  • 정동욱
    • 한국산학기술학회:학술대회논문집
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    • 한국산학기술학회 2009년도 춘계학술발표논문집
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    • pp.393-396
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    • 2009
  • 본 연구의 목적은 3D 가상공간인 세컨드라이프에서 예비교사의 성공적인 수업연습을 위한 물리적 환경 및 절차적 모형을 개발하는 것이다. 이를 위해 본 연구에서 수행한 내용은 다음과 같다. 첫째, 수업 연습 관련 이론 탐색 및 문헌 연구를 통해 성공적인 수업연습을 위한 필수조건들을 탐색하였으며, 이 조건들로부터 수업연습을 위한 절차적 모형의 시안을 개발하였다. 둘째, 세컨드라이프에서 수업연습을 위해 필요한 교실의 물리적 구성요소를 개발하였다. 개발된 교실의 물리적 구성요소는 교실공간, 칠판, 교사용 책걸상, 학생용 책걸상, 출입문, 창문, 게시판, 프리젠테이션 도구 등이었다. 셋째, 세컨드라이프에서 수업연습을 위해 필요한 의사소통 도구를 탐색하였다. 탐색 결과, 텍스트 대화 도구, 음성 대화 도구, 노트카드 사용 도구, 공지사항 사용 도구 등이 의사소통을 위해 필요한 요소로 결정되었다. 마지막으로, 세컨드라이프내의 교실 안에서 의사소통 도구를 활용하여 예비교사의 수업연습을 수행하였다. 이 수행결과에 기반하여 세컨드라이프에서의 예비교사의 수업연습을 위한 절차적 모형을 완성하였다. 이 연구는 예비교사들에게 실제적 수업연습(field-based teaching practice)에 앞서, 3D 가상공간인 세컨드라이프에서 실험적 수업연습(laboratory-based teaching practice) 경험을 가능하게 하였다는 점에서 의미가 있다.

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Special Education Teachers' Competence, Self-Efficacy, and Autonomy in Using ICT amid the Covid19 Pandemic

  • Yasir A. Alsamiri;Ibraheem M. Alsawalem;Malik A. Hussain;Nur Hidayanto Pancoro Setyo Putro;Mashal S. Aljehany
    • International Journal of Computer Science & Network Security
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    • 제24권6호
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    • pp.131-140
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    • 2024
  • The outbreak of Covid-19 has forced teachers of special education in Saudi Arabia to keep to themselves to live in a technology-infused society throughout the virtual teaching and learning process. This study set out to explore the competence, self-efficacy, and autonomy in using information communication technology (ICT) of special education teachers in Saudi Arabia. A total of 244 special education teachers in Saudi Arabia participated in this study. This study adopted the New General Self-Efficacy Scale developed and validated by Chen, Gully, and Eden (2001), as well as the Basic Psychological Needs in Exercise Scale (BPNES) developed and validated by Vlachopoulos and Michailidou (2006). Confirmatory factor analysis (CFA) and multivariate analysis of variance (MANOVA) were used as the main data analysis in this study. The findings showed that special education teachers in Saudi Arabia possessed competence, self-efficacy, and autonomy in using ICT in their teaching and learning process. All the factor loadings in each factor were.75 or higher, indicating good factor loadings. The results of the MANOVA indicated that special education teachers in Saudi Arabia do not report different perceptions of their competence, self-efficacy, and autonomy despite their different gender, age group, academic background, and teaching experiences.

