• 제목/요약/키워드: animation education

검색결과 384건 처리시간 0.028초

스마트 미디어를 활용한 건축시공 교육 콘텐츠 개발 및 효용성 검증 (Development of Contents For Building Construction Education Using Smart Media and Utility Verification of the Contents)

  • 윤지인;김택중;최윤기
    • 한국건설관리학회논문집
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    • 제19권3호
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    • pp.23-32
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    • 2018
  • 건설 규모가 대규모가 됨에 따라 건설 산업 실무감각, 현장의 간접경험을 통하여 졸업후 건설산업 현장에 바로 투입할 수 있는 예비 엔지니어링 양성을 목표로 건축교육 개선을 위한 노력이 많이 진행되고 있다. 하지만 건축교육 중 실무적인 이해가 많이 필요한 건축시공교육의 겨우 여전히 기존 텍스트북 위주의 교육수업과 현장견학에 한정되어 진행되고 있다. 이에 본 연구는 타임랩스, 동영상, 애니메이션 등의 스마트 미디어를 접목시켜 간접적인 실무경험이 가능한 교육 콘텐츠 개발을 제안하였다. 또한 사용성, 실용성(학습적합도), 필요성, 상용화 가능성의 항목을 기준으로 개발한 콘텐츠의 효용성 검증하였다. 이를 기반을 콘텐츠의 장점을 살린 건축시공교육 콘텐츠를 통해 교육의 효과성을 높이는데 기여하고자 한다.

Nutrition education discouraging sugar intake results in higher nutrient density in diets of pre-school children

  • Yeom, Ma-Young;Cho, Youn-Ok
    • Nutrition Research and Practice
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    • 제13권5호
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    • pp.434-443
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    • 2019
  • BACKGROUND/OBJECTIVES: The intake of sugar has increased worldwide, and it is well established that childhood experiences and food preferences affect lifelong eating habits. To discourage sugar intake, nutrition education was imparted, and the effectiveness of the nutrition education program was investigated by considering the nutrient density and major dietary sources of sugar intake. SUBJECTS/METHODS: Twenty four-hour dietary recall and sugar intake frequency of 96 pre-school children (educated n = 47; non-educated n = 49) were collected on 3 consecutive days (1 weekend day, 2 weekdays) after 11 weeks of imparting nutrition education. Dietary intake of nutrients and total sugar were analyzed, and the intake frequency of sugar source foods were identified. All nutrition education programs were focused on a hands-on education program, and consisted of cooking lab, play, activity, animation, and visual materials. The difference between the two groups was verified by the Chi-square test or t-test. All statistical analysis was performed with significance level at P < 0.05. RESULTS: Compared to the non-educated group, the intakes of protein (P < 0.001), fiber (P < 0.01), potassium (P < 0.05), iron (P < 0.05), zinc (P < 0.05), and iodine (P < 0.001) were significantly higher, and the intakes of carbohydrate (P < 0.01) and total sugar (P < 0.05) were significantly lower in the educated group. The cumulative percent of sugar intake of top 20 sugar source foods in the educated group (82.80%) was lower than that of the non-educated group (85.75%). The contribution of beverages on total sugar intake was lower in the educated group. The average frequency of consuming sugary foods was significantly lower in the educated group (P < 0.05). CONCLUSIONS: Our results indicate that nutrition education on discouraging sugar intake is effective in reducing the amount of total sugar consumed, resulting higher nutrient density in the diets of pre-school children.

신입간호사를 위한 투약 간호 e-Learning 프로그램 개발 (Development of an e-Learning Program about Medication for New Nurses)

  • 성영희;권인각;황지원;김지영
    • 대한간호학회지
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    • 제35권6호
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    • pp.1113-1124
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    • 2005
  • Purpose: The purpose of this study was to develop an e-Learning program about medication for nurses to enhance nurses' medication performance ability and to analyze learners' responses after studying with this program. Method: For the development of the e-Learning program, the NBISD(Network Based Instructional Systems Design) model, suggested by Jung(I999) was applied as a basic model and the instruction design theory of Gagne & Briggs(1979) and ARCS theory of Keller(I983) were applied. After the operation of this program for one month to 34 new nurses, learners' responses were analyzed. Result: Learners' knowledge of medication was greatly improved after this program. In addition learners' satisfaction with the overall education program, help in field applicability, ease of screen shift and exploration, and tutor activities were high and the contents were regarded suitable for e-Learning. Many things were advantageous such as easy accessibility, easy understandability with pictures and flash animation, practical cases and feedback from a tutor. Provision of a supplementary handout and improvement of a tight time schedule were pointed out as things to be improved. Conclusion: This e-Learning program can be used effectively for medication education for registered nurses, student nurses, and new nurses.

도시재생을 위한 건물공간관리 플랫폼 사용자 역량 교육에 관한 연구 (A Study on User Competency Training for Building Space Management Platform for Urban Regeneration)

  • 강현주;김치용
    • 한국멀티미디어학회논문지
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    • 제23권3호
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    • pp.499-507
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    • 2020
  • This paper is one of the types of 'sharing economy', a social economic model that borrows and shares things, spaces, and services from the development of the 4th Industrial Revolution. Through sharing of empty space and time in the city, I would like to suggest a way to reduce the closure of small business owners in order to create jobs, which is one of urban problems in the community. We also build a platform that utilizes the free time and space of buildings through space sharing, one of the types of sharing economy, and provides education programs for start-up education, promotion, marketing, and consulting by matching small business owners with building owners. Therefore, in this paper, by sharing the space and time, the landlord and the small business can share the profits of the small business by reducing the business owner's closure and the job creation plan. Coaching urban regeneration was proposed.

