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A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.779-790
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    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

A Study on the Actual Condition on the Safety Education and General Safety Awareness of High School Students by Gender and School Type in Chungnam Area (충남지역 고등학생의 안전교육과 일반안전인식에 대한 성별, 학교유형별 실태 조사 연구)

  • Kim, Suk Hee;Hong, Young Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.691-702
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    • 2021
  • This study aimed to provide basic data for safety education by surveying the status of safety education and general safety awareness among high school students by gender and school type in Chungnam area. From July 16th to October 15th, 2015, 1214 copies collected from 16 schools were analyzed using SPSS ver 23.0. Regarding safety education, females and general high school students (GHS) responded more frequently that safety education was more necessary for school life compared to males and specialized high school students (SHS), whereas males were more interested in safety education content than females. Males and SHS lost interest when learning unfamiliar content compared to females and GHS, respectively. In terms of general safety awareness, males and GHS usually followed safety rules better than females and SHS, and males demonstrated greater knowledge of first aid. Males and SHS acted according to their beliefs towards safety rather than knowledge compared to females and GHS, respectively. This study found a significant difference in safety education and general safety awareness among high school students by gender and type of school, and the results suggest that differentiated safety education is necessary.

The Development of a Technology.Home Economics Teacher-Training Program (기술.가정과 교사 교육 프로그램 개발)

  • Nam, Seung-Kwon;Choi, Won-Sik;Yin, Zi-Long
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.25-46
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    • 2011
  • The purpose of this study is to develop a teacher-training program to improve the Technology Home Economics teacher's educational activity effects. To accomplish this goal, this study developed a training program for the Technology Home Economics teacher through the literature study and the research. The conclusion drawn from this study is as follows: First, it needs to develop a systematic teacher training program to raise the professionalism related to the Technology Home Economics teacher's instruction. Second, the developed program for the Technology Home Economics teacher organizes the 46 subjects and 121 educational contents, and this educational program is worthwhile to be facilitated when a teacher-training institution like the Ministry of Eduction, Science and Technology, local education offices and universities organizes a teacher-training program. Third, as the result analyzing teachers' training demands about the educational contents of a Technology Home Economics teacher-training program, it was appeared that the most demand was 'development of professional activities for the Technology Home Economics teacher', and following demands were the 'production of various evaluation tools', the 'effectively epilogue strategy', and the 'technology to increase the learning motivation' in order. Therefore a training program for the Technology Home Economics teacher should deal these educational contents importantly, and a future teacher-training program developer need to refer to them.

Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.103-110
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    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

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Oriented Constructivism Class Operating System for Considering Interactions between Education Player (교육주체간 상호작용을 고려한 구성주의 기반 학급운영시스템)

  • Moon, Chang-Bae;Goh, Yo-Seop;Son, Chung-Ki;Ma, Ji-Sun;Cho, Jung-Won;Park, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.454-462
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    • 2010
  • The current curriculum in the 7th informatics, which simply highlights the use of applied programs rather than enhancing creativity through learning several principles in information science and thus making it hard to have optimism on the future as a powerhouse in IT. By diagnosing these problems, Education Ministry revised the existing curriculum to have a more scientific access to the informatics. However, the curricular revision fails to meet the needs of learners sufficiently because it tends to put the considerations of theoretical specialists before the learners them selves. This paper compares and analyzes the overall understanding of learners on informatics, current-curriculum and 7th revised curriculum and that of college-level, thus offering the student-centered one. Also, the research tries to bridge the opinion gap between developer and learner by looking into the understanding level of university majors about the current curriculum. In doing so, thesis may provide the basis on exploring new approaches and contribute to establishing 7th revised curriculum in school.

The Development and Effects of STEAM Programs based on Engineering for Young Children (유아를 위한 공학중심 융합인재교육(E-STEAM)프로그램의 개발 및 효과)

  • Lee, Suki
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.211-225
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    • 2019
  • The purpose of this study was to develop the E-STEAM program emphasizing the engineering design process and apply them to young children to examine their effects on scientific problem-solving ability and communication ability. In order to develop the E-STEAM program, activities were organized by reviewing previous studies and websites related to STEAM and engineering education. The organized activities were selected as final activities after consulting with experts. To examine the effectiveness of the program, 50 subjects(experimental group: 25, control group:25) participated in K kindergarten in G city. The experimental group took part in the E-STEAM activities during 7 weeks, while the control group took part in the traditional science activities. The procedure for this study consisted of a pre-study, a pre-test, the treatment, and a post-test schedule. The results of this study were as follows: First, the experimental group showed significantly higher score than the control group in total problem-solving ability. Second, the experimental group showed significantly higher score than the control group in total communication ability. These findings suggest that the experience of E-STEAM activities for young children can be effective teaching-learning methods for young children's problem solving ability and communication ability.