예비교사의 코스페이시스 교육을 위한 수업 설계 및 학습동기에 미치는 영향의 분석 (Analysis on Instruction Design and Learning Motivation for Pre-Service Teachers' Cospace Education)

  • 남충모;김종우
    • 정보교육학회논문지
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    • 제22권4호
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    • pp.501-508
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    • 2018
  • 가상현실 콘텐츠는 교수 학습활동에서 학생들의 체험을 요구되는 부분에 도움을 줄 수 있으며, 가상현실을 교육현장에 활용하려는 관심이 교사와 학생들에게서 높아지고 있다. 이를 위해 교육대학에 재학 중인 예비교사에게 가상현실 제작도구인 코스페이시스를 교육하기 위한 수업을 설계하였고, 학습자의 학습동기에 미치는 영향에 대하여 분석하였다. 본 연구에 대한 평가를 위해 사전 사후 설문조사를 실시하고 분석하였으며, 그 결과로는 학습동기의 주의집중과 자신감은 성별에 따라 차이를 보이고, 새로운 기술과 성취감이 학습동기 향상에 영향을 미치는 것으로 나타났다.

Effects of Preclinical Virtual Reality Simulation in Undergraduate Nursing Students

  • 정미현
    • 한국응용과학기술학회지
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    • 제40권6호
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    • pp.1413-1424
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    • 2023
  • Virtual reality (VR) simulation in nursing education, especially in the teaching of VR simulations just prior to clinical practice, has the potential to enhance the effectiveness of clinical practice and better prepare nursing students for patient care. The aim of this study was to evaluate the effect of a preclinical VR simulation education program on the development of critical thinking, self-efficacy, problem-solving ability, and perceived clinical competency among undergraduate nursing students. The study was conducted between May and June 2021 using a pretest-posttest design with a control group. A total of 42 nursing students were recruited through convenience sampling from two separate classes. The intervention group participated in VR simulation education, while the control group engaged in lecture-based education, before beginning clinical practice. Assessments were conducted before preclinical education and after completing clinical practice using structured questionnaires. The data was analyzed using chi-square tests, independent t-tests, and ANCOVA. The findings indicated that the intervention group had a significantly higher score in perceived clinical competency compared to the control group (F = 5.25, p = 0.029) after controlling for pretest scores. However, there were no statistically significant differences in critical thinking, self-efficacy, or problem-solving abilities between the two groups. These findings suggest that preclinical VR simulation education is partially effective in preparing nursing students for their clinical practice, underscoring the need for a balanced educational approach that integrates VR with clinical practice to develop a full spectrum of nursing skills and knowledge.

멀티미디어 매체의 지각된 특성이 학습 효과에 미치는 영향에 관한 실증적 연구 (An Empirical Study of Factors Influencing on the Learning Effects of Perceived Characteristics of Multimedia Media)

  • 신호균;김병곤;김종욱
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 1999년도 추계공동학술대회 논문집:21세기지식경영과 정보기술
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    • pp.301-313
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    • 1999
  • Recently, the rabid development of information technology has brought enormous changes in education. Consolidation of communications and multimedia technologies are enabling the new educational paradigm such as distance learning and virtual education. Furthermore, many studies in the education engineering field report that teaching using multimedia technologies more enhances students' performance than the traditional instructor-teaching method. However, little research regarding the education using multimedia has been done in the MIS filed. None of multimedia-related studies could be found in the top-ranked MIS journals published in Korea for the last five years, and only a few studies were found even worldwide. In this regard, the purpose of this study is to investigate which features of multimedia software are most important to enhance the teaching results of students. From the previous research, we found out the specific features of the educational multimedia software which are considered to affect the students'performance, and defined the research variables related to those educational software features. And, based on the constructivism and motivation theory of the education engineering field a theoretical research model and research hypotheses were developed. Perceived usefulness of the class and a student's perceived interests in the class were used as surrogate variables to measure teaching performance. Total 277 students participated separately in one of the two multimedia classes which have continued for three weeks. One was C programming language class and the other was multimedia CD-title development class. Each student listened for the multimedia session of the class using multimedia software and, at the end of the multimedia session, answered the survey questionnaire. The results of the study show that motivation to the class and the contents of education were statistically significant to the students'performance in the class. That implies, not only in the traditional instructor-teaching method but also in the multimedia class, that the contents of education itself and student's motivation to the class are most important to raise instructional results.

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