KR20230067908A - Interactive learning paths for e-learning systems - Google Patents
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Abstract
Description
본 발명은 이러닝 시스템에 관한 것으로, 보다 상세하게는 교육은 개인이 사회에서 성공적으로 일을 하고 개인적인 목표를 달성하게 하는 지식, 기술 및 가치를 개인이 습득하게 하는 과정을 나타내는 이러닝 시스템을 위한 대화식 학습 경로에 관한 것이다.The present invention relates to e-learning systems, and more particularly to interactive learning for e-learning systems, where education represents a process by which individuals acquire the knowledge, skills, and values that enable them to work successfully in society and achieve personal goals. It's about the path.
지식, 기술 및 가치를 개인이 습득하게 하는 과정으로, 단어 교육(education)은 라틴어 educare("가르치다"(bring up)) 및ducere("인도하다"(to lead))로부터 유래는 사회에 대하여 무형적이고 경제적인 이익 및 성취감, 사회적 및 경제적 유동성에 문제점을 가지고 있다.The process by which knowledge, skills, and values are acquired by the individual, the word education, derived from the Latin educare ("bring up") and ducere ("to lead"), is intangible to society. and has problems with economic benefits and achievements, social and economic mobility.
본 발명은 상기한 종래의 문제를 해결하기 위한 것으로, 본 발명의 목적은 미국의 질병 통제 및 예방 센터(Centers for Disease Control and Prevention, CDC)가 인정한 연구에 의하면,어린이 인생의 조기 연령은 인지능력, 사교성 및 정서 개발을 위해 중요하다고 하는 거의 전세계적인 견해를 확실히 한다. 0세부터 5세까지의 조기 교육은 특히 중요하다. 이 기간 동안에, 어린이는 그들의 영속적인 언어,운동 신경 및 분석 능력에 대한 기초를 개발한다. 교육 전문가는 대화하기, 게임하기, 미술품 및 공예품만들기, 독서하기, 노래하기 및 숫자 놀이하기와 같은 활동을 통해서뿐만 아니라 어린이들이 그들 주변을 탐구하는 것을 돕고 상상 놀이에 참여함으로써 어린이의 이러한 능력 개발을 육성 이러닝 시스템을 위한 대화식 학습 경로를 제공하는 것을 그 목적으로 한다.The present invention is to solve the above conventional problems, an object of the present invention is according to a study recognized by the Centers for Disease Control and Prevention (CDC) of the United States, the early age of a child's life is cognitive ability , confirms the almost universal view that it is important for sociability and emotional development. Early education, from 0 to 5 years old, is particularly important. During this period, children develop a foundation for their enduring verbal, motor, and analytical skills. Educators help children develop these skills through activities such as talking, playing games, making arts and crafts, reading, singing, and playing numbers, as well as helping children explore their surroundings and engaging in imaginative play. It aims to provide an interactive learning path for fostering e-learning systems.
상기한 목적을 달성하기 위한 본 발명에 따르면, 약 1세 내지 약 10세의 어린이용의 컴퓨터 기반 교육 시스템에 있어서,a. 실행가능 명령어를 수행하도록 구성된 운영체제 및 메모리를 포함한 디지털 처리 장치; 및b. 상기 디지털 처리 장치에 제공되고, 상기 디지털 처리 장치의 메모리에 적어도 부분적으로 저장되고, 상기어린이를 위해 몰입형(immersive)이며 대화식 교육 환경을 생성하는 시청각 콘텐츠를포함하고, 상기 교육 환경은 또한,i. 각 주제가 복수의 학습 레벨을 포함하는 적어도 3개의 주제;ii. 각 주제와 관련되고 하나의 주제에서 하나 이상의 교육 목표에 대하여 가르치며 본질적으로 하나의 주제에서 하나 이상의 교육 목표에 대하여 가르치는 활동으로 구성된 복수의 학습 활동;iii. 상기 어린이를 표시(represent)하는 아바타를 생성하기 위한 소프트웨어 모듈; 및iv. 각 주제에서 상기 어린이의 진척 상황(progress)을 모니터링하기 위한 소프트웨어 모듈로서, 상기 어린이를 표시하는 상기 아바타, 일련의 수업 또는 학습 활동을 포함한 학습 경로, 및 상기 학습 환경과 관련된 사실(fact)을 가르치도록 구성된 대화식 요소를 포함한 탐구 환경을 디스플레이하는, 상기 소프트웨어 모듈을포함하는 것을 특징으로 하며,상기 주제 및 활동은 교육 목표, 콘텐츠, 인터페이스 및 난이도와 관련하여 어린이에게 적합한 것으로 가정되는 이러닝 시스템을 위한 대화식 학습 경로을 특징으로 한다.According to the present invention for achieving the above object, in a computer-based education system for children between about 1 year old and about 10 years old, a. a digital processing device including an operating system and memory configured to carry out executable instructions; and b. audiovisual content provided to the digital processing device, stored at least partially in a memory of the digital processing device, and generating an immersive and interactive educational environment for the child, the educational environment further comprising: i . at least three subjects, each subject comprising a plurality of levels of learning; ii. a plurality of learning activities that are related to each subject, teach about one or more educational objectives in a subject, and consist essentially of activities that teach about one or more educational objectives in a subject; iii. a software module for creating an avatar representing the child; and iv. A software module for monitoring the child's progress in each subject, teaching the avatar representing the child, the learning path including a series of lessons or learning activities, and facts related to the learning environment. interactive elements for an e-learning system, characterized in that it comprises said software module, displaying an exploration environment comprising interactive elements configured to: Characterized by a learning path.
