• Title/Summary/Keyword: digital educational resources

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A Study on the Effects of Using Digital Textbook - Focused on Stacking Cubes Activities in 6th Grade - (디지털교과서 활용 효과에 관한 영향 - 6학년 수학 쌓긴나무 단원을 중심으로 -)

  • Yi, Hea-Sook;Kwon, Sung-Yong
    • Journal of Elementary Mathematics Education in Korea
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    • v.13 no.1
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    • pp.97-114
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    • 2009
  • The purpose of this study was to investigate the effects of digital mathematics textbook on spatial abilities, interest and achievement of 6th graders. For this, research questions were set as follow: A. Is there any difference in cognitive ability in the space perception test between the experimental group and the control group. B. What distinctive attributes exist between the experimental group and the control group in the Spatial abilities? C. Is there any difference in learners' interest and achievement between the experiment group and the control group. To investigate the research questions, two classes of 6th grade children were selected from an elementary school in Daejeon and assigned one as experimental group and the other as control group. The experimental group studied mathematics using Digital Textbooks under an individual PC environment while the control group studied using the existing book-type textbooks. The following results and conclusions were obtained from the research. First, the effect of the Digital Textbooks on children's mathematics achievement was not statistically meaningful even though there was some progress in children's achievement. Furthermore, it was not found that the usage of a Digital Textbooks consistently influenced improvement in the students' interest in mathematics. Second, there were some positive changes in the achievement of Spatial ability of the middle subgroup of pretest score in the experiment group. It can have some educational implication that the Digital Textbooks can affect positively to the middle group in mathematics achievement who dominated more than 50% of the class. Third, the number of correct answers was found to be somewhat higher than that of the control group in spatial reasoning items. This means that the learning environment with Digital Textbooks allow more opportunities for manipulating geometric objects physically and mentally. Therefore, It seems necessary to offer various resources such as digital contents for students' geometric learning. For future research, It is strongly recommended to fix the bugs of the digital textbook programs and to upgrade the operating system of the computer.

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Study on the Coexistent Development of the Touristic and Educational Cultures of Temples - Focused on Youngwol region - (사찰건물의 관광 및 교육문화를 위한 상생발전 연구 - 영월지역을 중심으로 -)

  • Jo, Won-seob;Oh, Seung-ha
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.7 no.4
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    • pp.178-187
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    • 2014
  • The purpose of this study is to study the coexistent development of the touristic and education cultures of temples. For the study, an investigation on the actual conditions of temples in Youngwol and a set of interviews were conducted from 13th June to 7th November in 2014. The analysis was conducted through the field observations and the interviews with building owners based on the criteria and SPSSWIN 18.0 program was used for statistical processes. The results of analysis are as follows. First, the temples are found to be the extremely valuable local cultural assets with the cultural values and historical backgrounds. Second, the major temple buildings show that they have the unique and distinct characteristics that cannot be found from other general temples, so it is necessary for developing the unique local tourism resources from them. Third, since the study shows that there is a lack of tourism and educational culture resources, so a relevant plan thereof is urgently required. The implication of this study is that there is an urgent necessity for the succession and the modern reinterpretation regarding the cultures of traditional temples, based on which a shift of viewpoint to the digital tourism, which covers both the traditional temple cultures and the modern cultures, could arise.

A Study on the Application of Google Classroom for Problem-Based Learning (문제중심학습을 위한 구글크레스룸 활용 방안 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.81-87
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    • 2018
  • Problem-based learning (PBL) appears to be a superior and effective strategy to train competent and skilled practitioners and to promote long-term retention of knowledge and skills acquired during the learning experience. This study concerns the implementation of PBL in the online environment and face-to-face PBL. An online environment allows participants to communicate with one another, view presentations or videos, interact with other participants, and engage with resources in work groups. Nowadays, education is accessible everywhere with the use of digital devices. Educational institutions subscribe to GSuite for Education, and Google introduced its Google Classroom as an e-learning platform. This study aims to analyze Google Classroom and to design PBL for Mongolian students taking Korean courses. The main objective of this paper is to identify the usability and evaluation of Google Classroom. The result of this study will be a proposed e-learning platform for Dornod University, Mongolia, which is initially needed in the Natural Science and Business Department.

A Study on the Selection Criteria for Instructional Media as Guidelines for the School Library Media Specialist (학교도서관 미디어전문가를 위한 교수매체 선정기준 연구)

  • Park, On-Za
    • Journal of the Korean Society for Library and Information Science
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    • v.37 no.2
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    • pp.27-56
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    • 2003
  • The school library media specialists offer the users assistance in using information resources and instructional media by assessing, evaluating and selecting the most appropriate materials for the present educational situation in school. The format of the information media and the scope of the media center collection have constantly been changed by information technology. Media specialist has to know the selection criteria to be capable of providing any media format in the technological society, particularly of providing instruction software(courseware), multimedia, hypermedia and digital reference service to maintain the school library media center as one of the user oriented educational information centers. This paper presents the selection criteria for the instruction media by media format as one of the useful guidelines to the media specialist.

Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games

  • Wierzbicki, Robert J.;Bohnke, Peter
    • International journal of advanced smart convergence
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    • v.2 no.2
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    • pp.1-6
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    • 2013
  • Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. In this paper we discuss the use of behavioural metaphors in game-based blended-nurture scenarios for computer games and pedagogical-psychological tests. Upbringing demands an active intervention in the process of children growing up and the courage to place higher expectations on ourselves and our own lifestyles. Decisions and the behaviour of the younger generation are often irrational and the resulting effects can have destructive consequences. Nowadays, games take on the role of modern storytellers. With the help of complex analogies in games, a variety of situations can be depicted in an eye-catching way and later discussed.