Development of AR Content for Algorithm Learning

  • Kim, So-Young;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권3호
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    • pp.292-298
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    • 2022
  • Coding education and algorithm education are essential in the era of the fourth industrial revolution. Text-oriented algorithm textbooks are perceived as difficult by students who are new to coding and algorithms. There is a need to develop educational content so that students can easily understand the principles of complex algorithms. This paper has implemented basic sorting algorithms as augmented reality contents for students who are new to algorithm education. To make it easier to understand the concept and principles of sorting algorithms, sorting data was expressed as a 3D box and the comparison of values according to the algorithms and the movement of values were produced as augmented reality contents in the form of 3D animations. In order to help with the understanding of sorting algorithms in C language, the change of variable values and the exchange of data were shown as animations according to the execution order of the code and the flow of the loop. Students can conveniently use contents through a smart phone without special equipment by being produced in a marker-based manner. Interest and immersion, as well as understanding of classes of sorting algorithms can be increased through educational augmented reality-based educational contents.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

사칙연산을 이용한 알고리즘 원리 학습 방안 (Learning Method for Algorithmic Principles Using Numerical Expressions)

  • 배영권;문교식
    • 정보교육학회논문지
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    • 제12권3호
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    • pp.303-312
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    • 2008
  • 최근에 중시되고 있는 컴퓨터 원리 학습에 대한 교육적 요구에 부응하여, 본 논문에서는 간단한 사칙연산의 과정을 통하여 초등학생의 수준에서 자료구조와 알고리즘에 대한 기본적인 이해를 도모하고 흥미를 갖도록 효과적인 교육내용과 방법을 제시하였다. 이를 위해 unplugged 방식의 컴퓨터 학습자료를 제작하여 활동을 통해 컴퓨터가 데이터를 받아들이는 방법을 알 수 있도록 하였으며 학생들에게 애니메이션 자료를 제작하여 배열과 연결리스트에 의한 수식 표현과 알고리즘에 대하여 학습할 수 있도록 하였다. 연구의 교육적 실효성을 알아보기 위해 OO광역시 소재의 초등학교 5학년 한 반을 대상으로 논문에서 제시한 교육내용과 방법을 통하여 실험연구를 하였다. 연구 결과 학생들은 컴퓨터의 계산방식과 사람이 계산하는 방식에 있어 차이점이 있다는 것을 알게 되었고 그로 인해 알고리즘과 자료구조에 대한 기초적인 이해가 가능하였으며 알고리즘과 자료구조에 대한 긍정적인 반응을 나타내었다. 이를 통해 알고리즘의 원리학습은 눈높이 맞게 제시된다면 초등학생에게 효과적으로 교육할 수 있다는 가능성을 확인할 수 있었다.

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정보활용기술 발전에 따른 효과적 사이버 교육을 위한 설계 및 구현의 차이에 대한 연구 (Research on Effects of Three Different Designs and Implementations on Cyber Education)

  • 하태현;강정화
    • 컴퓨터교육학회논문지
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    • 제6권4호
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    • pp.71-83
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    • 2003
  • 이 연구는 다양한 개발 방법을 통해 효과적인 사이버 교육 프로그램을 찾는 것을 주목적으로 한다. '다양한 방법'의 접근은 어떤 전달 기술 (Delivery Technology)에 의해서 사이버 교육이 이루어 지고 있는가에 따라서 분류되었다. 제 1 세대에서 사용한 기술로써는 문자, Flash 그리고 애니메이션 이며, 제 2 세대와 제 3 세대에서는 동영상 비디오와 오디오 등 멀티미디어 기술을 사용하였으나 다만 비디오 클립에서 강의 되는 학습전달방법이 다르다. 평가결과 3 세대 기술을 이용한 방법이 가장 효과적인 학습 전달 기술로 평가되고 있다. 그러나 여기에서 사용한 멀티미디어를 이용한 학습 전달 방법은 개발에 드는 많은 비용 뿐만이 아니라 학습자에게도 네트워크의 전송속도가 빠른 최신의 컴퓨터를 필요로 한다. 그러므로 사이버 교육을 위한 멀티미디어를 이용한 프로그램 개발과 아울러 전송 속도 등과 같은 기술적인 개발도 이루어져야 한다고 생각한다.

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핵심기본간호술 VR 교육 콘텐츠 개발을 위한 융복합 연구 (A Convergence Research for Development of VR Education Contents for Core Fundamental Nursing Skills)

  • 김정기;유혜연;이영수
    • 한국콘텐츠학회논문지
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    • 제21권9호
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    • pp.714-722
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    • 2021
  • 본 연구에서는 가상현실을 이용한 VR 기본간호술 교육 콘텐츠를 제안하고자 하였다. 핵심기본간호술 20가지 중 간이혈당검사와 인슐린피하주사 항목은 간호술 항목에서 빈번히 수행하는 기본간호술 중 하나이며, 당뇨환자들에게 자가관리 교육을 할 때도 사용할 수 있는 항목이다. 본 연구는 이 항목을 가지고 학습자의 체험을 중심으로 가이드, 미션, 피드백의 3단계로 나누어 몰입형 VR기반 핵심기본간호술 콘텐츠를 설계하였다. 이 콘텐츠에서는 실제 간호술처럼 콘트롤러를 사용하지 않고 손가락 관절인식을 통해 손의 움직임을 트랙킹하여 몰입하며 훈련할 수 있다. 이 연구는 임상 수행 능력 향상을 도울 수 있는 VR 간호술 교육 콘텐츠 개발에 도움이 될 것이다.

The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.