• 제목/요약/키워드: education tool

검색결과 2,683건 처리시간 0.025초

A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
    • /
    • 제10권3호
    • /
    • pp.149-156
    • /
    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용 (Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education)

  • 박태정;차현진
    • 한국IT서비스학회지
    • /
    • 제21권2호
    • /
    • pp.127-143
    • /
    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

University Faculty's Perspectives on Implementing ChatGPT in their Teaching

  • Pyong Ho Kim;Ji Won Yoon;Hye Yoon Kim
    • International Journal of Advanced Culture Technology
    • /
    • 제11권4호
    • /
    • pp.56-61
    • /
    • 2023
  • The present study explored a comprehensive investigation of university professors' perspectives on the implementation of ChatGPT - an artificial intelligence-powered language model - in their teaching practices. A diverse group of 30 university professors responded to a questionnaire about the level of their interest in implementing the tool, willingness to apply it, and concerns they have regarding the intervention of ChatGPT in higher education setting. The results showed that the participants are highly interested in employing the tool into their teaching practice, and find that the students are likely to benefit from using ChatGPT in classroom settings. On the other hand, they displayed concerns regarding high depandency on data, privacy-related issues, lack of supports required, and technical contraints. In today's fast-paced society, educators are urged to mindfully apply this inevitable generative AI means with thoughtfulness and ethical considerations to and for their learners. Relevant topics are discussed to successfully intervene AI tools in teaching practices in higher education.

고등학생의 과학 경험 측정을 위한 도구의 개발 및 적용 (Development and Application of Tool for Measuring High School Students' Scientific Experience)

  • 김낙규;류춘렬
    • 한국지구과학회지
    • /
    • 제31권3호
    • /
    • pp.276-287
    • /
    • 2010
  • 본 연구의 목적은 고등학생들의 과학 경험의 정도를 정량화하는 측정 도구를 제시하는 것이다. 측정 도구를 구성하는 요인들은 선행연구를 통해 학교 안 과학 경험은 일반 활동 경험, 과학 탐구 경험, 실험 기구 경험으로 나눌 수 있었다. 학교 밖 과학 경험은 일반 활동 경험, 취미 활동 경험, 현장 견학 경험으로 세분화 할 수 있었다. 각각의 요인을 구성하는 문항은 선행연구에서 사용된 과학 경험 측정 도구에서 일부를 발췌하고 더불어 과학 경험에 대한 개방적인 설문지를 통하여 얻은 답변 중 빈도가 많은 답변과 중등 교과서의 탐색적 분석을 통해 선정하였다. 사전 설문조사와 선행 연구를 바탕으로 개발한 측정 도구는 예비 검사를 실시한 후, 고등학교 1학년 학생 413명을 대상으로 검사를 실시하였다. 개발한 측정 도구의 내용타당도는 현직 중등교사 2명과 과학교육전문가 2명이 각 문항이 측정하고자 하는 목적에 부합하는지 검사하였고, 구인타당도는 요인분석을 통해 검사하였다. 측정 도구의 신뢰도는 Cronbach $\alpha$를 통하여 추정하였다. 측정 도구 6개 영역의 요인에 대하여 타당도와 신뢰도 분석 결과 과학 경험을 측정하는 도구로서 적절한 것으로 나타났다.

Veprtskii의 방법을 활용한 각의 삼등분 도구 제작 (A Fabrication of an Angle Trisection Tool Using Veprtskii's Method)

  • 한인기
    • 한국수학교육학회지시리즈E:수학교육논문집
    • /
    • 제36권4호
    • /
    • pp.627-644
    • /
    • 2022
  • 본 연구에서는 아르키메데스의 삽입방법에 기반한 다양한 각의 삼등분 도구들을 조사하고, 일부 도구들을 제작하여 특징을 비교하였다. 이를 통해, 삼등분 도구의 제작 및 활용에서 사용의 편이성, 삼등분되는 각의 임의성, 구조의 간결성 등의 요소를 고려해야 한다는 것을 알았다. 기술한 요소들을 고려하여, 수학교실에서 활용할 수 있는 각의 삼등분 도구로 Veprtskii가 1888년에 제안한 도구에 주목하였다. 본 연구에서는 Veprtskii가 제안한 방법을 개선하여 나무젓가락과 철끈을 이용하여 각의 삼등분 도구를 제작하였다. 이때, 제작된 도구는 첫째, 다른 삼등분 도구에 비해 부품의 개수가 적고, 구조나 제작도 간단하였고, 둘째 사용 방법도 편리하며, 셋째 특정한 각이 아닌 임의의 각의 삼등분을 나타내며, 넷째 제작 비용이 저렴하고 제작 과정도 간단했다. 이 도구는 수학교실에서 삼각형의 외각의 성질, 이등변삼각형의 성질과 관련된 탐구 활동에서 폭넓게 활용될 수 있을 것으로 기대된다.

