• Title/Summary/Keyword: science digital textbook

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Types and Themes of Mobile Application Contents in Primary Science Learning Derived From Teachers' Perspectives (교사의 관점에서 제안된 초등 과학 영역의 모바일 앱 콘텐츠 유형 및 주제)

  • So, Hyo-Jeong;Yoon, Hye-Gyoung;Choi, Hyungshin
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.488-497
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    • 2016
  • Given the potential of mobile applications to create new learning opportunities beyond the prevalent use of digital textbooks and Internet lectures, this study aims to derive types and themes of mobile application content that can be effectively integrated with the school curricula. Twenty primary school teachers participated in this study that examines teachers' perceptions about the advantages and disadvantages of printed and digital textbooks' modality, the advantages and disadvantages of mobile learning, and the themes relevant to develop mobile applications. Findings indicate that it is necessary to develop activity-centered applications for vertical use rather than theme-centered applications for horizontal use. In addition, while most ideas derived from teachers center on multimedia access, there was lack of ideas that leverage the affordances of mobile devices for collaborative interaction and location-awareness. Lastly, to promote the diffusion of mobile learning in school environments, this study suggests the need to overcome teachers' epistemology that perceives mobilization against inquiry activities.

Instructional Effects of Elementary Science Classes Using Metaverse and Perceptions of Students: 'Structure and Function of Plants' Unit in Sixth Grade (메타버스를 활용한 초등 과학 수업의 효과 및 학생들의 인식 - 6학년 '식물의 구조와 기능' 단원을 중심으로 -)

  • Wang, Taejoe;Lim, Heejun
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.591-604
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    • 2023
  • This study investigated the impact of elementary science classes using metaverse on the academic achievement, positive experience in science, and digital literacy of elementary school students. In addition, we examined their perceptions. The respondents were derived from two classes in the sixth grade at an elementary school in Gyeonggi-do, who were selected designated as the experimental (n=29 students) and comparative (n=29) groups, respectively. Across five lessons under the "Plant Structure and Function" unit, the experimental group conducted science classes using the metaverse, whereas the comparative group conducted general textbook-based classes. To investigate instructional effects, the study performed ANCOVA using the pre-test score as a covariate, a survey on the perception of students about science classes using metaverse, and conducted interviews with a number of subjects. The result demonstrated that science classes using metaverse exerted no significant effect on scientific academic achievement and digital literacy. However, the study observed a statistically significant effect on science learning emotion which is a sub-element of positive experiences in science. The students were positively aware of science classes using metaverse in terms of interesting and diverse activities, and free expression of inquiry results and perceived the instability of smart devices and network connections as regrettable. Finally, the study posed the implications of the use of metaverse in science classes.

Development of Inquiry Activity Materials for Visualizing Typhoon Track using GK-2A Satellite Images (천리안 위성 2A호 영상을 활용한 태풍 경로 시각화 탐구활동 수업자료 개발)

  • Chae-Young Lim;Kyung-Ae Park
    • Journal of the Korean earth science society
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    • v.45 no.1
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    • pp.48-71
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    • 2024
  • Typhoons are representative oceanic and atmospheric phenomena that cause interactions within the Earth's system with diverse influences. In recent decades, the typhoons have tended to strengthen due to rapidly changing climate. The 2022 revised science curriculum emphasizes the importance of teaching-learning activities using advanced science and technology to cultivate digital literacy as a citizen of the future society. Therefore, it is necessary to solve the temporal and spatial limitations of textbook illustrations and to develop effective instructional materials using global-scale big data covered in the field of earth science. In this study, according to the procedure of the PDIE (Preparation, Development, Implementation, Evaluation) model, the inquiry activity data was developed to visualize the track of the typhoon using the image data of GK-2A. In the preparatory stage, the 2015 and 2022 revised curriculum and the contents of the inquiry activities of the current textbooks were analyzed. In the development stage, inquiry activities were organized into a series of processes that can collect, process, visualize, and analyze observational data, and a GUI (Graphic User Interface)-based visualization program that can derive results with a simple operation was created. In the implementation and evaluation stage, classes were conducted with students, and classes using code and GUI programs were conducted respectively to compare the characteristics of each activity and confirm its applicability in the school field. The class materials presented in this study enable exploratory activities using actual observation data without professional programming knowledge which is expected to contribute to students' understanding and digital literacy in the field of earth science.

Analysis of Impacts of Digital-Textbooks on Learners' Self-regulated Learning and Problem-solving Competency (디지털교과서가 학습자의 자기조절학습 및 문제해결 역량에 미치는 효과 분석)

  • Cha, Hyun-Jin;Kye, Bokyung;Jeong, Kwang Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.13-25
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    • 2017
  • This study aims to analyze the impacts on self-regulated learning (SRL) and problem-solving (PS) competencies rather than learning achievement through the use of digital textbooks in the SMART learning environment. To achieve the objective, $3^{rd}$ and $4^{th}$ grade elementary and $1^{st}$ year middle school students were selected from 29 schools where the digital textbooks were utilized in the subjects of science in pilot schools in 2014. In this, One-Group Pretest-Posttest Designs were applied as a research method to analyze SRL and PS competencies. Additionally, the effect size of Cohen's d was presented in order to display the practical significance. The results showed the positive impacts on SRL and PS competencies, in spite of a small effect size of about 0.2 through the use of digital textbooks. ANCOVA was conducted to determine the difference in the impacts according to demographic variables. The results demonstrated that the difference in the impacts on both SRL and PS were statistically significant according to the grade and level. For SRL, both the elementary grade 4 and middle school students showed more significant differences than elementary grade 3. Moreover, for PS, the elementary grade 4 students showed the most significant difference.

