• Title/Summary/Keyword: 교육미디어 활용

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인터넷을 통한 멀티미디어 의료 정보 전달

  • 김경섭;윤태호;송철규
    • 전기의세계
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    • v.53 no.4
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    • pp.59-61
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    • 2004
  • 컴퓨터 기술의 발전과 데이터 압축 및 전송 기술의 발달로 인하여, 인터넷을 통하여 실시간으로 전송된 음성, 비디오, 생체 신호, 문자, 처방, 의료 영상 등으로 이루어진 멀티미디어 의료 정보가 임상 진료, 의학 연구 및 교육에 활용되고 있다.(중략)

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English Learning with the Tools of Flash Animation (플래시 애니메이션 도구를 활용한 영어 학습 환경 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.537-544
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    • 2013
  • There has been many studies to explore what is the best multimedia tools for English learning by internet, but the students are still thirsty for the lack of practical and effective learning method which may lead them to stimulate their motivations to learn English with technological new media. The purpose of this study is to design Flash Animation as a new approach to learn language acquisition for those students who are learning English as a second language. This second is to show the validity for the introduction of Flash Animation into the English class. The third is to describe the effectiveness of the application of multimedia tools used in English communication such as java script programming and power point presentation.

Basic Study for Developing Media Competency Model (미디어역량 모델개발을 위한 기초 연구)

  • Lee, Chan;Park, Yo-Song;Yi, Byung-Jun;Choi, Young-Jun
    • Korean Journal of Culture and Arts Education Studies
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    • v.6 no.3
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    • pp.21-37
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    • 2011
  • The purpose of this study was to discuss the cultural competency model which can be applied for all the fields in one's life and to develop the cultural competency of media part for school education, lifelong education, and corporate education. To achieve this purpose, the cultural competency model of media part was developed through literature review, panel workshop with high-performers of media part, and experts verification. In the result of this study, core performance of media part was identified. They were improvement of work efficiency, possibility of creative design, change of media context, increase of understanding and participation to social culture, improvement of relationship skill, increase of chance of self-examination, and self-satisfaction. It was 62 that The cultural competencies which were needed to achieve these core performance, then, finally the definition and standard of behaviors of each competencies were drawn and the cultural competency model was proposed.

A Survey on Personalized Voice Recognition Engine Using Raspberry Pi (라즈베리파이를 활용한 개인 맞춤형 음성인식 엔진조사)

  • Jang, Seo-Yeon;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.283-284
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    • 2020
  • 라즈베리파이는 교육용 프로젝트의 일환으로 개발된 임베디드 보드로서 모듈 확장성이 용이하여 사용자가 원하는대로 용도를 변경하거나 기능을 확장할 수 있다. 현재 한국 소프트웨어 교육은 프로그래밍 언어와 이론 위주의 경향이 짙은데, 이는 초기 학생들의 프로그래밍에 대한 흥미를 저하시키는 데 가장 큰 걸림돌이 되고 있다. 본 논문에서는 라즈베리파이를 활용하여 사물인터넷의 대표적 입력수단으로 활용되고 있는 음성인식을 구현하는 방법에 대해 논한다. 또한 향후에는 TPU(Tensor Processing Unit)의 전용 소프트웨어를 사용하여 대용량의 실시간 음성인식을 GPU를 이용하여 구현함으로써 실제 물리적인 장치들을 프로그래밍으로 제어함으로써 소프트웨어의 현실 통제 가능성을 직접 체험하여 음성인식뿐만 아니라 동작 원리 및 기저 기술들에 대한 관심을 불러일으키는 하나의 좋은 교육 방법이 될 수 있다.

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Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Alternative Measures for Improvement of Information Literacy as Cross Curricula under the National Curriculum in Korea (국가 수준 교육과정에서 범 교육과정으로서의 정보 활용 능력 위상 강화 방안)

  • Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.29-50
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    • 2011
  • An aim of this study is to analyze status of information literacy and propose some ways strengthening its role as a cross-curriculum. Analyses show that information literacy is a basic competency of creative person composing the educational human figure under the national curriculum in Korea. In the school knowledge, its position is a procedural knowledge to create new ideas, also it is a interdisciplinary thinking skill under the instructional method. Therefore, information literacy instruction covering media and ICT literacy should exist as a main cross-curriculum to be a selective subject in the national curriculum. And finally, one of learning skills, its definition should be cleary stated such as information research and access, information analyses and interpretation, information synthesize and presentation.

