• 제목/요약/키워드: application development education

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융합 인재 교육(STEAM) 연수를 통해 교수.학습 자료 개발 및 현장적용을 경험한 초등교사들의 인식 조사 (Primary Teachers' Perception Analysis on Development and Application of STEAM Education Program)

  • 이지원;박혜정;김중복
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권1호
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    • pp.47-59
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    • 2013
  • The purpose of this study is to investigate the perception about STEAM education of primary teachers who have developed and applied STEAM education to their students through teacher training program. For this study, 101 among 172 attendance are responded to questionnaire of three categories consisting of development and application teaching material for STEAM instruction, and spreading STEAM education. The major findings are as follows: First, when primary teachers develop materials for STEAM education, they consider applicabilities in real classes. Second, they feel the burden of time when they develop STEAM material. Third, they think that their own program has significant educational effectiveness and that students enjoyed the program. Especially, they think that STEAM education program can raise students' interest about learning. Fourth, primary teachers point out the constraints for application of STEAM education program, which are lack of expertise and difficulty acquiring class time. Fifth, primary teachers evaluate the effect of STEAM education program on primary education is positive, and they answer that we need many teaching materials for STEAM education, operating as a regular curriculum, and securing budget. In order to spread STEAM education in field of primary education successfully, administrators have to consider and reflect the voice of teachers.

3D 프린팅 교육 프로그램을 위한 수업자료 개발과 적용 (Development of Instructional Materials for 3D Printing Education Program and Its Application)

  • 이영건;이상현;유승훈;김시태
    • 공학교육연구
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    • 제24권3호
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    • pp.42-49
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    • 2021
  • This paper deals with the development and application of a 3D printing education program implemented to cultivate creative fusion-type talents required by the 4th Industrial Revolution. Specifically, the entire process developed by applying the ADDIE program development model, from 3D modeling to post-processing of printed materials, was performed individually and for each team for about 200 second-year college students for two weeks. Through this program, students develop the basic ability to apply 3D printing to the learning curriculum, the ability to solve problems through cooperative interactions between team members, and convergence thinking ability by collaborating within the team by students from various major fields. They are proved by analyzing an education satisfaction survey conducted after application of the program. In conclusion, the program of this paper presents a methodology for effective 3D printing education in universities.

SW 교육을 위한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안 (Design a Programming Education Plan for SW Education Using Robot and Mobile Application Development Tool)

  • 유인환
    • 정보교육학회논문지
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    • 제18권4호
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    • pp.615-624
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    • 2014
  • 마트 기기의 급속한 발전과 보급에 따라 사회가 크게 변화되고 있으며, SW교육의 중요성이 부각되고 있다. 학습자들 또한 모바일 앱 프로그래밍에 대한 관심이 매우 높다. 한편 프로그래밍 교육에서 로봇의 활용은 흥미유발, 동기부여, 참여도, 성취도 제고의 측면에서 효과가 있는 것으로 연구 결과가 발표되고 있다. 이에 본 연구에서는 SW 교육을 위한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안을 개발하고 적용하였다. 그리고 수업, 로봇, 앱 인벤터, 로봇과 앱 인벤터의 연동 등의 네 가지 영역으로 구분하여 설문조사를 실시하였다. 그 결과 네가지 영역에서 공통적으로 흥미, 만족에 대한 학습자의 반응이 매우 긍정적이었다. 학습자들은 스마트 폰을 사용하여 프로그래밍 결과를 즉각 확인할 수 있고, 특히 스마트폰으로 로봇을 제어할 수 있다는 점이 학습자의 흥미를 높이는 점으로 분석되었다. 결론적으로 본 연구에서 개발한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안은 유용성이 있다고 볼 수 있다.

사용자 가치 기반에 의한 교육용 모바일 앱의 UX디자인 설계전략 (UX design strategy for Education Mobile app based on User Value)

  • 최은영
    • 한국정보통신학회논문지
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    • 제21권7호
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    • pp.1386-1392
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    • 2017
  • 디지털 미디어의 활용이 활발하게 진행됨에 따라 UI/UX에 대한 관심 및 중요성이 증가하고 있다. 이에 교육용 모바일 앱 개발 시 가치분석 모형을 바탕으로 디자인 평가 모형을 설계하고 이를 바탕으로 한 개발방향을 제시하고자 한다. 소비자 가치 분석을 바탕으로 한 디자인 평가모형의 주요 요인들은 소비자의 지속적 사용에 영향을 미친다. 이에 앱 개발 시 기존 애자일 방식의 개발 단계에 사용자 가치 분석을 바탕으로 한 디자인 평가 주요 요인들을 반영하게 되면 최적의 UX환경을 제공할 수 있다. 이렇게 개발된 앱은 소비자에게 만족감을 높여주게 되어 지속적인 사용에 긍정적인 영향을 미칠 것으로 기대한다.

방사선 기술 분야 재직자 인력양성을 위한 직무분석에 기반한 교육 모델 설계 방법론 분석 (Analysis of Methodology for Designing Education and Training Model for Professional Development in the field of Radiation Technology)

  • 김건욱;이재헌;박태진;송명재
    • 방사선산업학회지
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    • 제9권1호
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    • pp.21-27
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    • 2015
  • The domestic Radiation Technology is integrated into and utilized in various areas and is closely related to the industrial growth in Korea. The domestic use of radiation and RI (Radioisotope) increases in quantity every year, however the level of technology is poor when compared to other developed countries. Manpower training is essential for the development of Radiation Technology. Therefore, this study aimed to propose a methodology for designing systemic education and training model in the field of measurement and analysis of radiation. A survey was conducted to design education and training model and the training program for measurement and analysis of radiation was developed based on the survey results. The education and training program designed in this study will be utilized as a model for evaluating the professional development and effective recruitment of the professional workforce, and can be further applied to other radiation-related fields.

