· 발행기관 : 한국컴퓨터게임학회
· 수록지 정보 : 한국컴퓨터게임학회 논문지 / 28권 / 1호
· 저자명 : 김건수, 오규환, 이우석
목차
ABSTRACT
1. 서론
2. 연구의 범위와 방법
3. 초, 중등 정규 교육과정 분석
4. 국내/외 관련 교육 콘텐츠의 사례 분석
5. 정규 교육 과정을 반영한 지렛대의 이해 앱 개발
6. 결론
참고문헌
영어초록
Smart Education strives to become one of the goals of current Korean education, and is a prominent core keyword. A major consideration for smart content for science education is creating self-directed, interesting content that considers user level and aptitude. The present paper will examine the development of interactive edutainment content, which meets the education goals of elementary and middle school curriculums. Among various scientific experiments found in both elementary and middle school curriculums, a physics experiment dealing with the law of levers was chosen for investigation. Through this prototype application that meets the standards of current elementary and middle school curriculums, new possibilities of scientific experiments may be uncovered for the smart education age.