• Title/Summary/Keyword: 교육미디어 활용

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Development and implementation of a project-based learning model using CMC and situated evaluation with message analysis (통신망을 활용한 프로젝트 학습 모형의 개발 및 적용과 메시지 분석을 이용한 상황적 평가)

  • Jun, Youngcook;Kim, Junghack;Park, Hongjune
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.57-69
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    • 2005
  • In this study we try to design and develop a mixed model of project-based learning with internet. In order to support the developed model, we separately developed a web-based tool, called Project Learning BBS. The classroom teaching for advertisement-photo production with the model has been carried out during May-July in 2002 and March-July in 2003 respectively with 40 students each. The overall activities of group collaborative work done during the teaching periods have been formatively evaluated with classroom observation, interviews and students' portfolios that were related to the processes of photo planning, video shooting and editing. It has also investigated how the students involved the web-based group discussion activities. In short, data analysis indicated that the participants accepted the proposed project-based learning model for their learning events in a positive way in order to increase the utilization of CMC.

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A Study on the Impact of Intention of Technology Acceptance for Satisfaction in Blended Learning using Smart Devices (in Case Specialized Company with IT Service) (스마트 기기를 활용한 블렌디드 러닝에서 기술수용의도가 학습만족도에 미치는 영향 (IT서비스 전문기업의 사례 중심))

  • Park, Gooman;Park, Dong Kuk
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.739-748
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    • 2016
  • This study quantitatively measured the impact of blended learning with smart devices for learning satisfaction. It is targeted in specialized domestic company with IT Service which build smart learning systems and utilize for employee training. Specifically, it empirically analyzed that learning attitude(Self-efficacy, Self-innovativeness, Perceived usefulness, Perceived ease of use) with smart devices affect acceptance of smart learning and offline face-to-face learning satisfaction. As a result, the learning attitude of the smart learning gave a positive effect on the acceptance of the smart learning and then acceptance of the smart learning gave a positive effect on offline face-to-face learning satisfaction. Additionally learning the attitude of the smart learning even gave a positive impact, as well as the acceptance of smart learning experience in offline training. It imply that this variables of smart-learning attitude affect the self-directed learning and positive learning experience.

A Study on the Development of Language Education Service Platform for Teaching Assistance Robots (교사도우미 로봇을 활용한 어학교육 서비스 플랫폼 구축방안 연구)

  • Yoo, Gab-Sang;Choi, Jong-Chon
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.223-232
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    • 2016
  • This study focuses on the new teaching assistance robot platform and the cloud-based education service model to support the server. In the client area we would like to use the teacher assistant robot in elementary school classrooms to utilize the language education service platform. Emerging IoT technology will be adopted to provide a comfortable classroom environment and various media interfaces. Extensive precedent review and case study have been conducted to identify basic requirements of proposed service platform. Embedded system and technology for image recognition, speech recognition, autonomous movement, display, touch screen, IR sensor, GPS, and temperature-humidity sensor were extensively investigated to complete the service. Key findings of this paper are optimized service platform with cloud server system and possibilities of potential smart classroom with intelligent robot by adopting IoT and BIM technology.

Domestic Research Trends of Social Learning in Higher Education (대학환경에서의 소셜러닝 국내 연구 동향 고찰)

  • Lee, Jeongmin;Park, Hyeon-Kyeong;Jung, Yeon-Ji
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.111-128
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    • 2016
  • The purpose of this study was to analyze domestic research trends of social learning in higher education, and find out educational implications with regard to the effectiveness of social learning. The 63 articles on social learning were finally analyzed, which were published in KCI journals. The results are as follows: Firstly, in respect of research contents, the research area of utilization and the survey methods were most frequently used in those studies. Secondly, as to the use of SNS, the analyzed studies were centralized on Facebook and Formal Structured Learning. Thirdly, as for the effectiveness of SNS, the experimental studies showed that social learning has an effective impact on the learning outcomes, learning processes, and learners' characteristics. In addition, survey studies most frequently set the independent variables as learners' characteristics and the dependent variables as participation, satisfaction, and academic achievement. This research has a significance in terms of verifying the educational implications of social learning, and providing the preliminary data to facilitate the performance for the effective social learning.

A Case Study on the Digital Media-Connected Liveness of the Dance Performance: Focused on the Chang-jak-san-shil Dance Project (무용공연의 디지털미디어연계 실황중계 사례분석 : 창작산실 무용 지원사업을 중심으로)

  • Lee, Ji-Seol
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.1-8
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    • 2020
  • The case of Dance Chang-jak-san-shil, a dance performance support project linked to digital media, was analyzed from the perspective of liveness. The purpose was to examine the limitations of the liveness and to suggest ways to overcome them. The research case was focused on the factors of the time and space and audience (the sharing of field and acceptance experience) of the creative production room that supports works based on the creativity of dance performances. As a result, active SNS for accessibility of performing arts, expansion of access to art through the use of teaching media of art education through archiving, multi-dimensional access and provision for inducing audience participation and creative appreciation in one-way digital media transmission, provision of copyright protection devices, and audience to enter offline. As a long-term strategy for the future of the performing arts field, I would like to present the need for a change in the communication with the audience and experimental works that combine art and technology.