본 발명에 따르면, 기존의 온라인 교육 시스템은 약 1~10세의 어린이를 참여시키고 교육시키는데 필요한 요소들을 모두 동시에 충족시키는 효과 및 다수의 상이한 학습모드를 지원하면서 특정 주제의 교육 목표를 달성하도록 설계된 교육 계획에 의해 상호 연결된 활동들을 제공할 수 있다.According to the present invention, the existing online education system has the effect of simultaneously satisfying all the elements necessary for engaging and educating children aged 1 to 10 and education designed to achieve the educational goal of a specific subject while supporting a number of different learning modes. Plans can provide interconnected activities.
도 1은 프리스쿨 교실 환경을 표시한 도면
도 2는 교실 환경의 표시에서 소프트웨어 모듈을 보인 도면
도 3은 활동의 집합체의 비제한적인 예를 보인 도면1 is a diagram showing a preschool classroom environment
2 shows software modules in a representation of a classroom environment;
3 shows a non-limiting example of an aggregation of activities;
이하, 본 발명의 바람직한 실시 예에 대하여 첨부된 도면을 참조하여 상세히 설명하면, 기존의 온라인 교육 시스템은 약 1~10세의 어린이를 참여시키고 교육시키는데 필요한 요소들을 모두 동시에 충족시킴에 있어서 부족함이 있다. 기존의 온라인 교육 시스템은 이 나이의 어린이들을 효과적으로 참여시키기 위해 진정으로 재미있는 특징 및 기능을 또한 포함하면서 적당한 주제의 완전한 보충(full complement) 내에서 교육 목표에 대하여 가르치는 다양한 유형의 활동을 제공하지 못한다.Hereinafter, a preferred embodiment of the present invention will be described in detail with reference to the accompanying drawings, the existing online education system has a deficiency in simultaneously satisfying all the elements necessary for engaging and educating children aged 1 to 10 years. . Existing online education systems fail to provide various types of activities that teach about educational goals within the full complement of suitable subjects while also including truly fun features and functions to effectively engage children of this age.
따라서, 여기에서 설명하는 교육 시스템, 방법 및 컴퓨터 프로그램의 1차적인 목표는 어린이들을 교육 콘텐츠와연루시키면서 다양한 학습 방식을 수용하게 하는 컴퓨터 기법을 활용하여 약 1~10세의 어린이의 교육을 촉진하고 강화하기 위한 것이다. 여기에서 설명하는 시스템의 장점은, 비제한적인 예를 들자면, 다수의 상이한 학습모드를 지원하면서 특정 주제의 교육 목표를 달성하도록 설계된 교육 계획에 의해 상호 연결된 활동들을 제공하는 것, 및 약 1~10세의 어린이를 참여시키는 특징들을 제공하여 어린이들이 학습을 즐기고 교육 환경에 규칙적으로 복귀하게 하는 것을 포함한다. 여기에서 설명하는 시스템의 추가의 장점은 어린이 및/또는 어린이의 지도자가 일부 경우에 그 자체가 학습 활동인 관련된 대화식 학습 경로를 통해 어린이의 진척 상황을 모니터링하게하는 모듈을 제공하는 것을 포함한다.Thus, the primary goal of the educational systems, methods, and computer programs described herein is to facilitate the education of children from about 1 to 10 years of age by utilizing computer techniques that engage children with educational content while allowing them to embrace a variety of learning styles. is to strengthen Advantages of the system described herein include, by way of non-limiting example, the provision of activities interconnected by an educational plan designed to achieve the educational goals of a particular subject while supporting a number of different modes of learning, and about 1-10 It includes providing features that engage children of the age of 15 so that they enjoy learning and return regularly to an educational environment. Additional advantages of the systems described herein include providing a module that allows the child and/or the child's leader to monitor the child's progress through an associated interactive learning path that is itself a learning activity in some cases.
