• 제목/요약/키워드: educational interest

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Unity3D를 활용한 프로그래밍 교육이 컴퓨팅 사고력과 흥미에 미치는 영향 (Influence of Programming Education Using Unity3D on Computational Thinking Ability and Interest)

  • 이동윤;김의정
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.415-418
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    • 2016
  • IT융합 교육의 핵심은 SW 교육을 통해서 이루어지고 SW 교육의 목적은 CT(Computational Thinking)을 향상하는데 초점이 맞추어 지고 있다. 본 논문은 Unity3D 프로그램을 활용한 소프트웨어 교육이 학습자의 컴퓨팅 사고력과 학습 흥미에 미치는 영향을 조사하기 위하여 실험집단과 통제집단을 구성하고 학습자들의 동질성 여부를 확인한 후 실험집단에 Unity3D를 활용한 소프트웨어 교육을 실시하여 학습자의 컴퓨팅 사고력과 학습 흥미에 어떠한 영향을 미치는지 측정하였다. Unity3D를 활용한 프로그래밍 교육이 EPL(Educational Programming Language)을 활용한 블록 코딩 소프트웨어 교육과 일반 텍스트 언어인 C언어, Phython, Java와 같은 프로그래밍 언어의 중간 단계로서의 적합성을 제안한다.

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남명을 통해본 일상(日常)의 교육적 의미 (Educational Meaning of the Daily Life which leads Nammyung)

  • 채휘균
    • 교육철학
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    • 제41호
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    • pp.473-496
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    • 2010
  • The education will boil from daily life and as doing desirably, Nammyung emphasized. This fact all people importantly from education, to think. But recognizes this problem the center of life and study of oneself and the case which indicates writes. Nammyung led and recognized the importance of daily life from education. The life of the human being becomes more distant from daily life and when being absorbed in being external makes a valuable territory lose from life. When with the same interest of education becomes more distant from daily life of life, the education makes the meaning lose. When meaning the education is embodied from if human life, must have an educational interest in daily life. And works from the daily life which is repeated, meeting, association, dialogue and relationship, introspection etc. must become the interest territory of education, the education must devise is value from daily life the possibility of experiencing in order to be. Because the work which is ordinary, meeting from ordinary, with human relation and association dialogs, reflective etc. to compose a life. When the education excepts a daily life consequently, will not be able to give the value which is important in life. When saying conclusively, the education must escape from the fact that considers seriously a knowledge acquisition and a compensation. And the education must do to make a value the people experience rather from daily life. The resultant education will be able to accomplish the essential function of the education which loses, daily life will be valuable and there is a possibility which to make feel will do. With being like that, education could be reconciled with the people.

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.

초등 예비 교사들의 생물 주제 및 활동에 대한 흥미 조사 연구 (Study on Elementary Pre-Service Teachers' Interest in Biological Topics and Activities)

  • 심규철;김정민;여성희
    • 한국초등과학교육학회지:초등과학교육
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    • 제26권4호
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    • pp.468-474
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    • 2007
  • The purpose of this study was to examine the elementary pre-service teachers' interest in biological topics and activities. The instrument to survey the interest of them consists of 8 domains containing 27 topic items and 7 domains containing 12 activity items(three-point from 0 to 2 Likert scale). Data were collected from 108 pre-service teachers. The interest level in the topics was high, but the interest level in the activities was average. There was not different between interest levels of females and males in both topic and activity components (p > .05). Among the topics, the 'genetics' domain correlated strongly with the domains of 'nutrition and digestion', 'circulation', 'respiration' and 'nervous system', and the 'respiration' domain correlated with the 'circulation' domain(r >.450, p<.01). The correlation between the domains of 'out-of class experience activity' and 'visual information activity', and 'experimental performance following procedure' and 'discussing and debating'(r >.450, p<.01). This results suggested that the educational contents including learning materials and experiential activities be developed to activate the interest of elementary pre-service teachers in biology.

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K샌드아트 평생학습 전문강사 동아리에 나타난 교육적 효과 탐색 (Exploring the Educational Effects of K-Sand Art's Lifelong Learning Specialized Instructor Club)