A Study on the Book Recommendation Standards of Book-Curation Service for School Library (학교도서관 북 큐레이션 서비스를 위한 도서추천 기준에 관한 연구)

  • Park, Yang-Ha
    • Journal of Korean Library and Information Science Society
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    • v.47 no.1
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    • pp.279-303
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    • 2016
  • This study proposes the Book-Curation service as part of the information service offered through school library websites. Also, this study aims to establish recommendation standards for curation prior to detailed system planning. For such service, the following tasks were carried out. First, the list of recommended books of existing systems were analyzed to identify the attributes that can be used for recommendation in the user and book information. Second, the analyzed attributes were utilized to establish 12 recommendation standards. Finally, a survey was carried out to identify the user preferences as to each standards. The results are as follows. First, the majority of students responded that curation service is necessary for using a library. Second, the top three standards are as follows: "best lending books based on the keywords of individual users"; "best lending books of the same year students"; "best lending books on the textbook-related reference booklist".

An Analysis and Implications Exploration of Media and Information Literacy (MIL) Curriculum in the Philippines (필리핀의 미디어정보 리터러시 교육과정 분석과 시사점 탐색)

  • Park, Juhyeon
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.331-355
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    • 2021
  • The purpose of this study is to derive the implications of operating the Media and Information Literacy (MIL) curriculum in Korea through analysis of MIL curriculum and guidance in the Philippines. The Philippine Ministry of Education runs the MIL as a core subject that high school students in grades 2-3 had to complete. MIL in the Philippines is a tool curriculum that integrates information, media, and digital literacy. In the MIL curriculum, a total of 17 units are designed to be operated for a total of 80 hours, 20 weeks in a semester. And it presents two content criteria, two achievement criteria and 58 learning competencies. The implications drawn from the research results are as follows. First, the chapter presented in the MIL curriculum can be composed only of the knowledge of a higher category or core concept of subject content. Second, it is necessary to present the concept of the term used in the MIL curriculum and specific examples according to the concept. Third, it is necessary to specify the contents necessary for practice in the MIL textbook and to strengthen the competence for the function. MIL, proposed by UNESCO and designated and operated as a subject in the Philippines, needs to be designated as a subject in Korea and operated as a curriculum.

Implementation of Secured Smart-Learning System using Encryption Function (암호기능을 이용한 안전한 스마트-러닝 시스템 구현)

  • Yang, J.S.;Hong, Y.S.;Yoon, E.J.;Choi, Y.J.;Chun, S.K.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.5
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    • pp.195-201
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    • 2013
  • The government has invested much budget for 5years to do the Smart-education and operate digital textbook services since 2011. The private enterprises also decided to focus on constructing Smart learning system by investing much budget. If these systems are constructed nationwide and therefore can access to cyber university by using smart devices, we can reduce the information gap and study online lectures to get a grade whenever, whoever and wherever we want to. However, these convenient systems can cause serious problems like falsifying grades by hacking if security systems are weak. In this paper, we formulated cyber university which is secured in terms of security. For this, we simulated the smart-learning system which strengthened the security, considering code algorithm and encryption technique.

An Analysis of the Uses of External Representations in Matter Units of 7th-Grade Science Digital Textbooks Developed Under the 2015 Revised National Curriculum (2015 개정 교육과정에 따른 중학교 1학년 디지털교과서의 물질 단원에서 나타난 외적 표상의 활용 실태 분석)

  • Song, Nayoon;Hong, Juyeon;Noh, Taehee
    • Journal of the Korean Chemical Society
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    • v.64 no.6
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    • pp.416-428
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    • 2020
  • This study analyzed the uses of external representations presented in the matter units of the 7th-grade science digital textbooks developed under the 2015 revised national curriculum. The level, form, presentation, and interactivity of external representations presented in 5 types of digital textbooks were analyzed. As for the level, the macroscopic level of representations was mainly presented. The macroscopic level and microscopic level of representations were presented together in the particle description. As for the form, visual-verbal and visual-nonverbal representations were usually presented across the board. Very few audial-verbal and audial-nonverbal representations were presented. Visual-verbal and audial-verbal representations were mostly presented in formal form, and visual-nonverbal representations were mostly presented in illustration without movement. The presentation of representations was analyzed in three aspects. First, visual-verbal and visual-nonverbal representations were mainly presented together and none of audial-verbal and visual-nonverbal representations were presented together. When the representations of the audial-verbal, visual-nonverbal, and visual-verbal were presented together, some of the information presented in audial-verbal representations was repeatedly presented in the visual-verbal representations. Second, audial-nonverbal representations not related to learning content were presented along with other representations. Third, there were few cases of arranging visual-verbal and visual-nonverbal representations on the next pages. Audialverbal and visual-nonverbal representations were always presented synchronized. As for the interactivity, the manipulation level was mainly presented in the main area, and the feedback level was mainly presented in the activity area. The adaptation level and the communication level of interactivity were presented very few. Based on the results, the implications for the direction of constructing digital textbooks were discussed.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.