• Title/Summary/Keyword: inducing learners' interest

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

  • Kim, Young-Ok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.409-419
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    • 2020
  • The study selected the K Sand Art Lifelong Learning Instructor Circle as an example, focusing on learner interest-inducing factor and educational effects of Sand Art techniques, which are gaining interest in lifelong education. First, the factors that increase the interest-inducing effect of learners are to recognize sand art techniques as sand games, to tell stories and tones, to express them in sandboxes, and to express subjects of interest to learners. Second, in the field of lifelong education, sand art techniques are educationally effective in psychological therapy, improving concentration, improving self-confidence, developing expressiveness and creativity, and developing five senses. Third, sand art techniques are applied to all generations in the field of lifelong education, and sand art techniques can be used in civic participation education, basic literacy education, and culture and arts education among the six classes of lifelong education. Fourth, future tasks will be to support the training of sand art experts, support sand art materials and equipment, and spread sand art programs that visit various targets.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

Analysis of Difficulties Experienced by Pre-service Secondary Science Teachers in Student-Teacher Practice (중등 과학 예비교사들이 교육실습에서 겪는 어려움 분석)

  • Kang, Kyung-Hee
    • Journal of The Korean Association For Science Education
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    • v.29 no.5
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    • pp.580-591
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    • 2009
  • The purpose of this study is to get implications on teacher education curriculum according by analyzing pre-service secondary teachers' difficulties during student-teacher practice. Fifty-six pre-service secondary teachers were requested to write anecdotes about their student-teacher practice. Pre-service secondary teachers revealed that they had experienced the most difficulties relating to instruction teaching. They answered that they had especially comprehended inducing interest in diffcult learners, attention, appropriate composition of questions, and learners' understanding levels. Pre-service secondary teachers showed that they had tried to control students in experiment instruction. Also, they demonstrated that time for guidance counseling had been insufficient. They were dissatisfied with the content and level of counseling. Therefore, we need to improve teachers' college curriculum by performing student-teacher practice and feedback. We especially need to systematize teachers' college curriculum on the basis of developing standards of science teachers' expertise.

A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

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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    • v.12 no.4
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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.

Understanding and Education Measures of the Prevention of Forgery and Falsification of Blockchain for Elementary School Students (초등학생 대상 블록체인 기술의 위변조 방지 핵심원리 이해와 교육방안 설계)

  • Jung, Yujin;Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.513-520
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    • 2019
  • The general learning method aims at conveying knowledge by conveying the contents of the learning set to numerous of learners. However, such a method is difficult to induce the interest of the learner, and the unilateral delivery method has a disadvantage in that the concentration of the learner can be lowered and the overall academic achievement can be lowered. In order to solve this problem, the gay learning method which induces the interest of the students themselves is studied, and the gay learning game which combines the education and the game can influence the learning by inducing the interest of the student. In this paper, we propose a method to prevent the forgery and falsification of the blockchain, which has been widely discussed by the 4th Industrial Revolution, as a card game, And suggests ways to contribute to the development of the process.

Development of Interactive Hologram Education System based on Speech Recognition - Live Map (음성인식 기반 대화형 홀로그램 교육 시스템의 개발 및 평가에 관한 연구 - 라이브맵(Live Map))

  • Kwon, Chongsan;Lee, Dong-Heon;Moon, Mikyeong
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.69-75
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    • 2019
  • In this study, we developed a world map learning system for elementary education that uses Google Cloud platform STT, Dialog Flow, and fan holograms to recognize the voices of learners and to show and explain three-dimensional images of suitable results as holograms. As a result of the experiments and interviews, it is expected to be helpful for improving the learning effect by inducing students' interest and immersion and is expected to be effectively used for collaborative learning and education for students with disabilities.

A Case Study of Flipped Learning application of Basics Cooking Practice Subject using YouTube (유튜브를 활용한 기초조리실습과목의 플립드러닝 적용사례 연구)

  • Shin, Seoung-Hoon;Lee, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.488-498
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    • 2021
  • This study applied Flipped Learning teaching and learning method to Basics Cooking Practice Subject using YouTube. The purpose of this study is to investigate whether the curriculum is properly progressing by grasping the effects of before and after learning and analyzing learners' subjectivity through the learning process. The investigation period was conducted from August 01, 2020 to September 10, 2020. According to the research design of Q Methodology, it was divided into five stages: Q sample selection, P sample selection, Q sorting, coding and recruiting, conclusion and discussion. As a result of the analysis, the first type (N=5): Prior Learning effect, the second type (N=7): Simulation practice effect, and the third type (N=3): self-efficacy effect. As a result, by applying the flipped learning teaching method of the Basics Cooking Practice Subject using YouTube, positive effects such as inducing interest in the class and increasing confidence were found in active learners, but some learners lacked understanding of the system of the class operation method. However, the lack of number of training sessions compared to other subjects is considered to be a solution to be solved later.

Development of Language Learning Application Using Buforia (뷰포리아를 이용한 언어 학습 어플리케이션 개발)

  • Yoon, Dong-eon;Lee, Hyo-sang;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.131-133
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    • 2021
  • Recently, the average cost of education per child has increased compared to the annual birthrate, which has been decreasing, and the quality of education has also changed. In this paper, we aim to provide more efficient delivery for language learning using Unity's Buforia techniques. Using an application using a smartphone's camera based on Unity, it provides effective language development by inducing interest to learners through sound along with three-dimensional pictures. By providing such education, parents can gain satisfaction in providing high-quality education to their children. For children learning, smartphones have the effect of becoming educational elements, not just watching videos or playing games. Finally, by improving the quality of education, it gives satisfaction to parents and gives children who learn a language as well as the perception that smartphones serve as educational devices.

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The Effect of SBF Question on Conceptual Achievement and Eye Movement in Seasonal Constellation Learning of Elementary School Students (초등학생의 계절별 별자리 학습에서 SBF 질문이 개념성취와 시선이동에 미치는 영향)

  • Jaesun, Kim;Ilho, Yang;Sungman, Lim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.302-318
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    • 2023
  • The purpose of this study was to study to the effect of presenting SBF questions on the level of conceptual achievement and eye movement of elementary students in seasonal constellation learning that requires systems thinking. In this study, the effectiveness of SBF questions was divided into experimental groups and comparison groups, and scientific texts with different question types were presented to analyze the level of conceptual achievement and differences in eye movement of sixth-grade elementary students. Data analysis quantitatively analyzed the pre- and post-test results of the developed concept test paper and the eye movement data when learning scientific texts related to seasonal constellations. As a result of the study, first, the SBF question was a valid learning strategy for learning seasonal constellations. The SBF question showed a statistically significant difference (p<0.05) in the pre- and post-test between groups, and a statistically significant difference (p<0.001) in the pre- and post-test within the group. Second, SBF questions had a positive effect on students' learning by inducing learners with low preconceptions to area of interest that help them achieve concepts. In other words, when presenting SBF questions with visual data from a space-based perspective, it was confirmed based on the results of eye movement analysis that there was a significant difference in total fixation count (p<0.01) of learners. On the other hand, for learners with high scientific preconceptions, the effect of exploration was not significant because the preconceptions of the learners themselves acted as a hard core rather than the effect of SBF questions. This study is different from existing seasonal constellation learning studies in that it provides quantitative data through pre- and post-test and eye movement analysis in the seasonal constellation learning process, and can help elementary students learn seasonal constellations.