  • 김영옥
    • 한국엔터테인먼트산업학회논문지
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    • 제14권7호
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    • pp.409-419
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    • 2020
  • 이 연구는 평생교육 분야에서 관심이 높아지고 있는 샌드아트 기법의 학습자 흥미 유발 요인과 교육적 효과를 제시하는데 주안점을 두고 K샌드아트 평생학습 전문강사 동아리를 사례로 선정하였다. 첫째, 학습자의 흥미 유발 효과를 높이는 요인은 샌드아트 기법을 모래 놀이로 인식, 이야기와 음율, 샌드박스에 그리며 표현해보는 활동, 학습자의 관심 주제를 표현하도록 하는데 있다. 둘째, 평생교육 분야에서 샌드아트 기법은 교육적으로 심리치료, 집중력 향상, 자신감 향상, 표현력과 창의력 개발, 오감 발달에 효과가 있다. 셋째, 평생교육 분야에서 샌드아트 기법은 전 세대에게 적용되고 있으며, 평생교육 6진 분류 중 시민참여교육, 기초문해교육, 문화예술교육에 샌드아트 기법을 활용하면 효과를 높일 수 있다. 넷째, 향후 과제로는 샌드아트 전문가 양성 지원, 샌드아트 재료 및 장비 지원, 다양한 대상을 찾아가는 샌드아트 프로그램을 확산해야 할 것이다.

Study of Pedagogical Practice and Teaching Experience in European Countries

  • Poplavskyi, Mykhailo
    • International Journal of Computer Science & Network Security
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    • 제22권3호
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    • pp.252-258
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    • 2022
  • Globalization, development of the information society, intensification of migration processes, and internationalization of education in recent years have significantly affected the international labour market and increased competition between professionals in various fields. Academic, research and teaching staff are currently facing rapid changes and growing demand for quality educational services. Under such conditions, educational institutions around the world pay particular attention to improving the quality of the educational process in order for their graduates to be able to compete in the international labour market. The study of the experience of teachers' professional training in advanced countries opens new opportunities for improving the system of pedagogical training in Ukraine in order to adapt it to the requirements of the European educational space. The progressive achievements of countries demonstrating a high level of teachers' professional training in accordance with international standards, having rich historical educational traditions are of considerable scientific interest; consequently, this contributes to their leadership in science and education at the regional and global levels. The purpose of the present academic paper lies in analysing the latest trends in exploring teaching experience in the European countries and performance review of passing by students and teachers of the program on studying of pedagogical practice and experience of teaching in the countries of Europe. Methodology. Analytical and empirical (questionnaire) methods were used in the research process. Results. According to the obtained results of the research, the advantages, the most common areas of educational programs and the wishes of the participants regarding the practical implementation of the experience were identified.

대구지역 일부 중학생이 건강증진행위와 관련요인 (The Related Factors on the Health Promotion Behavior of Middle School Students in Taegu Area)

  • 김경희;한창현;권진희;이성국
    • 보건교육건강증진학회지
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    • 제18권2호
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    • pp.65-82
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    • 2001
  • The purpose of this study is to find out how well the middle school students are practicing the health promotion behaviors and the factors relating their health promotion behavior. Questionnaire survey on 922 middle school students attending 6 middle schools (three middle schools for each sex) located in Taegu City from the 7th through 19th of Feb. 2000 were conducted. The following were as follows; 1. The perceived health status is higher in male students than in female students(p〈0.01). And the ratio of the students' feeling that they are healthy becomes also high in proportion to their economic status, and their mothers' educational level, and their parents' interest in health(p〈0.01). The perceived importance of health is high in proportion to the students' economic status, and their parent's interest in health. 2. In case of the Health Locus of Control in Personality, the students with both parents have higher trend of inner control than the students with single mother or single father. The perceived self efficacy is significantly higher in male students than in female students(p〈0.01). And it becomes significantly high in-proportion to the students' economic status and their parents' educational level and interest in health(p〈0.01). It is also higher in the students who had no diseases. 3. In case of the perceived benefit of the health promotion behavior, the ratio of the students responding that it is high is higher in male students than in female students(p〈0.01). It also becomes high in proportion to the students' economic status, and their parent's educational level and interest in health(p〈0.01). The barriers of the health promotion behavior was found to have no variables that are related to itself. 4. According to the data from Multiple Regression of Analysis which has the health promotion behavior practice as a subordinate variable, in male students' case the degree of health promotion behavior practice becomes high in proportion to their parents' interest in health, and the perceived health status. Their degree of health promotion behavior practice is also in proportion to their perceived self efficacy and the perceived benefit of the health promotion behavior practice. But in case of the barriers of the health promotion behavior practice, the result is the opposite. As to the female students, their health behavior practice becomes high in proportion to their parents' interest in health. It also becomes high in proportion to the perceived health status, the understanding of the importance of the health, the perceived self efficacy and the perceived benefit of the health promotion behavior. But in case of the barriers of the health promotion behavior, it was the same as the male students' case.

