• Title/Summary/Keyword: 교육미디어 활용

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E-Learning Satisfaction - Is It Different from Learning Satisfaction (사이버대학 재학생 학습 만족도 향상을 위한 연구)

  • Lee, Sung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.6
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    • pp.1830-1837
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    • 2008
  • The growth of an information and knowledge based society has changed the base of education from institution-based to a learner-based system. This indicates that the educational purpose and individual characters of the learners are the primary factors for the educational success. In the information and knowledge based society, the Cyber University is a representative example of the new educational paradigm with its online communities, multi-media based education and communication among the learners. The sample of study was 1620 students of a leading cyber university in Seoul, Korea. One of the results in this study showed that satisfaction levels of learning and education do not have significant relationship with age or employment. Rather the lowering level of satisfaction after sufficient adaptation period of cyber education was raised as rising problem.

Audience and Media Predictors for Digital Content Purchases: A Multilevel Approach (디지털 콘텐츠 구매를 위한 고객 및 미디어 요인: 다층수준 접근 방식)

  • Bo-Ram Kwon;HanByeol Stella Choi;Junyeong Lee
    • Information Systems Review
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    • v.22 no.4
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    • pp.115-134
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    • 2020
  • Previous studies on willingness to pay for digital content have mainly focused on audience factors and individual level. To complement the limitation of previous research, this study conducts a multilevel analysis to find the factors influence digital content purchases considering two axes: audience/media factors and individual/household levels. Using a sample of 10,172 individuals within 4,313 households, the analysis results show individual media factors including theater-going, experience with cloud services, and multi-screen service usage have the greatest effects on digital content purchases. At the household level, the media ownership factors that the number of laptops, wireless routers, and tablets have a greater influence than audience factors such as household size or household income. Our findings help scholars to enhance the understanding of individuals' media use considering household environmental factors and shed light on the importance of multi-screen service usage, and content providers to improve their digital content sales using multi-screen environment.

Service Platform of Grid Systems for Ubiquitous Multimedia Applications (유비쿼터스 멀티미디어 응용을 위한 그리드 시스템의 서비스 플랫폼)

  • Park Eun-jeong;Shin Heon-shik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.1B
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    • pp.9-18
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    • 2006
  • Advances in wireless network are enabling the development of ubiquitous multimedia services. These multimedia services need efficient platforms to comply with the requirements of mobile computing. We introduce an adaptive service platform based on mobile agent and grid systems while specifying the challenges of ubiquitous multimedia services and focusing on frequent disconnections and scarce resources. We applied our platform to framework RtoA (Ready-to-Attend) which supports mobile users to access compute-intensive multimedia service, specifically, mobile education and video conferencing. RtoA includes hand-off, speaker and listener service which enable people to attend a conference or a class with satisfying quality of multimedia service. ns-2 based simulation verifies that our scheme is an efficient way to reduce energy consumption of mobile devices and to improve the response time of mobile applications.

A Study on Languages and Socialities of Children in Multi-cultural Families Using Fine Arts (미술을 활용한 다문화 자녀의 언어와 사회성에 관한 연구)

  • Do, Kyung-Eun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.793-801
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    • 2013
  • Our society is moving from a monocultural society of a homogeneous nation to a multi-cultural society as a lot of foreigners are flowing into the country with the advent of globalization and with an effort to secure labor force for economic growth. So, multi-cultural families composed of members using different languages spring up everywhere, but the children in these multi-cultural families have difficulties in acquiring Korean language and are socially maladjusted because of the bilingual environment. The goal of this study is to help enhance the language capabilities and socialities of the children in the multi-cultural families through fine arts using artistic methods. The study method was to analyze the high-quality effects of the fine arts with the theoretical research materials and theses showing the real conditions of the multi-cultural families. And I proposed some ways to improve the linguistic abilities and socialities of the children in the multi-cultural families with the utilization of fine arts. As a result, Firstly, An active use of the bilingual instructors and artistic multimedia is educationally necessary to overcome language restrictions. Secondly, Various ways to utilize fine arts are necessary to improve learning abilities of other subjects. Thirdly, Artistic plays and experiential activities need to be largely applied to education to enhance the abilities of emotional control and socialities. Finally, Integrated culture and art education is essential not only for creativities and socialities but also for personalities for community life.

An Analysis of Job Roles and Competency Levels Recognized by Teacher Librarians (사서교사가 인식하는 직무 역할과 역량 수준 분석)

  • Juhyeon Park;Bong-Suk Kang;Jeonghoon, Lim;Sang Woo Han
    • Journal of Korean Library and Information Science Society
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    • v.54 no.3
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    • pp.193-221
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    • 2023
  • The purpose of this study is to identify how teacher librarians perceive the importance of each job and the expected job of other teachers and students, and to obtain basic information on their job recognition and to derive their jobs to be improved. To this end, after modifying the 25 jobs selected by Lim Jeong-hoon et al.(2021), 210 librarian teachers were measured for their own importance by job, the expected importance of other teachers and students, and the level of evaluation of their own performance ability. As a result of the analysis, teacher librarians recognized 'reading education and literacy education' as the most important, but recognized 'library event' as the most important task expected of other teachers and students, and recognized that 'library usage guidance' was the most outstanding. In addition, there were nine jobs that needed to be improved.

