• Title/Summary/Keyword: 교육미디어 활용

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A Study on the Development and Validation of Home Economics Teaching-Learning Materials for Critical Multicultural Education : Focusing on Media Literacy (비판적 다문화교육을 위한 가정과 교수.학습 자료 개발 및 타당화 연구 : 미디어 리터러시를 중심으로)

  • Kim, Seo-Hyun;Chin, Mee-Jung
    • Journal of Korean Home Economics Education Association
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    • v.24 no.3
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    • pp.1-34
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    • 2012
  • The objectives of this study are to introduce a critical perspective of the multicultural education in home economics education, to develop teaching-learning materials and to apply them in classes for the purpose of enhancing students' multicultural competence for a validity test. For these purposes, family life culture sections from six high school technology and home economics textbooks were analyzed based on the contents and elements of multicultural competence. After recomposing the family life culture sections, this study developed 12-session teaching-learning materials with an emphasis on media literacy. Among them, 4-session plans were taught in classrooms for 247 students in the 10th grades. To test the validity of the plans, a questionnaires was given to the students as a pre- and post-test. The data were analyzed with paired t-tests. The results showed significant pre and post differences in all sections of multicultural competence except the section of 'general cultural understanding'. This implied that the developed teaching-learning materials were effective in helping students overcome ethnocentrism and enhance the understanding of cultural differences.

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Uses of Science Fiction Movie Education Materials for the Middle School Female Students to Enhance Their Interests in Science (여학생의 과학에 대한 관심 고취를 위한 공상과학영화 교육매체의 활용)

  • Kim, Maljin;Shim, Sugie
    • Journal of Science Education
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    • v.35 no.2
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    • pp.221-229
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    • 2011
  • These days effective science education programs are required for girls to encourage them to pursue their career in science and engineering areas. This paper presents the preliminary results of an analysis performed to measure the effectiveness of a middle school education program, in which a science fiction movie as a multimedia educational material is shown to students and afterward discussion and review process for the scientific subjects included in the movie are given to them. The analysis is based on a study of students' responses on surveys performed after showing the science fiction movies during a science camp and a regular school class. The survey results of female students are compared with those of male students. The results indicate that the education program using science fiction movies could be more effective to female students than to male students in motivating and enhancing their interest in scientific subjects. A preliminary guide and afterward review and discussion on the scientific contents dealt in the movie turned out to be helpful to enhance the effectiveness of this science education program.

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A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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A Development of Distance Training System for teachers using synchronous lecture authoring tool for improvement of teaching method (동기적 강의 저작 도구를 활용한 교수법 향상 중심의 교원 원격 연수 시스템)

  • 구정모;박종오;임진숙;김성식
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.677-680
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    • 2002
  • 요즘 원격 교육의 필요성으로 인하여 교사 연수에 있어서도 기존 출석 연수와 병행하여 원격연수가 증가하는 추세에 있다. 그러나 현재 이루어지고 있는 원격 연수의 상당 부분은 실제 현장 교사들이 원하고 교사 연수의 핵심인 교수법 향상에 대한 것보다는 교과에 대한 지식이나 기능위주로 시행되고 있는 것이 사실이다. 교사 연수의 궁극적인 목적인 교수법 향상을 위해서는 연수생들이 경험이 풍부하고 교수법이 뛰어난 교사가 실제 수업하는 것을 보고 동료 교사들끼리 서로 충분히 토의를 거치고 배우는 형태의 연수가 유용할 것이다. 그러나 시간, 인원, 경비 등의 문제로 실제 그렇게 하기 어려우므로, 교수-학습 지도안과 동기화된 동영상 중심으로 이루어진 원격 연수 시스템을 구축하는 것이 좋을 것이다. 본 연구에서는 동기화 동영상 저작 도구를 개발하고 이를 활용하여 원격 연수 시스템을 구축해서 교사들의 교수법 향상에 많은 도움이 되리라 기대한다.

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Dynamically Acquired Point Cloud Compression Method based on Video based Point Cloud Compression (V - PCC 기반 동적 획득 포인트 클라우드 압축 방안)

  • Kim, Junsik;Im, Jiheon;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.185-188
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    • 2019
  • 3D 영상 데이터 중 하나인, 포인트 클라우드는 3 차원 데이터를 정밀하게 획득 할 수 있다는 장점으로 인해 군사, 교육, 의료, 건축 등의 다양한 분야에서 사용되고 있다. 특히, 자율 주행 분야에서 사용되는 동적 획득 포인트 클라우드는 광범위한 영역을 표현하므로 방대한 양의 데이터를 갖고 있어, 효율적인 압축이 필수적이다. 비디오 코덱을 활용하여 3 차원 데이터 압축을 진행하는 V - PCC 의 경우, 신뢰성과 범용성이 높다는 장점이 있으나, 2D 비디오 영상을 활용하기 때문에 대용량 및 광범위한 데이터의 압축이 불가능하다는 한계를 지니고 있다. 따라서, 본 논문에서는 V- PCC 의 한계를 극복하고, 광범위한 영역의 정보를 표현하는 동적 획득 포인트를 압축하기 위해 포인트 클라우드를 분할 및 양자화하는 방안을 제시하였다.

