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2013년 제2학기 미래사회와 교육 최종보고서 소실된 삼국시대 건축물 가상 체험 센터 5조: 스크래치5똑하조 1346010 박원빈 1346011 서은지 1346012 서해슬 1346013 서희림

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  • 1. 2013 2 5: 5 1346010 1346011 1346012 1346013

2. I. Overview 2II. Introduction 31. Project Background 2. Project Goals 3 53. Learners 8III. Designing a Future Learning Environment 111. Hardware 112. Software 183. Humanware 20IV. Future Learning ScenarioV. Conclusion 22 31 34 3. I. Overview 1. Theme for the project The theme for the project is Searching for the lost memory, which is about providing future learners with an opportunity to virtually experience Korean history through exposing them to cultural heritage using five senses.2. Project goals Thegoalisdividedintofoursteps.First,stimulatecuriositywithfive-sense education. Second, help learners acknowledge historical facts based on the result gained in the previous step. Third, encourage learners to study history in free and friendly atmosphere. Finally, the ultimate goal is to improve awareness in history conservation. To make it simple, the goal is summarized in one word, HERITAGE; History, Experience, Reservation, Improving, Technology, Awareness, Generating, and Enhancing.3. Learners The target learners are elementary school 4th grade students. History education is critical in elementary school because it becomes a basis of an overall history education, and elementary students are more subject to be transformed. Especially in 4th grade period, students start to develop historical awareness and take classes about cultural assets.4. Learning environment Forthephysicalenvironment,afootprint-shapedhistorycenter,Searching for the lost memory will be designed. The center consists of mainly three parts. The three cylinder-shaped buildings for exhibition, middle part with a dome for CAVE and multiplex, and debate room and game room. Exhibition will contain lost architectures of three different kingdoms respectively. In terms of methodology including hardware, software and humanware to design interior of the center, the principle of convergence of analogue and digital devices is applied. For analogue, physical activity like entering into the digitally restored architecture will help learners discover historic value of the heritage for themselves. Also discussion will motivate them to come up with possible solution to history conservation. For utilizing digital devices, digital restoration technology, Media of virtual reality in CAVE, games will be applied.5. Learning content Exhibition buildings contain lost architectures of three different kingdoms, Goguryeo, Baekje, and Silla, respectively.- 2 - 4. II. Introduction 1. Project Background 1) Problems of current education . . , , . . . . . . 7 () . . , . , , , . . , . . . . , . , . . , . 21 . , .2) Future Learning Environment , 21 [21st century skill] .1)21 ; 1. (global awareness)- 3 - 5. , , , , , , , (core subjects) , 2. Learning ( ), Innovation( ), Communication( ), Collaboration( ), Creativity( ) , 3. Life and Career Skills( ) , 4. Information and Technology Skills ( ) .[ 2] 21st Century Skills21 [21st century skill] . , [knowledge of core subjects]. 21 , , , . , [global awareness] . , [learning and innovation skill] . [learning and innovation skill] (Criticalthinking),(Communication),(Collaboration),(Creativity) 4C (problem solving) . , technology,skills].[information, media,and,ICT(Information & Communication Technology) . , [life and career skills]. 21 , (flexibility), (adaptability), (self-direction), (leadership), (responsibility), (social and cross-cultural 1) Partnership for 21st Century Skills - 4 - 6. skills) . technology . [Digital Age Learning, Digital Age Teaching] . . , (digital native) (moving from teacher-centered to student-centered) . , (Inquiry Based Learning), (Problem Based Learning), (Project Based Learning) . , , . .2. Project Goals [Meaningful learning] .2)Ausubel , .[active],[intentional],[authentic], [cooperative], [constructive] . , , .2) , , 2000.1.10, - 5 - 7. [ 3] Characteristics of meaningful learning , . . (tools to support knowledge construction), (information vehicle for exploring knowledge to support learning by constructing), (authentic context to support learning by doing), (social medium to support learning by conversing), (intellectual partner to support learning by reflecting) . HERITAGE; H : History, E : Experience, R : Reservation, I : Improving, T : Technology, A : Awareness, G : Generating, E : Enhancing. . , , . , . , . , . , + , . .