• 제목/요약/키워드: play and learn

검색결과 152건 처리시간 0.019초

디지털 소외계층인 시니어를 대상으로 한 메타버스 키오스크 교육시스템 (Metaverse Kiosk Education System for Digitally Marginalized Seniors)

  • 정승언;오연재
    • 한국전자통신학회논문지
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    • 제18권6호
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    • pp.1371-1378
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    • 2023
  • 키오스크는 무인 서비스와 결제 시스템을 제공하는 중요한 도구로 인기를 얻고 있으며, 서비스 업계에서 빠르게 증가하고 있다. 그러나 디지털 기술과 터치스크린에 익숙하지 않은 노인들에게는 키오스크 사용이 어려울 수 있다. 이에 따라, 이 연구는 메타버스 기술을 활용하여 노인들의 디지털 기술 및 키오스크 서비스 접근성을 향상시키는 교육 프로그램을 개발한다. 본 연구는 노인들의 디지털 기술 및 키오스크 접근을 놀이로써 익힐 수 있도록 교육 시스템으로 만들었다.

컴퓨터공학의 도입을 위한 수학교육연구의 방향 (Directions for Future Research for Introducing Computer Technology into Mathematics Eduction)

  • 조완영;권성룡
    • 한국수학교육학회지시리즈A:수학교육
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    • 제39권2호
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    • pp.179-186
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    • 2000
  • Although computer technology has a great potential for improving mathematics learning practice, it rarely used in mathematics classroom. The purpose of this study is to suggest the future direction for research in mathematics computer technology. First, there has to be a research on mathematics curriculum that take computer technology into account. Second, research on teaching sequence for certain content area is needed. Because computer technology would change the order of teaching sequence. Third, how students would learn with computer technology? how do they acquire knowledge and make sense of it? Fourth, how could we assess the learning with computer technology? Most of all, because teachers play a key role to succeed in educational reform, they have to be familiar with computer technology and software to introduce it into mathematics learning and to use it properly.

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Discovery and Imitation of Export Products and the Role of Existing Exporters in Korean Manufacturing

  • HAHN, CHIN HEE
    • KDI Journal of Economic Policy
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    • 제41권4호
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    • pp.45-66
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    • 2019
  • This paper empirically examines what role of existing exporters play in the discovery of new export products and whether there are evidence of spillovers from export discovery. We find that existing exporters are more likely to discover new export products than non-exporters. We also find evidence of export discovery spillovers; export discovery of a product by some plants had an effect of increasing the probability of subsequent export market penetration of the same product by other plants. Export discovery spillovers are found to be stronger among geographically closely located plants. We argue that information spillovers is a part of the story: you learn from your neighboring discoverers about the profitability of potentially exportable products.

An Introduction to the Edumatrix Set and Its Didactic Capabilities

  • Semenov, Mikhail;Colen, Yong S.;Colen, Jung;Pardala, Antony
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제23권1호
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    • pp.47-62
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    • 2020
  • Learning through "recreational mathematics" has become a meaningful outlet to children of all ages. The Edumatrix set is a didactic tool for the development of logical and abstract reasoning among students. In this paper, we provide several illustrative exercises involving Edumatrix that teachers can utilize in their classrooms. We formulate students' expected learning outcomes by aligning each exercise to the CCSSM content standards as well as examining which Standards for Mathematical Practices (SMP) our proposed exercises promote.

The Understanding of Improper Integration - A Case Study

  • Camacho Matias;Gonzalez-Martin Alejandro S.
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제10권2호
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    • pp.135-150
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    • 2006
  • Although improper integrals constitute a concept of great utility for Mathematics students, it appears that students are unable to assimilate this concept within the wider system of concepts they learn in their first year of Mathematics studies. In this paper we describe a competence model used in a study about the kind of understanding students possess about improper integral calculus when two registers of representation come into play. Competence will be considered as the coherent articulation of different semiotic registers. After analysing the results of a questionnaire, six students were selected to be interviewed on the basis of their overall results and the significance of their answers. For the interview, five original questions from the questionnaire were used together with a new question. In this article we will analyse, from our theoretical point of view, the work carried out by one student who was interviewed to show how our competence model works and we will discuss this formal competence model used.

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도덕과 교육에서의 환경 교육 (Environmental Education in the Moral Education)

  • 윤현진
    • 한국환경교육학회지:환경교육
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    • 제12권1호
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    • pp.64-75
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    • 1999
  • The goals of moral education according to the 7th educational curriculum are (1) to learn the basic life custom and ethical norms necessary to desirable life, (2) to develop the judgment to solve desirably and practically the ethical matters in daily life, (3) to develop the sound citizenship, national identity and consciousness, and the consciousness of world peace and mankind's mutual prosperity, and (4) to develop the ethical propensity to practice the ideal and principle of life systematically Based on the goals in the above, the following can be established as goals of environmental education possible: (1) to learn judgment to solve practically the environmental problems in the society with their ethical understanding, and (2) to recognize that environmental consciousness is the basic necessity of sound citizenship and national identity and consciousness, and mankind's mutual prosperity, and to have attitudes to practice environmental preservation in daily life. Like these, the intellectual aspect, the affective aspect, and the active aspect can be established in the environmental education in the ethics education keeping their balance. In order to achieve its goals, the contents of ethics subject are organized largely with 4 domains: (1) individual life, (2) home life, life with neighbors, and school life, (3) social life, and (4) national life. Among these, environmental education is mainly included in the domain of social life. These contents concerning environmental education take 22 (32.4%) out of the whole 68 teaching factors which are taught in the ethics subject from the 3rd grade to 10th grade. These 22 environmental teaching factors are mainly related to environmental ethics, environmental preservation and measures, and sound consumption life. Classified according to each goal, the environmental contents in the 7th curriculum for ethics subject put emphasis on environmental value and attitudes, action and participation, and information and knowledge. Therefore, the recommendable teaching and learning method for the environmental education in ethics subject is to motivate students' practice or to make them practice in person. For example, role-play model, value-conflict model, group study model can be applied according to the topics of environmental education.

