• Title/Summary/Keyword: Virtual Teaching

Search Result 174, Processing Time 0.03 seconds

Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
    • /
    • v.66 no.2
    • /
    • pp.96-106
    • /
    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

A Study on Method to Activate the Operation of a Fire Safety Experience Center Based on Virtual Reality (가상현실 기반 소방안전체험관 운영 활성화 방안 연구)

  • Young Sook Kim;Kwangsu Moon
    • Journal of the Society of Disaster Information
    • /
    • v.18 no.4
    • /
    • pp.713-728
    • /
    • 2022
  • Purpose: This study examined the effect of VR safety education content quality on behavioral intention and collect operational opinions through interview. Method: Based on the survey data of 93 former and current officers, the hypothesis was verified. In addition, 15 fire safety experience centers were visited to conduct interview. Result: For the quality of VR safety education contents, immersion and convenience had a significant effect on usage satisfaction, recommendation intention, and field application intention. In addition, convenience and aesthetic experience had a significant effect on the educational effect, but immersion and diversity did not significant. In the interview, they suggested that VR education has high user satisfaction and good educational effects. The quality of content(particularly immersion and convenience) is an important factor in VR education. In the long-term persepective, it is necessary to prepare a standard teaching plan for each disaster, in addition, manpower, expertise, maintenance problems, and etc. Conclusion: Through these results, it was confirmed that VR experience content quality affects behavioral intention and educational effect and that efforts and investments to improve content quality are needed to enhance the effectiveness of VR experience education. And the contents derived from the interview will be helpful in the operation of an effective fire safety experience center.

A study on the development of a new learning method and program for the science gifted students on cyber environment (사이버 상에서 과학 영재들을 위한 새로운 교육 방법 및 프로그램 개발 연구)

  • 심규철;박종석;육근철
    • Journal of Gifted/Talented Education
    • /
    • v.11 no.3
    • /
    • pp.69-84
    • /
    • 2001
  • Present paper describes on the development of a new virtual program for science learning, and an exploration of it's application to science education. In addition, the method of teaching and loaming activities for science is suggested. The new type program is called Science Cyber Conference(that is Shimpark's Ssacon). It is developed to improve the abilities of inquiry and the scientific reasoning by planning on the investigation, arranging the data, synthesizing the results, and concluding and presenting one's opinions. On cyber environment, discussing about and communicating opinions and data investigated, are performed for special topic through chatting room, discussing room and electronic mailing, and totally synthesis and discussion about special inquiry topic at cyber conference day.

  • PDF

A Study of the Pedagogical Foundations on the 'Library Tour' As a Library Use Education Method (도서관 교육방법으로서 도서관 견학의 교육학적 토대에 관한 연구)

  • Jung, Jong-Kee
    • Journal of Korean Library and Information Science Society
    • /
    • v.43 no.3
    • /
    • pp.291-312
    • /
    • 2012
  • The purpose of this study is to review the advanced researches of the library tour, to extract the educational properties of library tour, and to propose the pedagogical meanings of library tour by reinterpreting the library tour based on pedagogical theories and foundations. As the result of this study, the extracted educational properties of library tour are like these: experience, media, explanation, interpretation, interaction. The educational properties are extracted through the related theories and researches. The pedagogical foundations based on the educational properties of library tour are like these: 1) John Dewey's experience theory. 2) Dale & Dwyer's teaching & learning media theories. 3) Bruner's educational theory. It's expected that this study will help the education librarians to plan, develop, and implement the face to face or virtual library tour program based on the pedagogical foundations for the effective library education.

3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
    • /
    • v.15 no.12
    • /
    • pp.549-554
    • /
    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.

Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
    • /
    • v.18 no.3
    • /
    • pp.35-42
    • /
    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.

Adaptation of VR 360-degree Intravenous Infusion Educational Content for Nursing Students (간호대학생을 위한 가상현실(VR) 360도 정맥수액주입 교육용 콘텐츠의 적용)

  • Park, Jung-Ha
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.4
    • /
    • pp.165-170
    • /
    • 2020
  • In this study, after applying VR 360-degree video contents for intravenous infusion education, basic data on whether VR 360-degree video can be applied as educational content in the future is prepared by grasping the empathy and flow of nursing students in graduating grades. The VR 360 degree intravenous infusion educational content was developed in four-step process of planning, production, modification and completion. The design of this study was descriptive research, and the study period was from November 9 to November 22, 2019. The subjects of this study were 4th grade nursing students at a university, totaling 64 students. Nursing students watched VR 360 degree intravenous infusion educational content using HMD(head mounted display) under the safety management of the researcher. As a result of the study, the empathy of nursing students was 5.32±0.88 points and the flow was 6.02±0.84 points out of 7-point scale. The VR 360 degree intravenous infusion educational content developed in this study can be used as an educational medium in subjects and comparative departments, and it is necessary to specifically develop and verify teaching and learning methods in future studies.

An Implementation of a Mentoring Community System focused on Dynamic Communication (동적교류 기반 효과적인 멘토링 커뮤니티 구현)

  • Hwang, Shin-Hee;Park, Young-Ho
    • Journal of Digital Contents Society
    • /
    • v.9 no.3
    • /
    • pp.423-432
    • /
    • 2008
  • Recently, The E-Learning becames popular in modern education society, and the education of E-Learning form increased. among them, the leadership education which cultivate the leader who is a present community leader role is more important. The Leadership-activity give effects to consultant and consulters through the relationship each other. However, the leadership-activity is difficult to be reified because it differs from concepts of E-learning that is one-direction teaching mechanism. Beside, the restriction in time and space and considered as important factors because of offline characteristics. The paper presents an online mentoring community form unities among professors, student, and managers having the same subjects in virtual spaces. The community is based on the Leadership-activity. The community system contributes in aspects to a new evaluation mechanism and a new method to communication between mentors and mentees. The paper introduces the system architectures and the implementation method for the presenting community system in details.

  • PDF

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

  • Jung, Jun-Ho;Cho, Byung-Jun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.1
    • /
    • pp.103-109
    • /
    • 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.

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

  • Choi, Younglim
    • Fashion & Textile Research Journal
    • /
    • v.23 no.5
    • /
    • pp.634-644
    • /
    • 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