• Title/Summary/Keyword: 교육미디어 활용

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Study on Applying Alice for Supportive Methodology of Creative Problem Solving (창의적 문제해결 수업에서의 앨리스(Alice) 활용 사례 연구)

  • Baek, Jung-Hee;Choo, Moon-Won;Choi, Young-Mee;Lim, Young-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.61-70
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    • 2012
  • In this study, the newly designed course related to creative problem solving is introduced. According to the characteristics of multimedia engineering, the Alice, which is well known as an effective 3D interactive authoring tool, is adopted as the supporting tool to validate the accomplishment of study goals set up for software design. Each creative problem solving phase could be clearly implemented and its expected performance could be evaluated efficiently by using Alice. The result of curricular implementation and performance evaluation is shown.

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Constructing and Managing of Multimedia Learning System for Information Education (정보교육을 위한 멀티미디어 학습시스템 구축 및 운영)

  • 안규호;장효양;한기태
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1998.10a
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    • pp.149-158
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    • 1998
  • 교육 환경의 변화와 정보 기술의 변화에 따라 정보 교육을 효율적으로 실시하기 위하여 정보 교육 시설의 설치에 대한 필요성과 이를 활용한 정보 교육의 효율성을 극대화하기 위한 연구가 필요한 시점이다. 본 고에서는 정보 교육의 목표와 오늘의 현상 및 문제점을 분석하고 동시에 "정보소양능력"을 배양하기 위한 '정보 교육"을 위한 정보교육 시설의 구비 요건, 구축 모델 제시, 바람직한 운영방법을 제시하고자한다. 운영방법을 제시하고자한다.

A Study for Vitalization of Educational Serious Game Competition (교육 기능성게임대회 활성화방안 연구)

  • Choi, Hun;Baek, Yejin;Seo, Dongjo
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.305-306
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    • 2012
  • 미디어 플랫폼의 다양화로 인하여 다양한 교육방법이 시도되고 있으며, 특히 교육용기능성게임은 G-learning 베이스로 새로운 교육방법으로 제시되고 있다. 하지만 "게임"이라는 부정적 인식으로 인하여 저변확대가 이루어지고 있지 않다. 게임을 즐기고 자라난 게임세대들에 대한 인식전환과 교육용 기능성게임에 대한 교육적 효과검증을 통하여 교육용 기능성게임을 새로운 교육방법으로 활용하기 위하여는 사회적 인식전환과 저변확대가 우선순위이다. 이를 위하여는 일반인들에게 교육용기능성게임을 알릴 수 있는 대회를 활성화하여 인식의 전환과 효과를 직접 체험할 수 있도록 해야한다. 이를 위하여 국내외 교육용 기능성게임대를 분석하고 활성화 방안을 모색하여 새로운 교육패러다임전환에 기여할 수 있는 방안을 제시하고자 한다. 이는 향후 국내 교육용 기능성게임 유저를 확산시켜줄 뿐만 아니라, 새로운 교육적 방법으로 활용할 수 있는 계기를 제시할 것으로 보인다.

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Development of Standard Multimedia Studio for Primary and Secondary Educational Contents (초·중등학교 교육용 멀티미디어 컨텐츠의 활용과 표준 개발 환경)

  • Ahn, Mi-Lee;Hwang, Dae-Jun
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.2 no.1
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    • pp.1-15
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    • 2002
  • New media is an emerging industry sector. It sits at the nexus of what has become a main vehicle of the Knowledge Based Economy. the crossroads where the use of interactive multimedia technology meets the traditional uses of media. The current Education information Act provided school with PC, multimedia labs and connection to internet. Having such a facility in schools encourage teachers and students to use computers more often. Teachers demand for more educational multimedia contents than they can find in the market. Although there are many good contents, teachers find them unfit or inflexible for their curriculum. The purpose of this study is to identify the elements of standard multimedia studio facilities to develop multimedia contents in primary and secondary schools. The result of this study will provide guidelines for schools to facilitate their multimedia studio for teaching and learning activities, and developing contents for effective use of their facilities.

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A Study on Educational Resources Management in Ubiquitous Environment (유비쿼터스 환경에서 교육 기자재관리에 관한 연구)

  • Kim, Mi-Seon;Chung, Jong-In
    • Annual Conference of KIPS
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    • 2007.11a
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    • pp.605-608
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    • 2007
  • 사회의 변화는 교육의 패러다임 및 교육 인프라에 많은 영향을 미치고 있다. 변화하는 사회에 발맞춰 교육인적자원부는 90년대 중반부터 교육정보화 종합 추진 계획 3단계 사업을 진행하고 있다. 그로 인해 교원 1인당 1PC, 컴퓨터실 및 다양한 멀티미디어실 구축, 교단선진화 기자재 보급이 계속 되어왔다. 또한 미래의 교육 비전으로 u-러닝을 제시함으로써 2011년까지 중등학교에 u-러닝 인프라 구축 및 단말 보급을 계획하고 있어 고가의 교육 기자재는 지속적으로 증가할 것으로 보인다. 그러나 현재 학교에서는 교육 기자재 관리가 단순히 보유현황 파악에만 머물고 있어 고가의 기자재 도난 위험, 신속하게 처리되어야하는 요지보수 문제, 노후 기자재 교체 및 폐기에 대비하고 있지 못하다. 이런 문제점을 해결하기 위해 본 연구에서는 기자재 관리에 RFID와 USN을 활용함으로써 기자재를 효율적으로 관리하고 교육에 적극 활용할 수 있도록 한다.