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어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향 (The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games)

  • 이인선
    • 한국게임학회 논문지
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    • 제8권4호
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    • pp.17-27
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    • 2008
  • 본 연구는 비디오 게임 구조와 플레이어 의식의 순환적 시스템에 대한 밀도 있는 관찰과 분석을 위해 '어드벤처 게임(Adventure Game)'장르로 분석대상을 제한하였다. 어드벤처 게임 고유의 특징적 단위구조인 '퍼즐 시스템'을 분석하였고, 그 경험이 플레이어의 의식에 '완결 욕구'를 발생시켜 몰입과 참여도에 작용하는 메커니즘 연구에 중점을 두었다. 연구과정은 문헌연구와 직접 플레이 등을 통해 어드벤처게임과 그 구성 요소들의 본질적 특성 및 비디오 게임 플레이의 몰입 특성을 살펴보았으며, 어드벤처게임에서의 퍼즐 시스템을 정의하고, 이 시스템 내에서 퍼즐요소와 내러티브 요소가 유기적으로 작용하는 구조 및 플레이 과정을 분석하여 '퍼즐 시스템'과 '완결 욕구'에 대한 가설들을 수립하였다. 가설을 확인하기 위하여 극적인 컷 씬이 포함된 게임과 컷 씬이 제외된 게임단위를 제작하고 실험을 실시하여 차이를 조사하였으며, 게임 난이도의 수준차이와 실패지점의 위치 변화를 유도하여 게임의 해결여부, 실패지점에 따른 플레이어의 완결 욕구와 참여도 변화를 파악하였다.

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4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로 (Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents)

  • 박성원;이혜원
    • Journal of Information Technology Applications and Management
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    • 제28권1호
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

유아용 기능성게임 설계 및 구현 (Serious Game Design and Implementation for Kids)

  • 유지원;윤선정
    • 한국게임학회 논문지
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    • 제15권4호
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    • pp.19-28
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    • 2015
  • 유아교육법에 따라 아동들의 학습은 놀이를 통해 이루어지는 것이 권장되지만 재미있게 학습할 수 있는 도구들이 많지 않다. 교육용 기능성게임은 학습 효과를 목적으로 개발되는 게임이므로 본 논문에서는 아동들의 학습을 위한 교육용 기능성 게임을 제작하였다. 게임의 소재는 소화기관이며 모바일 플랫폼의 직관적인 인터페이스인 터치와 드래그를 활용하여 손쉽게 플레이를 할 수 있게 하였다. 또, 각 스테이지의 끝에는 5개의 소화기관의 특성을 학습할 수 있는 씬을 포함하였다. 제작 후 테스트를 통해 향후 본 게임의 보완점을 정리하였다. 또한 아동 교육기관 교사들을 인터뷰하여 본 게임의 학습효과를 확인하였다. 이 게임이 아동들에게 소화기관을 재미있게 학습할 수 있는 도구가 되기를 기대한다.

어린이도서관 좌식 열람실의 공간 구성 특성 (A Study on the Characteristics of Floor-sitting Reading Room in Children's Libraries)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제24권1호
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    • pp.189-196
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    • 2015
  • As the number of children's libraries has increased in Korea, it has been discussed to improve the quality of design in the libraries. In a reading room of children's library, spatial consideration should be focused on the children under 10 years old since they are in important points to learn Hangul and to develop reading habits. This study is aimed to examine the characteristics of a floor-sitting reading room, where children can feel like a home, stay in clean and safe and play while reading. The seven case studies of floor-sitting reading rooms are analyzed from the viewpoint of each factor of physical environment, including structure, furniture, and decoration. The following is the summary of findings of this study. First, floor-sitting reading rooms tend to compose main reading areas around bookshelves. Reading areas create the characters by changing floor levels and arranging furniture associated with windows, columns, and wall-type bookshelves. In the reading areas, movable low-level tables are frequently placed for flexible space uses, and seats for reading tend to put together with fixed bookshelves. Second, the central areas of the reading rooms are often shaped in the forms of pods, storytelling areas, sculptures, and unique furniture. Especially storytelling areas and pods play the cores of the reading rooms with the varying steps of floors and pictorial graphics on walls. Third, decoration elements in the reading rooms are designed with graphics, visual displays, and sculptural decorations. In my case studies, spatial elements such as reading nooks, attics, tunnels, and shelters are not often found in the floor-sitting reading rooms even though children like to have them. Since it is the advantage of floor-sitting reading rooms where children can take off shoes and act freely, we should look for the design of such spatial elements in the floor-sitting reading rooms.