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ACOMS+ 및 학술지 리포지터리 설명회

  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

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A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

4차산업연구 / Fourth Industrial Review, (E)2765-7213
2022, v.2 no.2, pp.1-9
https://doi.org/10.20498/fir.2022.2.2.1
KIM, KiTae (School Library, YangSeong Elementary School)
WOO, HoSung (Dept. of E-learning, Graduate School, Korea National Open University)

Abstract

Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

keywords
Education for how to use a library, E-Learning, Flipped learning, and gamification

4차산업연구