A Qualitative Case Study on Critical Success Factors of Digital Textbook-Based Instruction (디지털교과서 활용수업의 핵심성공요인에 관한 질적 사례연구)

  • Ahn, Soonsun;Leem, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.49-60
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    • 2013
  • The purpose of this study was to analyze inductively Critical Success Factors of Digital Textbook-Based Instruction based on qualitative research. To accomplish the purpose of the study, D elementary school in Incheon, one of digital textbook model schools, was selected as the school for observation. Three fifth graders and their teacher were interviewed and their six lessons were used for analyzing teaching and learning activities in digital textbook-based instruction. The results of the study, 'the use of systematic strategies based on multimedia features', 'information literacy-related questions and answers', 'specific guidance and help', 'the stability of the physical system and equipment', 'active collaborative learning and interaction', 'individual self-directed learning', 'consideration of emotional/physical changes', 'selection and concentration based upon available resources were identified as critical success factors of digital textbook-based instruction.

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A Study on the Semantic Network Structure of the Regime in the Image Contents (영상콘텐츠분야의 정권별 의미연결망 연구)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.217-240
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    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.

'Korean Wave' News Analysis Using News Big Data ('한류' 경향에 관한 국내 언론 기사 빅데이터 분석 연구)

  • Hwang, Seo-I;Park, Jeong-Bae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.1-14
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    • 2020
  • This study conducted a topic modeling and semantic network analysis of 'korean wave' and its meaning in Korean society from 2000 to 2019 by applying an agenda setting theory. For this purpose, a total of 197,992 newspaper articles which reported 'korean wave' issues were analyzed by applying topic modeling and semantic network analysis. As a result, first, the word 'korean wave' mainly appeared in korean-related regions in the korean press. culture and economy. second, a total of 9 topics related to korean wave issues appeared. This was followed by 'broadcast', 'export', 'domestic and foreign affairs', 'education', 'beauty and fashion', 'music and performance', 'tourism', 'media(platform)', and 'region'. Lastly, korean wave was mainly discussed at the cultural and economic ares. In addition, it was clustered into five characteristics: 'cultural hallyu', 'business hallyu', 'education', 'environment', and 'geography'.

Exploring Sociodemographics and Personality of Metaverse Users (메타버스 이용자의 인구사회학적 속성과 성격에 관한탐구)

  • Yesolran Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.217-227
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    • 2023
  • With the advent of the metaverse era, understanding individuals who engage in metaverse activities has become an important task for businesses and marketing practitioners. This study aimed to compare the socio-demographic and personality factors of metaverse non-users and users, and to ascertain the impact of these individual characteristics on use of metaverse. Cross-sectional data from 9,686 respondents aged 13 and above that extracted from the 2022 Korean Media Panel Survey were analyzed, revealing significant differences between metaverse non-users and users in terms of gender, age, education level, income level, marital status, employment status, openness to experience, extraversion, and conscientiousness. Gender, age, openness to experience, and neuroticism influenced the possibility of metaverse use. Age, education level, and openness to experience were found to impact the extent of metaverse use. These findings are expected to serve as foundational insights for businesses and marketing practitioners aiming to formulate strategies in utilizing the metaverse.

Design and Implementation of Simulation Program for CPU Scheduling Operating Systems (CPU 스케줄링을 학습하는 운영체제 시뮬레이션 프로그램의 설계 및 구현)

  • Jeong, Seong-Kyun;Lee, Samuel Sang-Kon
    • Journal of Korea Multimedia Society
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    • v.14 no.3
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    • pp.449-461
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    • 2011
  • In the field of computer science, operating system concept is taught in university, but we now teach it in the middle and/or high school. Computer is also taught not only in college but also in middle and high school. If we look up the education of computer that is trained in school, basic principles or core techniques of computer science is educated only with its theory. If the theoretical education of computer science is just trained, sometimes students are not interested in it because of lack of shortage of mass media. Therefore, we could say that it is important that the computer education features a diverse range of media, including prints, paintings, sculpture, digital photographs, mixed media, and a simulation program. For all this reason, we design and implement a program for simulation with computer operating systems especially, CPU scheduling. There are many CPU scheduling algorithms we suggest to make students understand scheduling with some different examples in practical use. In this paper, we practically propose a new approach to be used with a study tool to make a motivation for students. We design a simulation program for teaching computer operation systems to show CPU scheduling and we implement a program to make use of comparison of FCFS, SJFS, PS, and RR scheduling algorithms. With our simulation program we present a comparative analysis between scheduling algorithms could be possible.