Oral-Motor Facilitation Technique (OMFT): Part II-Conceptual Hierarchy and Key Point Technique (구강운동촉진기술: 2 부-개념적 위계 및 핵심 기법)

  • Min, Kyoung Chul;Seo, Sang Min;Woo, Hee-soon
    • Therapeutic Science for Rehabilitation
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    • v.10 no.1
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    • pp.53-61
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    • 2021
  • Introduction : OMFT is a therapeutic technique based on sensorimotor, motor control and motor learning, and its major goal is to improve oral motor function. The oral motor conceptual hierarchical development is divided into 5 steps: 1) sensorimotor, 2) movement integration, 3) structural movement, 4) functional oral motor, and 5) comprehensive oral motor. Discussion : The OMFT consists of 3 techniques, 10 categories, and 50 sub-item. 1) Warming up technique: 2 categories, 12 sub-item, warming up by sensory awareness and adaptation, therapy situation adaptation, neck movement; 2) Key point technique: 7 categories, 30 sub-item, oral motor facilitation and increasing chewing skill by direct stroke of oral structures such as the face, lips, cheeks, gum, jaws, and tongue; 3) Application technique: 1 category, 8 sub-item, facilitate food intake and swallowing. Conclusion : The goal of this article is to introduce 3 techniques, 50 sub-item of OMFT, as a comprehensive oral motor therapy method, for application to clients. This article provides information that will help oral motor specialists in treating clients with oral motor problems more effectively and professionally.

Development of Transition Process and Programs for Empowerment of People with Developmental Disorder (발달장애인의 Empowerment 강화를 위한 전환과정과 프로그램 개발)

  • Na, Woon Hwan
    • 재활복지
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    • v.15 no.4
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    • pp.27-47
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    • 2011
  • The purpose of this research is to develop transition process and programmes for gently converting people with disabilities to local communities, through their empowerments. The methods used in the research were literature research, case studies on related programs, and expert interviews. The following shows the results. Firstly, the transition process for people with developmental disorders is exceedingly limited, and the process does not consider special attention needed for people with developmental disorders. Secondly, the postsecondary education programs for people with developmental disorders are being started as transition processes, however these programs need more connection with secondary schools. Thirdly, the primary factors which must be contemplated for University programs(for people with developmental disorders, after secondary education) are self-cognition and self-understanding. According to these results, we can suggest transition processes and programs within Universities for people with developmental disorders. (In Korea) Firstly, the postsecondary transition for people with developmental disorders requires a consideration of their characteristics, and mainstreaming education is also needed for their self-cognition and self-understanding. Considering this, the transition process within Universities can be an alternative. Secondly, tertiary educations within Universities for people with developmental disorders need to consider the following factors: ① The programs in Universities need to set up a support network. ② The door to program should be open to all students with developmental disorders within the Universities. ③ Organization of human resources must be systematized and connected, so that specialists within the Universities can participate in the postsecondary education programs for people with developmental disorders. ④ Inclusive learning activities must be under-taken, allowing students without disabilities to participate in the programs for students with developmental disorders.

Development of a Simulator for Optimizing Semiconductor Manufacturing Incorporating Internet of Things (사물인터넷을 접목한 반도체 소자 공정 최적화 시뮬레이터 개발)

  • Dang, Hyun Shik;Jo, Dong Hee;Kim, Jong Seo;Jung, Taeho
    • Journal of the Korea Society for Simulation
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    • v.26 no.4
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    • pp.35-41
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    • 2017
  • With the advances in Internet over Things, the demand in diverse electronic devices such as mobile phones and sensors has been rapidly increasing and boosting up the researches on those products. Semiconductor materials, devices, and fabrication processes are becoming more diverse and complicated, which accompanies finding parameters for an optimal fabrication process. In order to find the parameters, a process simulation before fabrication or a real-time process control system during fabrication can be used, but they lack incorporating the feedback from post-fabrication data and compatibility with older equipment. In this research, we have developed an artificial intelligence based simulator, which finds parameters for an optimal process and controls process equipment. In order to apply the control concept to all the equipment in a fabrication sequence, we have developed a prototype for a manipulator which can be installed over an existing buttons and knobs in the equipment and controls the equipment communicating with the AI over the Internet. The AI is based on the deep learning to find process parameters that will produce a device having target electrical characteristics. The proposed simulator can control existing equipment via the Internet to fabricate devices with desired performance and, therefore, it will help engineers to develop new devices efficiently and effectively.