Study on Development Teaching Material about Scratch Programming for Improving the Creativity In Elementary School (초등학생의 창의성 신장을 위한 스크래치 프로그래밍 교육 자료 개발 연구)

  • Kim, Sung-Hoon;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.277-281
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    • 2010
  • 스크래치는 교육용 프로그래밍 언어 중 하나로 풍부한 멀티미디어 프로그래밍 환경과 쉽고 흥미로운 사용자 인터페이스를 제공한다. 또한 한국어를 지원하고 있어 초등학교 학습자들의 프로그래밍 교육에 유용하게 활용될 수 있다. 본 연구에서는 스크래치 프로그래밍을 초등학교 4학년 학생들에게 적용하여 자신에게 주어진 문제 상황을 이해하고 창의적 요소를 익히면서 문제를 해결해 나가게 된다. 이를 위해 스크래치에서 초등학생에게 적용할 수 있는 교육요소를 추출하고 관련 주제로 통합하여 실제 현장에서 사용이 가능한 스크래치 프로그래밍 교육 자료를 개발하고자 한다.

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RTE System based on CBT for Effective Office SW Education (효과적인 오피스 SW 교육을 위한 CBT 기반의 RTE(Real Training Environment)시스템)

  • Kim, Seongyeol;Hong, Byeongdu
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.375-387
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    • 2013
  • Advanced internet service and smart equipment have caused an environment supporting various online learning anytime and anywhere, which requires learning contents optimized on a new media. Among various on/off line education related to IT, most part if it is office SW. Many oh them cannot make a good education for effective training in practical because many instructors are tend to focus on teaching simple function and use examples of formality repeatedly. In this paper we propose a new office SW education system that make use of LET(Live EduTainer) based on RTE(Real Training Environment) which maximize the effect of learning and it is integrated with GBL(Game Based Learning) which gives rise to interesting in a knowledge as well as simple teaching so that learners are absorbed on it. We'll elaborate a method for teaching and learning required in this system, design and configuration of the system.

The Effects of Types of Social Media on Academic Achievement, Interaction, and Social Efficacy in Web-based Project Learning (웹기반 프로젝트학습을 위한 소셜 미디어 활용 유형이 학업성취도, 상호작용, 사회적 효능감에 미치는 효과)

  • Park, Jun Kyu;Leem, Junghoon
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.265-276
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    • 2013
  • The purpose of this study is to investigate the effects of types of social media on academic achievement, interaction, and social efficacy in web-based project learning. To accomplish the purpose of the study, an experiment was conducted with 78 six graders who attend S elementary school in I metropolitan city. They were assigned to 'Facebook' group, 'Wiki' group, and web bulletin board group. The academic achievement score of Wiki group was higher than that of web bulletin board group. There was significant difference between task-oriented interaction and relation-oriented interaction in Wiki group. In addition, relation-oriented interaction was more active than task-oriented interaction in Facebook group. Finally, social efficacy score of Facebook group was higher than that of Wiki group.

An Object-Oriented Modeling of HyTime Documents (HyTime 문서의 객체지향 모델링)

  • Kang, Ji-Hoon;Cho, Young-Hwan;Park, Cheon-Shu
    • Journal of The Korean Association of Information Education
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    • v.4 no.2
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    • pp.223-231
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    • 2001
  • Hypermedia documents include structural information for their documents There have been researches on storing and searching hypermedia documents using the structural information of the documents. For the purpose of presenting hypermedia documents, however, only a few models have been proposed. In this paper, we propose a new object-oriented model based on the structural information of HyTime documents for storing and also presenting efficiently the documents. For this modeling, we consider an application of HyTime, a system for a news-on-demand service that provides news customized by user requests. Our modeling can be applied to several Hypermedia application areas, like as customized web-based instructions and digital libraries as well as news-on-demand services.

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Audience Cognitive Reconstruction of the Extended Meaning of Complex Mechanism Text : For Communication Education using Story Media Expressions (복합기제 텍스트의 확장 의미에 대한 수용자의 인지적 재구성 : 서사적 미디어 표현을 활용한 의사소통 교육을 위해)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.137-143
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    • 2021
  • This discussion can be said to be a qualitative study on the possibility of linking communication education for college students and literacy education for Korean language-linked educators based on the theory of interpretation of cognitive meaning of media text containing complex mechanisms. The implicit meaning of media content expression used as an interactive communication strategy will be accepted as a multilateral interpretation according to the individual learner's cognitive environment. If so, how is the general media content meaning intended by the content creator being accepted? These doubts are the starting point for discussion. To solve the problem, I leaned on the experimental pragmatic methodology of cognitive aesthetics and applied a model of relevance of cognitive linguistics to connect learners' creative cognitive environment and present content to find a contrast. As a result of the discussion, it was possible to establish a basic framework for learners to express their subjectivity and creative thinking that could connect the cognitive environment and present content themselves. In particular, active and positive learners also revealed direct descriptive expressions to build a new cognitive environment, such as suggesting a third alternative to argue the ability to question produced media texts and the validity of the meaning implied in the text. In the future, since media text containing complex mechanisms is an indirect and persuasive communication behavior that occurs easily through various media in modern society, the universal communication principle of reliable conversation between media text creators and audiences should exist.