• Title/Summary/Keyword: application development education

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A Development of Android Application for Physics Learning Based on STEAM (물리학습을 위한 STEAM 기반의 안드로이드 앱 개발)

  • Kim, Tae-Hun;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.1
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    • pp.25-33
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    • 2012
  • Though science and technology are evolving rapidly in recent years, the traditional science education has limits for students to be satisfied their interests and needs because they couldn't follow these speeds. STEAM as a education integrating science, technology, engineering, arts and mathematics has strengths of increasing interests and understandings in science and technology and improving integrated thinking and problem solving ability for leaners. In this study we analyze the elementary school curriculum and construct physics learning based on STEAM and develop a android application to increase interests in science and improve problem solving ability. In the future, we need to analyze and develop the curriculum and contents for the STEAM education.

The Analysis of Present Condition and Utilization Planning of Closed School in Chungbuk Province (충북(忠北) 미활용(未活用) 폐교(閉校)의 실태(實態)와 활용방안(活用方案)에 대한 조사연구(調査硏究))

  • Jung, Jinju;Park, Seungryeol;Kim, Seunggeun;Choi, Hyoseung
    • Journal of the Korean Institute of Rural Architecture
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    • v.2 no.2
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    • pp.23-34
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    • 2000
  • Many primary schools that have been an important role in the community at the same time local important facility not only local area but also all area in Korea have shown a situation for closing and into grating a school because of a social and political measure. The education policy for man power training and closing policy for small scale school not more than 100 students can't role in the rural development policy, coming farming and fishing villages. The reasons for thinking some application paradigm and closing schools have been important role in the point of education and culture parts. Of course, the application paradigm for closing school facility will get accomplished for a mood of local residents and a point of cultural deference, not keeping up unconditionally for closing a school. For accomplishing versatile purposes, initiative role of the organs of local education is very important. The organs of local education have an application paradigm that closing schools are the facilities for local organs of education will plan some specific facility to be matched for local special quality and connection quality of surrounding facility and environment. Before an application paradigm of closing school, it is very important that a fundamental factor for negligence the facility will be solved. Eventually, the organs of education have a plan for technical study of this paradigm and consider keeping and mending of closing facility, rent the facility for payment or not they want, and confer money problem not an unconditional scale.

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Development and Application of Primary Puzzle-Based Learning Program for Computer Science Education (컴퓨터 과학 교육을 위한 초등 퍼즐 기반 학습 프로그램 개발 및 적용)

  • Oh, JungCheol;Kim, JaeHyeong;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.11-23
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    • 2014
  • Developing computational thinking ability is crucial for those living in the 21st century. However, the current computational education system cannot satisfy this need. Current computational education tends to be limited to the teaching of the use of application programs or the teaching of the programming language. This is why the primary puzzle-based learning program was developed. This program promotes the development of the learner's computational thinking ability and understanding of the principles of the computer science as opposed to the fragmented, uniform programing education. In order to prove the effectiveness of this newly developed program, a 35-hour study was conducted to 41 students from grade 3 to 6 classrooms in Jeju Province. It was proved that this program brings positive changes in creativie problem-solving ability and problem-solving abilities in computer science. This paper is to provide the ground for the development of an educational program and to prove the effectiveness of thereof, and finally introduce the Primary Puzzle-Based Learning Program as the alternative computational education.

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A study of Ubiquitous Education Support System (유비쿼터스 교육 지원 시스템)

  • Shin, Ki-Sub;Choi, Yong-Won;Choi, Yeon-Sung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.4
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    • pp.3-12
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    • 2009
  • In recent years, the development of ubiquitous computing environment, according to the time, place, regardless of the environment changes dynamically based on providing a service. In particular, ubiquitous computing environment, education support services in the fields of education according to the principal of each member is required to provide personalized information. Therefore, this paper describes the education support system which provide adaptive information to member of education. The structure of the proposed system consists of mobile agents multi-agent system platform, JADE (Java Agent DEvelopment framework) is based. Also, we describes the design of agents for application services and the interaction model. In this paper, the performance of proposed system to verify availability, classroom teachers, students and parents and administrators as a service application based on the user's role to provide appropriate information system was implemented. Finally, we shows the result of user interface GUIs according to adaptive education services.

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A Study on the Development Direction of Education and Training System based on AR/VR Technology (가상현실 및 증강현실 기술을 기반 한 교육·훈련 체계 개발 방향 설정에 관한 연구)

  • Park, Myunghwan;Lee, Sangsoo;Jeon, Ki Seok;Seol, Hyeonju
    • Journal of the Korea Institute of Military Science and Technology
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    • v.22 no.4
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    • pp.545-554
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    • 2019
  • The purpose of this study is to develop a method of applying AR(Augmented Reality)/VR(Virtual Reality) to educational and training systems from a comprehensive perspective, rather than applying AR/VR technology to specific education and training systems. We suggested whether to apply AR or VR technology to education and training system, the level of application of technology when constructing using AR/VR technology, and the criteria of priority among many education and training systems. To do this, we presented the framework of application of AR/VR technology, the evaluation criteria for selecting priority of education and training system applying AR/VR, and the systematic procedure for utilization of developed method. This study is significant in that it has developed a method to determine the direction of systematic AR/VR technology application for all education and training systems operated by the military or organization. This is expected to contribute to the overall efficiency of the organization in terms of economical utilization of the limited budget as well as the various benefits of utilizing basic AR/VR technology.