- 6 - 8. [ 4] . ; , . , , . , . . . , , . , , , . , . , , , . , , , , , . . , . , . .- 7 - 9. , . , . , , .3. Learners 4 . 2017 . , , . , , , , , , , . , . . . . . . , [ 1] . [ 1] (, 2000) 12 ( ), 3 - 8 - 10. 500, 1000 4 ( ) 5 , 6 ( ) , 4 . . (, 2003) 4 . [ 2] . [ 2] (, 2005) 1-2 3-4 - 9 - 11. , , 5-6 , , [ 2] (, 2005) . . . , 7 [ 3]. [ 3] 7 (, 2009) (3) 3() () () (3) () () 4(4) () () () (4) 5() () - 10 - 12. (1) , () () (2) , () () 6(3) () () (4) () () () 3 , 4 . , 4 , . , 4 , , .III. Designing a Future Learning Environment 1. Hardware 1) Physical environment . (footprint) . . 4 , , , , . , , , , .- 11 - 13. [ 5][ 6]- 12 - 14. [ 7][ 8]- 13 - 15. [ 9] : (history)' . . (guggenheim) . , .- 14 - 16. [ 10] 1 (Information desk): , , Buddy ( 3D ) . (Multiplex): , , 4D . (Virtual reality): .(Exhibition): .(Debate room): , . (Databases): , . : (Rest room), (Elevator)- 15 - 17. [ 11] 2 (Game center): , . : (Cafe), (Restaurant), (Elevator)2) Devices CAVE[ 12]- 16 - 18. . CAVE(Care Automatic Virtual Environment) . CAVE , . , , 3 CAVE . CAVE 6 DOF(Degree of Freedom) (Tracking System), 3 (Stereoscopic Glass), 3 Wand . 3 , , , , (3) . (. 2003) CAVE . . 4D Multiplex[ 13] 4D 3D (Stereoscopic 3D) (physical effects; , , , ) . 4D (Muti-sensory) . , , , . ( , 2010) 4D 4 . , , .- 17 - 19. Game Center[ 14] FTIR (AR) FTIR(Fourier Transform Infrared Spectroscopy) . . . . , Jefferson Y. Han FTIR . , , DI . Bimber Virtual Showcase . .( 6, 2009)2. Software [Experimenting with Technology] . . . (digital restoration), - 18 - 20. (virtual world) (augmented reality) , .1) (Digital restoration) 3 . . , (Cyberspace) . 3 . , , . , 3 . . , . . .2) (Virtual Reality/World) - (Augmented Reality) (, , , , ) , (Cyberspace) .(, 2001) , , . ( , 2003) . . , , 3 . ( 1, 2012) . .- 19 - 21. 3) (Game) - (Scratch) . . , (active and critical thinking) (committed learning) . (probing) (discovery) . , (situated meaning) (multimodal) (semiotic domain).(psychosocialmoratorium) (identity) .3) (psychosocial moratorium) . . . . , . . . , .3. Humanware , . (docent) . (tech-savvy) (docent). (docent) .3) , , 2000.1.10, - 20 - 22. [ 15] (docent) (teacher) '(interpreter)' , Information desk . , . DB , . . , . (, 2007) . 21 TPACK(Technological Pedagogical Content Knowledge). TPACK (content), (pedagogy), (technology) . .- 21 - 23. [ 16] TPACKIV. Future Learning Scenario . Information desk Multiplex CAVE Exhibition Game center Debate room Inter-learning Database .- 22 - 24. Information desk Information desk (docent) . Multiplex Multiplex . (digital documentary) . . , . (concerned and productive members of society) . , , . . () () () , () (). . () , . () (), (), () () () , () . . ( ) . 3 , , , . . 5 36 . 1338 4699). . 3 , 1 . 1 , 3 3() 3 . 1 . 3 3 , . CAVE CAVE .- 23 - 25. [ 17] . touch . , . CAVE . CAVE . CAVE .[ 18] CAVE - 24 - 26. [ 19] CAVE - ''. 14.24, 9 20 , 28 9 . 17 . ( . .)[ 20] CAVE - . . - 25 - 27. . . 3 2 2 , . ( .)[ 21] CAVE - , .[ 22] CAVE - 26 - 28. - 2 . 19.2, 22. 55-60 . 20 . (: 9 80). 9 . , (1700) " 7 . ." . 100 17 7 . 9 . . ( .)[ 23] CAVE - . () , 400 . CAVE . 3 . . , . Exhibition- 27 - 29. Exhibition 3D . .[ 24] , 7 . .[ 25] . .- 28 - 30. [ 26] , , . 6 , . , . . , .(, 2010) Game Center Game center . Multiplex CAVE . . .- 29 - 31. [ 27] (Debate room) (Inter-learning Database) Debate room . Inter-learning Database DB , (, ) . . , . . [Temporary Community] . . , . [community] . , , . [collaboration] [co-constructing knowledge] . . , . ,,(discussion/debate),(collaborativework),(videoconferencing) . [collective intelligence] . [collective intelligence] - 30 - 32. , . . (debate room) , . . .[ 28] Community rules (video conferencing) (multi-shcool project) . (international community) . (global-awareness) . . , . .V. Conclusion 4) 4) , , 1995.6.29, - 31 - 33. . , . . , , . . , . . . . . . . . , . , . . . , E. Cornish ; 1. , 2. , 3. , 4. , 5. , 6. , 7. , 8. . , , , , , . , .(, 2000) , . . , . . . . . , - 32 - 34. . . . , 4 . .- 33 - 35. (2000), , (2003), , 52(Vol.16 No.2), 67-76 (2003), 6 , , , (2001), , (2013), , 1(2012), , 15 1, 131-139 (2010), , 15 1, 25 (2001), , (2012), , (2010), (4D) , (CT) 6 (2009) AR , HCI 2009 80-83 3 , , 2013.11.4. CAVE : NC , < > - 34 -