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효과적인 수업 운영을 위한 디지털 학습 도구 적용 사례 연구

A Case Study on the Use of Digital Learning Tools for Effective Class Operation

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Digital transformation is accelerating in all industries due to COVID-19 and rapidly developing ICT technology. In the field of education, teaching methods that combine various IT devices and software technologies are being applied. The education requires a future learning environment using EduTech such as digital learning tools. We perform a case study on the use of digital learning tools for effective class. In this study, digital learning tools were applied to an university class. The class was held in the second semester of 2022 at A university, with 67 students participating. In our case, QuizN, Mentimeter, and Google Forms were applied as digital learning tools. In order to evaluate our case, a survey was conducted using the Google Questionnaire. From the results of the survey evaluation, more than 85% of all survey questions answered that they were satisfied. From it, digital learning tools were shown to be effective in class operation.

Abstract

Digital transformation is accelerating in all industries due to COVID-19 and rapidly developing ICT technology. In the field of education, teaching methods that combine various IT devices and software technologies are being applied. The education requires a future learning environment using EduTech such as digital learning tools. We perform a case study on the use of digital learning tools for effective class. In this study, digital learning tools were applied to an university class. The class was held in the second semester of 2022 at A university, with 67 students participating. In our case, QuizN, Mentimeter, and Google Forms were applied as digital learning tools. In order to evaluate our case, a survey was conducted using the Google Questionnaire. From the results of the survey evaluation, more than 85% of all survey questions answered that they were satisfied. From it, digital learning tools were shown to be effective in class operation.

참고문헌 (20)

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  2. 이지은, "에듀테크로 촉발되는 고등교육의 위기와 기회", Korea Business Review, 24, pp.151~171 (2020), 한국경영학회[DOI]
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  4. 윤혜림, "대학교육에서 학습자를 위한 에듀테크 활성화 방안", 인문사회 21, 13(1), pp.3135~3148 (2022), 인문사회 21
  5. 정민호, "대학의 에듀테크 도입에 대한 교수 및 학생의 인식 및 수요 분석 - D 대학 사례를 중심으로 -", 교육연구논총, 41(3), pp.31~53 (2020), 교육연구소[DOI]
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  15. 권영애, "모바일러닝 시스템 품질과 학습몰입 및 만족도 간의 관계 탐색", (사)디지털산업정보학회 논문지, 16(4), pp.111~121 (2020), (사)디지털산업정보학회
  16. 김응곤, "피지컬 컴퓨팅 기반 소프트웨어 교육용 제품 개발", 한국전자통신학회 논문지, 14(3), pp.595~600 (2019), 한국전자통신학회[DOI]
  17. 이명숙, "마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형", (사)디지털산업정보학회 논문지, 15(3), pp.119~128 (2019), (사)디지털산업정보학회
  18. Christos Troussas, "Collaboration and fuzzymodeled personalization for mobile game-based learning in higher education", Computer &Education, 144 (2020)
  19. Yusufu Gambo, "An Artificial Neural Network (ANN)-Based Learning Agent for Classifying Learning Styles in Self-Regulated Smart Learning Environment", International Journal of Emerging Technologies in Learning, 16(18), pp.185~199 (2021)
  20. "Google Forms"[URL]

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