하기의 예시적인 실시예는 여기에서 설명한 교육 시스템, 교육 방법, 및 컴퓨터 프로그램으로 인코딩된 매체의실시형태를 나타내며, 어떻게든 제한하는 의도는 없다.The following illustrative examples represent embodiments of the educational systems, educational methods, and computer programs described herein, and are not intended to be limiting in any way.
실시예 - 몰입형 및 대화식 교육 시스템 인터넷을 통하여 디지털 처리 장치에 시청각 콘텐츠를 제공하는 몰입형 및 대화식 교육 시스템이 개발된다. 디지털 처리 장치는 CPU, 메모리, 액정 평판 디스플레이, 스테레오 스피커, 마우스 및 키보드를 구비한 데스크톱퍼스널 컴퓨터 시스템이다. 데스크톱 컴퓨터는 컴퓨터가 월드 와이드 웹에 계속적으로 접속하도록 3 Mbps로 통신하는 DSL 모뎀에 의해 인터넷에 접속된다. 시청각 콘텐츠는 주로 아도브® 플래시® 포맷이고 XHTML, 자바스크립트 및 CSS 코드로 주로 구성된 웹 페이지에서 전개된다. 시청각 콘텐츠는 컴퓨터의 CPU에서 실행되는 다른명령어와 함께 몰입형 및 대화식 교육 환경을 생성한다.Example - Immersive and Interactive Education System An immersive and interactive education system is developed that provides audiovisual content to a digital processing device via the Internet. The digital processing device is a desktop personal computer system with CPU, memory, liquid crystal flat panel display, stereo speakers, mouse and keyboard. A desktop computer is connected to the Internet by a DSL modem that communicates at 3 Mbps to keep the computer connected to the World Wide Web. Audiovisual content is primarily in Adobe® Flash® format and is deployed on web pages consisting primarily of XHTML, JavaScript and CSS code. The audiovisual content, along with other instructions running on the computer's CPU, creates an immersive and interactive educational environment.
여기에서 본 발명의 양호한 실시형태를 도시하고 설명하였지만, 이 기술에 숙련된 사람이라면 그러한 실시형태가 단지 예로서 제공된 것임을 이해할 것이다. 이 기술에 숙련된 사람이라면 본 발명으로부터 벗어나지 않고 많은 수정, 변경 및 치환이 가능할 것이다. 여기에서 설명한 발명의 실시형태에 대한 각종의 대안 예가 본 발명을실시할 때 이용될 수 있다는 것을 이해하여야 한다.Although preferred embodiments of the present invention have been shown and described herein, those skilled in the art will appreciate that such embodiments are provided by way of example only. Many modifications, changes and substitutions will occur to those skilled in the art without departing from the invention. It should be understood that a variety of alternatives to the embodiments of the invention described herein may be utilized in practicing the invention.
Claims (1)
A computer-based education system for children between about 1 and about 10 years of age comprising: a. a digital processing device including an operating system and memory configured to carry out executable instructions; and b. audiovisual content provided to the digital processing device, stored at least partially in a memory of the digital processing device, and generating an immersive and interactive educational environment for the child, the educational environment further comprising: i . at least three subjects, each subject comprising a plurality of levels of learning; ii. a plurality of learning activities that are related to each subject, teach about one or more educational objectives in a subject, and consist essentially of activities that teach about one or more educational objectives in a subject; iii. a software module for creating an avatar representing the child; and iv. A software module for monitoring the child's progress in each subject, teaching the avatar representing the child, the learning path including a series of lessons or learning activities, and facts related to the learning environment. computer-based education, characterized in that it comprises a software module displaying an exploration environment, including interactive elements configured to: system.
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