진동공학 교육장비 개발 및 적용 (Development and Application of Educational Equipment for Vibration Engineering)

  • 임경화;양손
    • 한국실천공학교육학회논문지
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    • 제1권1호
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    • pp.61-65
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    • 2009
  • 공학교육을 위한 실습장비가 다양하지 못함에 따라 특정 실습을 위해서 맞춤식 교육용 장비 개발이 절실한 경우가 많다. 특히 전공심층과목인 진동공학에 관련된 교육장비는 국내외 부족한 실정이다. 이에 따라 실제 현장에서 발생되는 진동현상을 구현하면서, 진동공학의 이론교육과 실습을 위한 교육용 장비들을 개발할 필요가 있다. 본 논문에서는 학부생 졸업연구작품 과제를 통해서 개발된 임계속도 측정용 회전체 교육장비, 밸런싱 머신 교육장비, 자석을 이용한 흡진기 교육장비 및 능동진동제어 교육장비를 각각 소개하고, 수업시간을 통해서 교육장비들의 활용성 및 실용성을 검증하였다. 또한 미래 교육장비의 개발 및 적용에 대한 개선안도 제안하였다.

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암환자를 위한 모바일 앱용 네비게이션프로그램 개발 (Development of Navigation Program for Cancer Patients using Mobile application)

  • 권근애;정가진;박주미;정미경;서화정;김지윤;김연희;박정윤
    • 한국의료질향상학회지
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    • 제21권2호
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    • pp.28-38
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    • 2015
  • Objectives: The objectives of this research were to develop and evaluate a mobile application for navigation program for cancer patients who might experience some difficulties in obtaining and understanding further schedules, directions due to flooding information at a time and scattered educational materials. Methods: A mobile application was developed an educational mobile app for cancer patients based on a systematic instructional design model called ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The developed application was evaluated by 76 users through a questionnaire of satisfaction. Results: A mobile app contains educational contents for cancer patients, based on their satisfaction, demand and knowledge about cancer education and information services. It contains management of symptoms, management of my schedule, and information about chemotherapy, FAQ, symptoms dangerous enough to contact the hospital, personal history about how to overcome cancer, hospital convenience facilities and education schedule of cancer center. A result of the evaluation of user's satisfaction showed 59.4% responding 'Satisfied' and 27.4% 'Very satisfied'. Conclusion: The personalized information and education contents for cancer patients by using the mobile application was given to cancer patient and then educational outcomes became more effective. The development of the application which persons can use regardless of time and place enables health care providers to acquire the foundation of the patients-oriented educational system. Education satisfaction and knowledge level was increased, after using mobile application.

Development and Application of a Nutrition Education Game for Preschoolers

  • Oh, Yu-Jin;Kim, Dong-Sik
    • Journal of Community Nutrition
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    • 제8권4호
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    • pp.165-170
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    • 2006
  • This study was conducted to develop and apply a computer-based multimedia nutrition education program for preschoolers based on the Dick and Carey model of instructional design. The Dick and Carey model included 4 phases: analysis, design, development, and evaluation. The program's instructional goals, objectives, assessment instruments, content, examples, and practice questions with feedback were written in the design phase. To be familiar with the 5 food groups, 'Nutrition exploration' were programmed using Hyperstudio. 'Nutrition exploration' was designed as a five-session, interactive multimedia game, with each session taking about 5 minutes to complete. Nineteen preschoolers, aged 6, volunteered to participate formative evaluation. The effectiveness of the program was examined using a pre-post test design. Participants were recruited by personal contact at the individual preschool education center. The application was carried out during 4 weeks. The results showed that intervention participants significantly increased knowledge between pre-test and post-test. The results support using IMM (interactive multimedia) to disseminate nutrition education to the target population. This research provides the basis for continuing development of computer-based nutrition education materials.

정보통신기술 활용교육의 수학교과 적용 방안 탐색 (A Study on the Development and Application of Information Communication Technology into Mathematics Education)

  • 김민경;김유진
    • 한국수학교육학회지시리즈A:수학교육
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    • 제42권1호
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    • pp.41-56
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    • 2003
  • As the information society appears, the increasing power and access of personal computers along with wide spread use of the information technology has not only changed the landscape for communication but it has opened up new and exciting opportunities for education. One of the ways that information technology could help improve education is to be used in interactive communication to share the knowledge and experience of all the teachers as well as students. In this paper, the use and application of information communication technology[ICT] into mathematics classroom are described and showed several examples. furthermore, the web site design and developed for this study was introduced of the purpose of sharing the ideas about the knowledge and usage of the history of mathematics and examples of mathematical connections. The study suggests that enabling mathematics in incorporating of ICT by teachers and students requires more effort to be made in training teachers on the use and application of ICT into mathematics classroom.

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Development of the Application Program for Architectural Engineering Problems

  • Lee, Jae-Cheol
    • 공학교육연구
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    • 제13권2호
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    • pp.49-53
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    • 2010
  • The architectural engineering is regarded as the non-IT related field. But as growing the domain of IT industry, the students who major in the architectural engineering have to keep the programming ability to deal with the architectural engineering problems. In this paper, It will be discussed the development of the application program for architectural engineering problems by using the programming skill, and how can it enhance the non-IT related field's students to solve the problems.

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