A Case Study on Combined School-Public Library of Gangnam-gu (기초자치단체가 설립한 학교-공공 통합형 도서관 운영사례 -강남구립 학교전자도서관의 경우를 중심으로 -)

  • 한윤옥;이승원
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.14 no.2
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    • pp.59-82
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    • 2003
  • Gannam-gu established 'school digital libraries' in 15 of their elementary schools between September 2001 to October 2002, and now offers library services to both students and residents All expenses and human resources for these libraries are provided by the Gannam-gu and schools provide only their vacant classrooms. This is a good example of combined school-public library The type of combined school-public library can be a useful suggestion for our educational situation. So the purpose of this study is to reveal the actual condition and the efficiency of the library established by Gannam-gu, a well-known case of a combined school-public library.

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Efficacy Analysis of Developed Course for Promoting Character Education with Women's University Students (대학교의 인성교육진흥을 위한 교양교과 개발 및 효과성 연구)

  • Kim, Ji-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.481-491
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    • 2015
  • This research has verified the efficacy of character education course in Liberal Art Curriculum in accordance with the objective of K Women's University of which is the 'mind sharing through mindfulness, SMART human resources development'. Most of the content of character education is organized aiming to promote values of "appreciation". The subjects are experimental group and control group, of which are 229. Research methods were t-test of between groups. The effects of the course have shown that the experimental group students were higher on the level of connectedness sub-scale in Gestalt Contact Boundary Scale than those of the control group students(t=2.323, p = .021). Although the 'character education' course increased connectedness, but it no positive effect on mindfulness skill and self-esteem. This results showed that character education course is effective to promote mind sharing and connectedness in part. It was discussed about a way of further refining course contents and the need to reflect educational philosophy of the K Women's University.

A Study on Fabrication of Traditional Metal Craft Techniques Using 3D CAD (3D CAD를 이용한 전통금속공예기법 교보재 제작 연구)

  • Choi, San;Do, Eun-Ok;Huang, You-wei;Liang, You-Zhi;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.349-355
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    • 2020
  • The Fourth Industrial Revolution has emerged, and technologies of various industries are being converged, compounded, or clouded computing, mobile, or big data. The emergence of a variety of skills and new jobs to match them is bringing the public out of the education and occupation of traditional metal crafts. In this change, craft education should find and study the education method suitable for the present times, and apply it to the educational field to raise public interest and revival. To this end, we will investigate the cases of education in other industries where new materials or technologies have been introduced, and use them in education of traditional metal craft techniques. In addition, we will investigate various cases and features of 3D printing technology and use it for education in craft techniques that have limited time, space and resources.

Applications of English Education with Remote Wireless Mobile Devices (무선 원격 시스템의 모바일 장치를 이용한 영어 학습 방법 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.255-262
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    • 2013
  • Useful applications for English education enable immediate conversion of mobile devices into remote wireless systems for classroom computers. Once the free software has been installed in the main computers in the classroom, using powerpoint, students can operate the computers through their mobile devices by installing Air mouse on them. By using this, the students can draw or write on the "board" to manipulate the educational resources from where they are/from their seats. The study of English language encompasses not only academic study but also language training. Until recently, the issue of the English language learning has been ridden with certain problems-instead of being a tool that facilitates communication, its main purpose has been for school grades, TOEIC, and TOEFL. This study suggests English language learning methodology using various applications such as mobile, VOD English language content, and movie scripts in implementing easy and fun English language learning activities that can be studied regularly. This is operationalized by setting a specific limit on learning and by using various media such as podcast, Apps, to increase interest, motivation, and self-directed learning in a passive learning environment.

A Study on Satisfaction with Cosmetics and Beauty Education Programs for Youth: Focusing on Gwangju Metropolitan City's "Safety Use Education for Youth Cosmetics" (청소년을 위한 화장품 및 미용 교육프로그램 만족도 연구 - 광주광역시 '청소년 화장품 안전사용교육'을 중심으로 -)

  • Oh, Seo Hyun
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.99-109
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    • 2024
  • This study aimed to assess the satisfaction levels of adolescents with beauty programs, investigate the factors influencing them, and present foundational insights for designing cosmetics and beauty education initiatives tailored to adolescents. Specifically focusing on the "Safety and Use Education for Youth Cosmetics" program implemented in Gwangju Metropolitan City, it examined the satisfaction of participants, including students, instructors, and school teachers involved in the education. The study was based on action research, a qualitative methodology. The conclusions are as follows: First, participants gained knowledge and information encompassing various aspects of cosmetics, such as types, expiration dates and usage span, face wash and skin types, shampooing methods, scalp care, role and significance of sunscreen, skin trouble management, and identification of skin type, through cosmetic education programs. Second, participants learned about techniques such as eyebrow trimming, eyebrow shape correction, facial contour correction, skin blush supplementation, color makeup, personal color, and tattooing. Third, there is an urgent need to develop different educational teaching resources suitable for implementation across elementary, middle, and high schools. Fourth, it is necessary to cultivate higher-quality instructors in this digital age. Fifth, it is crucial to explore new methods of delivering beauty education to adolescents. We hope the insights gleaned from this study will serve as useful foundational data, albeit modest, fostering new beauty trends amidst the challenging landscape of youth education.