Development and Application of Teaching-Learning Materials for Mathematically-Gifted Students by Using Mathematical Modeling -Focus on Tsunami- (중학교 3학년 수학 영재 학생들을 위한 수학적 모델링 교수.학습 자료의 개발 및 적용: 쓰나미를 소재로)

  • Seo, Ji Hee;Yeun, Jong Kook;Lee, Kwang Ho
    • School Mathematics
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    • v.15 no.4
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    • pp.785-799
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    • 2013
  • The researchers developed the teaching-learning materials for 9th grade mathematically gifted students in terms of the hypothesis that the students would have opportunity for problem solving and develop various mathematical thinking through the mathematical modeling lessons. The researchers analyzed what mathematical thinking abilities were shown on each stage of modeling process through the application of the materials. Organization of information ability appears in the real-world exploratory stage. Intuition insight ability, spatialization/visualization ability, mathematical reasoning ability and reflective thinking ability appears in the pre-mathematical model development stage. Mathematical abstraction ability, spatialization/visualization ability, mathematical reasoning ability and reflective thinking ability appears in the mathematical model development stage. Generalization and application ability and reflective thinking ability appears in the model application stage. The developed modeling assignments have provided the opportunities for mathematically-gifted students' mathematical thinking ability to develop and expand.

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Development and Application of Evaluation Tool for Sexuality Education in Elementary School (초등학교 성교육 평가도구 개발 및 적용)

  • Yang Soon-Ok;Jeong Geum-Hee;Kim Shin-Jeong;Lee Que-Young;Baek Sung-Sook
    • Child Health Nursing Research
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    • v.8 no.3
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    • pp.334-343
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    • 2002
  • This study was aimed at primarily to develop a tool to evaluate sexuality education and secondarily to test effectiveness through application of developed evaluation tools in elementary school. The results from this study were summarized below: 1. On the basis of targeting the lower grades (1st- 3th year) and the higher grades (4th-6th year) elementary school students' sexuality education guidebooks published by Korea Ministry of Education & Human Resources Development, 71 preliminary items targeting the lower grades, 90 preliminary items targeting the higher grades were developed. 2. Through the validity test about the contents of the preliminary items three times, the items were regulated to 65 items targeting the lower grads and 57 items targeting the higher grades. And then, the preliminary items were re-regulated to 40 items separately. Then, pre-test which targeting each 30 students was enforced. 3.Finally, the evaluation tools for sexuality education that consisted of 40 items targeting the lower grades and the higher grades were developed. 4. eliability test of the developed tools, sexuality education evaluation tools showed alpha coefficient of internal consistency were 0.8355 (for the use of the lower grades) and 0.8881 (for the use of the higher grades). 5. o apply the developed sexuality education evaluation tools, 10-times sexuality education were carried out class unit and pre-post test were done using same questionnaire, which contains developed tool, there were significant difference in low grade (t=16.548, p=0.000), high grade (t=14.773, p=0.000). The results of this study suggest that the evaluation tool for sexuality education in elementary school may be a useful tool with a high degree of reliability and validity. In this sense, the evaluation tool for sexuality education developed by this study can be effectively utilized in Korea elementary schools.

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Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

An Integrational Approach for Culinary Education based on Brain-based Teaching Principle (뇌학습 원리에 기초한 조리교육을 위한 통합적 고찰)

  • Lee, Jeong-Ae
    • Culinary science and hospitality research
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    • v.24 no.3
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    • pp.144-155
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    • 2018
  • This study was conducted to explore the direction of culinary education based brain-based education with analysis of comprehensive research. Questionnaire was completed by frequency analysis, factor analysis, reliability analysis and regression analysis by using SPSS 21. The purpose of this study was to investigate the educational system for creative development through cooking sources and to develop brain-based learning theory, and thus to generate the characteristics and effects of the practice in culinary educational context. The basic principles of brain- based learning are brain plasticity, emotional brain, and ecological brain. Students need to be able to enrich their understanding of social interaction so that social brain's function will be activated through consistent and high-quality feedback. Likewise, students should be capable of collecting everything what they have learned. Defining main ideas and goal of the lesson, four factors were derived from development of competency, personality, application, and diversity. Regarding to the result of this study, the implications for the development of a brain-base program were suggested.

A Development and Application of the Objects on the Unit of 'Our Body' on Augmented Reality ('우리 몸' 단원에 대한 증강현실 교육콘텐츠의 제작과 적용)

  • Ryu, Hyejoo;Park, Heonwoo
    • Journal of Korean Elementary Science Education
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    • v.36 no.4
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    • pp.367-378
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    • 2017
  • Because the lessons of 'our body' are based on indirect experiences and simple experiments, various methods are needed to improve the learning effect. In this study, seventeen AR contents were created to be used in five subjects in the 5th grade elementary school. The learning contents implementation were made using QCAR (QualComm's Augmented Reality) and Unity 3D (Unity 3D) program, which are augmented reality software development kits (SDKs). In order to find out the applicability, we applied the developed contents to one grade 5 classroom equipped with internet environment. Participants were asked about their perception of the program and interviewed. As a result, the developed AR learning contents appeared to be available. It was expected to help improve learning and was pointed out that improvement of internet condition and development, also, was needed expansion of various contents should be complemented.