A Study on ICT-based Elementary Education for Musical Composition Using Multimedia (멀티미디어를 활용한 ICT 기반 초등학교 가락짓기 교육에 관한 연구)

  • Jeong Hwa-Young;Kwak No-Yoon
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.213-218
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    • 2004
  • The objective of this paper is to verify the usefulness and validity of ICT-based elementary education for musical composition using multimedia technology. Cearing with the characteristic of musical education, multimedia technology, which has made dazzling progress thanks to the rapid development of computer for the last several year, is expected to be a new alternative to overcome various problems of musical education and enhance students` musical function and knowledge. In particular, if ICT-based musical education is introduced in teaching musical composition, in which many elementary school techers feel difficulties, significant education effects will be produced. ICT-based musical education method in the paper identified imitation and problems in traditional theory-based learning and musical composition class using musical instruments and, as a part of resolving the limitations and problems, instructed elementary students in how to use a computer program and applied the program to musical composition class. As a result, the method maximized learning effect and improved stusents` ability to create melodies in a short term compared to traditional teaching methods.

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Development of Instructional Strategies with ICT to $5{\sim}6$ Grade in Elementary Science Subject (초등 과학과 $5{\sim}6$학년 ICT활용 교수.학습과정안 연구.개발)

  • Lee, Dae-Hyeong;Kim, Hong-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.478-485
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    • 2004
  • 정보통신기술(ICT : Information and Communication Technology)은 멀티미디어 정보를 교실에 실시간으로 제공함으로써 교실 수업에 매우 다양한 방식으로 응용이 가능하게 되었다. 특히, 국가 주도하고 있는 ICT활용 교육은 교사 중심의 전통적 수업보다 학습자 중심의 수업을 가능하게 할 것으로 기대되고 있다. 이에 따라 교사들은 ICT활용 능력을 갖추고 이를 수업에 적용할 수 있는 지적, 경험적 노력을 필요로 한다. 본 연구는 현장에서 연수를 통하여 이루어지고 있는 ICT활용 교수-학습 과정안 개발을 예비 교원까지 확대하여 이들의 능력을 계발하고 전문성을 제고하고자 하였다. 이를 통하여 교원양성기판의 교육과정에 ICT 활용교육방법의 도입 및 활용을 촉진하고, 교수-학습 방법의 개선 및 교육의 질을 제고하는데 목적이 있다.

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Design of the Adaptable Turtle World (적응형 거북 세계의 설계)

  • Kim, Seong Baeg;Kim, Cheolmin;Lee, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.95-106
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    • 2000
  • Educational programming languages help learners to easily understand and use computer system itself. They also enhance the reasoning power and the contemplative faculty of learners. However, in spite of the importance of educational programming languages in education, there has not been much research and development on them compared with general purpose programming languages. In this paper, we propose and examine a new educational programming environment TWo (Turtle World) which is designed for learners to utilize the recent information technologies. Aimed at being used as a learning and working tool for multimedia programming and processing, TWo is a web-based reflective object-oriented Hangul programming environment which provides each learner with the learning environment according to his intellectual ability to learn.

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An Implementation for Remote Instruction of Edutainmental Chinese Characters Based on Formation of Chinese Character (한자의 성립에 따른 Edutainment식 한자학습 원격강의 구현)

  • 이은아;임무화;김태석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.793-798
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    • 2001
  • 본 논문에서는 최근 들어 급속히 성장하고 있는 인터넷 사용자들과 홈페이지를 이용한 각종 정보의 활용 및 정보 통신망을 이용한 멀티미디어 기반의 서비스 산업화의 활성화 실현으로 인해 변화되고 있는 교육분야에 대응하여 한자를 배우고자 하는 학습자들에게 Edutainment식 한자학습을 구현하여 한자를 즐겁게 재미있게 학습할 수 있도록 구현하였다.

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