Exploring Science Communication in Panels of Exhibitions and Proposing its Development Direction in Exhibition Education: Two cases of Natural History Museum

  • Park, Young-Shin;Choi, Eunji;Ryu, Hyo-Suk
    • 과학교육연구지
    • /
    • 제38권1호
    • /
    • pp.205-229
    • /
    • 2014
  • The purposes of this study were to explore what components of science communication and its level are contained in text panels of exhibitions in natural history museums and to propose its development direction of exhibition education in Korea. First, to find out the component and level of science communication contained in exhibition panels, the researcher team developed the analyzing tool which was called SEPAT (Science Exhibition Panel Analyzing Tool), then employed them to profile the component and level of science communication. Second, the researchers introduced the exemplary designed media of exhibitions to demonstrate how much science communication could be enhanced. The results were made as follows. First, the components of science communication was considerably weighted toward to 'concept' one. There were also a few 'awareness' and 'engagement', both of which were under 5% in each zone of exhibition and there was not 'NOSI' or 'opinion' embedded in the analyzed exhibitions. Second, the various type of designing exhibitions were found to promote or enhance the restrictedly represented components of science communication. It is suggestable for exhibitions to be designed through various type of 'media' to enhance science communication. Visitors are required to experience rich science communication to meet their educational needs, and exhibition developers in natural history museums and other museums are recommended to be professional in containing all components of science communication through various type of designing exhibitions.

  • PDF

A Prototyping Tool of Free-Coding-Type Microcontroller Board for Design Education

  • Nam, Wonsuk
    • International Journal of Advanced Culture Technology
    • /
    • 제6권3호
    • /
    • pp.129-141
    • /
    • 2018
  • As the scope of social expectations and roles in the design field has expanded, the demand for education to cope with changes in the technology environment is increasing in design education. In response to this trend, microcontroller board-type design-prototyping tools have also been introduced into design education, and much educational content is being developed. However, there is the perception that students who are majoring in design without engineering knowledge are still barred from entry. A variety of educational content and tools have been developed to solve these difficulties, although there are several limitations to their practical application. Especially, in the design education courses in universities, the functional expectation level for prototyping is high, but most of the content developed for solving the difficulties has been developed for the lower education levels, and it could be said that a great deal of learning is necessary to solve the problem. In this study, students were asked about microcontroller board utilization and their satisfaction with their design through questionnaires and with the developed microcontroller board development direction via Focus Group Interviews. Based on this, we tested microcontroller boards that eliminate the coding process and which students can use to create and prototype their work as a suggestion to fulfil demand. After using the board, both the usability and improvement of the product were checked. Confirmation of the usefulness of the free- coding-type microcontroller was obtained through this study along with the possibility of responding to various educational demands by applying the application design related to this product.

Applications of Maple package in Education of Mathematics for Statistics

  • Jang, Dae-Heung
    • 한국데이터정보과학회:학술대회논문집
    • /
    • 한국데이터정보과학회 2005년도 추계학술대회
    • /
    • pp.103-115
    • /
    • 2005
  • Mathematical packages have the advantages of symbolic computation and powerful graphics interface in contrast with statistical packages. We can use mathematical packages as a support tool in education of mathematics for statistics.

  • PDF

교육용 프로그래밍 도구 활용의 정보과학교육을 통한 초등학생의 정보과학에 대한 인식 분석 (Analysis of difference in elementary-school students' recognition on CS education according to CS education with application of Education Programing Tool)

  • 심재권;김자미;이원규
    • 정보교육학회논문지
    • /
    • 제14권3호
    • /
    • pp.385-393
    • /
    • 2010
  • 초등 정보교육은 2000년의 정보통신기술 교육운영지침이 근간을 이루고 있다. 2005년 이후 개정을 통해 활용중심의 교육에서 정보과학 중심으로 교육의 초점이 바뀌었음에도 불구하고 교과의 방향에 대한 인식이 명확하지 않은 실정이다. 대학생들을 대상으로는 교육용 프로그래밍 도구 활용에 대한 효과 검증이 진행되었으나 초등학생들을 대상으로는 연구가 진행되지 않았다. 이에 본 연구는 초등학생들의 정보과학에 대한 인식을 검증하고자, 12차시에 걸쳐 정보과학 내용인 언플러그드 학습, 스크래치, 로봇 프로그래밍을 교육하였다. 교육 후, 실험집단 31명, 통제집단 45명을 대상으로 정보과학에 대한 인식 비교 결과, 실험집단이 통제집단에 비해 정보과학에 대한 태도, 정보과학 교육에 대한 흥미 및 만족도, 자신감 그리고 정보과학 교육의 가치 변인 모두에서 유의미하게 높음을 알 수 있었다. 이상을 토대로 할 때, 활용 중심의 정보 교육보다는 사고력 향상 중심의 교육을 통해 정보과학 교육의 기본 가치를 높일 필요가 있을 것으로 보인다.

  • PDF