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앙트러프러너십 교육의 성과: 메타분석과 종합적 개념화

  • Jo, Mi-Suk;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2020.06a
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    • pp.69-74
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    • 2020
  • 본 연구는 국내 앙트러프러너십 교육 연구의 역사와 흐름을 파악하고 국내 앙트러프러너십 교육의 문헌분석을 통해 교육의 성과를 분석하는 것을 목적으로 하고 있다. 국내의 앙트러프러너십 교육은 일반적으로 '기업가정신 교육'이나 '창업교육'과 같은 의미로 사용되고 있으며, 본 연구에서는 보다 정확한 의미전달을 위해 앙트러프러너십 교육으로 표기하였다. 국내 앙트러프러너십 교육에 대한 메타분석을 위해 2010년부터 가장 최근 논문인 2020년 5월까지의 논문을 수집하여 선별하고 분석하였으며, 한국학술지인용색인(KCI)에 공식적으로 등재된 학술지 1,662편중에서 최종적으로 27편을 선정하여 분석하였다. 국내 학술지 논문을 수집하기 위해 KCI(한국학술지인용색인), DBpia(누리미디어), KISTI(NDSL), eArticle(학술교육원), KISS(한국학술정보), 교보문고(스콜라), RISS(한국교육학술정보원), 코리아스콜라의 데이터베이스를 활용하였다. 주요 검색어로는 앙트러프러너십 교육, 창업교육, 창업의지, 커리큘럼, 창업교육 성과, 기업가정신, 메타분석, entrepreneurship education, entrepreneurship intention, entrepreneurship curriculum, meta 등의 키워드를 혼합하여 사용하였다. 본 연구는 메타분석을 사용하여 앙트러프러너십 교육의 성과를 어떠한 조건에서 관계가 더 효과적이거나 덜 효과적인지에 대해 증거기반으로 다양한 변인을 체계적으로 분석하였다. 본 연구는 국내 앙트러프러너십 교육과 관련된 실증연구들을 종합적으로 분석하여 앙트러프러너십 교육의 성과에 대하여 유일하게 진행하는 연구로서 의의를 가진다. 최근 들어 더 증가하고 있는 국내 앙트러프러너십 교육의 필요성을 재고하고 더 실제적인 효과와 교육 프로그램 개선에 기여할 수 있기를 기대한다.

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A Study on the effectiveness of computers and mobile devices on learning foreign languages

  • Chi-Woon Joo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.189-196
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    • 2023
  • This study aims to show that "Computer-assisted language learning (CALL)" and "Mobile-based language learning (MALL)" actually influence education, deviating from the traditional "drill and practice" method in foreign language education and learning due to the development of information and communication technology (IT). Specifically, for first-year college students who have relatively poor English skills and do not feel enough motivation for English learning, I will produce educational video content using multimedia authoring tools and upload it to the e-learning system. Video content is configured to be accessed and utilized through various media such as computers, smartphones, tablets, laptops, etc. Ultimately, an exploration of educational value behind the utilization of IT devices in English language Teaching(ELT) and the Second Language Acquisition (SLA) theory behind effective instructional use of such technology are presented. That is to say, the effectiveness of language learning using information and communication technology (IT) is introduced. The article closes by suggesting how to use computers and mobile media for 'Flipped Learning'.

The Design and Implementation of Individual Level Multimedia CAI Title for Enhancing Composition Ability (초등학교 논술 능력 향상을 위한 수준별 멀티미디어 CAI 타이틀 설계 및 구현)

  • Kim, Young-Ju;Lee, Jong-Il
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.94-115
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    • 1999
  • Multimedia CAI programs have been produced which encourage self-study and positive learning activities. With instant feedback from the CAI program, students' errors can be corrected easily and the composition ability can be advanced have been done. To increase students' computer capability and composition abilities the following studies. 1. Make an estimate about the factors affecting composition themes and prepare a course based on individual students' needs. 2. Design and implement CAI programs for the enhancement of composition ability. 3. Find an effective teaching-learning model for the generalization of the CAI title and then verify the results.

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A study of Puppet Shows about Formative process of Image (인형극의 이미지 형성과정에 대한 고찰)

  • Jeon, Won-Woo;Jeon, Byung-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.242-245
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    • 2006
  • The Moderns are contacted with various Media in many ways. Korea is the arena of competition in many kind of Media as a powerful country in the Information and communication. Then we can realize advanced in the quality of contents and technology. There are getting various kind of audio-visual teaching method. Then how do the puppet shows approach with what viewpoint? You may find them in the education for the Kids and the Handicapped. You will understand that will be able to attend with a role of a Educational medium as(a method of)medical treatment. On the point of view, I am about to study how to shape into the puppet shows as a traditional medium. And what will be expected much more influenced when accepts principles of Esthetics of an Image? I expect to purify emotion by Puppet shows to the Moderns who are live in the rapidly changing period situation. I would like to observe about making process of Puppet-show with application of the image language.

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The Effects of Multimedia Fairy Tale and Narrative Fairy Tale Lectures on Children's Language Expression Ability and Drawing Representation Ability (멀티미디어 동화수업과 구연동화 수업이 유아의 언어표현력과 그리기 표상능력에 미치는 영향)

  • Kim, Jeongkyoum;Byun, Jeong-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.3
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    • pp.1404-1413
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    • 2014
  • The purpose of this study is to figure out the effects of multimedia fairy tale and narrative fairy tale lectures on children's language expression ability and drawing representation ability. To achieve this, this study was conducted from March to April, 2011 with 50 five-year-old children(25 children in the experimental group and 25 children in the comparative group) in K and S kindergartens at D metropolitan city. The results were as follows. First, the score of children's language expression ability was higher in the multimedia fairy tale lecture group than in the narrative fairy-tale lecture group. Second, the score of children's drawing representation ability was higher in the multimedia fairy tale lecture group than in the narrative fairy-tale lecture group. As for findings stated above, educational activities with multimedia were important in early childhood education. Consequently, children can better understand stories through multimedia fairy tales and various language activities, and improve their language expression ability and drawing representation ability through the process of exploring and drawing heroes in fairy tales. However, they have more need of educational activities, which are complementary to the merit of narrative fairy tale, than educational activities for only multimedia fairy tale lecture.