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교육용 해양 콘텐츠 활용 및 서비스 방안 (Marine Contents Use and Service Plans for the Educational Purpose)

  • 윤재홍;최효승;정승문
    • 한국콘텐츠학회논문지
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    • 제12권3호
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    • pp.480-486
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    • 2012
  • IT와 인프라는 BT, NT, CT 등의 분야와 융 복합을 통해 새로운 산업 및 수요 창출에 대한 관심이 고조되고 있으며, 정보기술의 융합화 및 클라우드 컴퓨팅(Cloud Computing)의 확산으로 정보기술 서비스 환경이 변화되고 있다. 교육 분야에서도 다양한 IT 기술을 접목한 융 복합 콘텐츠의 출현이 가속화되고 있으며, 교육용 학습기기가 PC 위주에서 모바일 미디어 플랫폼으로 확장됨에 따라 시간 장소 기기의 제약이없는 학습이 가능해 지고 있다. 스마트 교육에 필요한 콘텐츠는 가상현실 기술과 체감형 시뮬레이션 기술, 3D입체 기술 등을 활용한 연구개발과 다양한 콘텐츠 제작이 진행되고 있다. 본 연구에서는 해양 생물 및 환경에 대해 다양한 형태의 콘텐츠로 제작하고, 흥미 유발을 통한 학업 성취도를 높이고 개별화된 맞춤형 학습을 위한 교육용 해양 콘텐츠의 활용 및 서비스 방안에 대해 제시하고자 한다.

인구 통계적 변인에 따른 신체만족도와 의복관여도에 관한 연구 (A Study on Body Cathexis and Clothing Invovement by Demographic Characteristics)

  • 구양숙
    • 대한가정학회지
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    • 제34권5호
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    • pp.29-40
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    • 1996
  • The purpose of this study was to investigate body cathexis and clothing involvement by demographic characteristics and to indentify the relationship between body cathexis and clothing involvment. Five aspects of body cathexis(lower body, head/upper body, height, weight, torso) were assessed with 17 Likert type questionnaires adapted from the previous researches, and 24 items of clothing involvement were measured. The questionnaire was administered to 430 women in Taegu, Korea. The data were analyzed using percentage, frequency, factor analysis, ANOVA, Sceffe test, t-test, and Pearson's Correlation Analysis. The results of the study were as follows; 1. The body cathexis showed head/upper body, height, torso, lower body, weight in order of satisfaction level. Especially lower body and weight part were shown as the most unsatisfactory body parts. Age of 20s' showed the lowest body cathexis, and those who had the higher educational background and family income were more satisfied with their bodies. 2. Five dimensions of clothing involvement were derived by factor analysis such as fashion, interest, pleasure, symbolism, and perceived buying risk. 3. There were significant relationships between clothing involvement dimensions and demographic characteristics such as age, educational background and family income level. Those who were younger showed positive relationship partially among fashion, interest and pleasure of clothing dimensions but showed negative relationship in total clothing involvement. Those who had higher educational background and family income showed positive clothing involvement than married women and empolyed showed higher clothing involvement with symbolism and perceived buying risk than unemployed women partially but not in total clothing involvement with symbolism and perceived buying risk than unemployed women partially but not in total clothing involvement. 4. There were significant relationships between body cathexis and interest, perceived buying risk of clothing involvement partially. However, the correlation between body cathexis and total clothing involvement was relatively low.

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플립러닝을 활용한 온라인 학습에서 중·장년층 학습자의 반복학습에 따른 학습몰입과 흥미가 학습만족도에 미치는 영향 (The Influence of Learning Commitment and Interest by Repetitive Education Activities of Adult Learners on Satisfaction in Online Learning Using Flip Learning Pedagogy)

  • 강태구;임구원
    • 산업융합연구
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    • 제19권3호
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    • pp.27-34
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    • 2021
  • 4차 산업혁명 '인공지능 시대'를 맞이하여 ICT 기술의 발전은 온·오프라인 교육환경에 다양한 영향을 미치고 있다. 온라인 교육의 대중화는 교육 패러다임을 변화시켜 학습자 중심의 서비스로 전환하여 새로운 교육 환경의 변화가 요구되는 시점에서 플립러닝에 대한 관심이 높아지고 있다. 특히 성인학습자의 경우 생애 전반에 걸쳐 보다 다양한 학습과정의 온라인 학습 수요가 강하게 대두되고 있다. 본 연구는 K사이버대학교의 중·장년층 온라인 학습자를 대상으로 플립러닝을 활용한 반복학습이 학습 몰입과 학습 흥미가 학습 만족도에 미치는 영향의 관계검증과 구조관계에 어떻게 되는지 규명하고자 하였다. 이를 통해 플립러닝을 근간으로 한 학습 만족도를 위한 방향성 제시를 위한 연구에 의의가 있다. 향후 연구에서는 측정할 수 있는 다양한 요인 분석의 모델을 구체화하여 적용한다면 플립러닝을 근간으로 한 학습만족도를 더욱 극대화할 수 있는 연구에 활용될 수 있을 것이다.