Mobile Phone Guide for Cultural Heritage (문화유적지 투어를 위한 모바일 폰 가이드 시스템)

  • Suh, Young-Jung;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.116-121
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    • 2009
  • In the design of mobile entertainment systems for historical heritage sites, it is important to not only overcome technical challenges imposed by power requirements, computation limits, and connectivity, but to support group experiences and consider users preferences for situated media consumption. Cultural heritage sites provide an opportunity to entertain and educate the public through the use of mobile media. The proposed system implemented on a Java-enabled mobile phone provides both audio and visual content that is tailored by tracking user movement with GPS, collecting various user inputs and demographics, and allowing for socially acceptable eavesdropping via wireless networking. By designing for the spatial, personal, and social considerations of the environment, we aim to help users navigate the diverse topology of the space and consume the vast quantities of historical media.

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The Effect of Augmented Reality Journalism on Immersion and Information Acquisition in Chinese Disaster and Sports News (AR 뉴스의 특성이 수용자의 몰입도 및 정보습득에 미치는 영향 - 중국의 재해, 스포츠 보도를 중심으로)

  • Liu, Jia Ni;Lee, Yoon;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.474-488
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    • 2021
  • The application of Augmented Reality(AR) technology is visible in medical procedures, education, marketing, and journalism. By experimenting, this study examines how the evaluation of the three elements of augmented reality news contents(visual image, storytelling, interactivity) affects immersion and information acquisition. Specifically, a 2 (video technology: AR vs. general) × 2 (news type: disaster vs. sports) between-subject design was examined. Results showed that the evaluation of all three elements was higher when viewing AR news than when viewing general news. The level of immersion was higher when viewing AR news, and the evaluation of storytelling and interactivity had positive effect on the level of immersion regardless of the news types. However, the evaluation of visual images did not affect the level of immersion. Information acquisition was higher after viewing AR news, yet the effect of the evaluation of the three elements on information acquisition had not been found. Implication and discussion of the study were added in the end.

Risk Perception and Preventive Behaviors of COVID-19 in University Students (대학생의 코로나19 감염병에 대한 위험인식과 예방행위)

  • Han, Suk-Jung;Lee, Ji-Hye
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.283-294
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    • 2021
  • This study was a descriptive research study conducted to understand the relationship between the risk perception and preventive behavior of university students for COVID-19 infection, and to identify the factors that influence the preventive behavior. The subjects collected data from 228 university students of S University in Seoul. The collected data were analyzed using pearson's correlation and multiple regression. The results was the risk perception was 2.5 points out of 5, and the preventive behavior was confirmed as 3.1 points out of 4, and the preventive behavior was found to be affected by resilience, risk perception, self-isolation, and media dependence. In order to prevent new infectious diseases and to adapt to and recover from the post-COVID, it was discussed that there is a need to explore ways to strengthen individual resilience by utilizing the pure functions of the media along with disaster education.

User Interaction Library for Natural Science Education Digital App-Book on Android Platform (안드로이드 기반 자연과학 교육용 디지털 앱북 개발을 위한 사용자 상호작용 라이브러리)

  • Lee, Kang-Woon;Beak, A-Ram;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.110-121
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    • 2015
  • The digital app-book is an advanced form of the electronic book (e-book), which attracts a lot of interests by the help of video, sound, sensors and a variety of interactions. As mobile devices have evolved, the demand of digital app-books is also rising substantially. However, the distribution of digital app-book contents is hard to meet the demand because the digital app-book requires a lot of programming cost for the interaction. To resolve this problem, Was verified and implementation as a library function of the interaction between device and user. The proposed library consists of three parts (user action recognition, device action, and content action) and provides various user-device interaction functions by combining methods of each part, which can support source code reusability, easy understanding and availability, and wide expandibility. The library was used in the development of natural science education app-book contents. As a result, it could reduce a lot of code lines and facilitate more rapid app-book development.

Development of Education Program for Nursing Process based on Mobile Application (모바일 응용 기반 간호과정 교육 프로그램 개발)

  • Cho, Hune;Hong, Hae-Sook;Kim, Hwa-Sun
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1190-1201
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    • 2011
  • The purpose of this research paper is to develop Mobile application-based Nursing Process Programs on 'Nursing Diagnosis', 'Nursing Interventions' and 'Nursing Outcomes Classification' targeting nurses and nurse students. To achieve it, this paper uses 'standard classification-focused research data' on the basis of Nursing Diagnosis Classification established by NANDA (North American Nursing Diagnosis Association), NIC (Nursing Interventions Classification) and NOC (Nursing Outcomes Classification) mainly developed by Iowa State University. The existing research methods are difficult to be applied to patients, since such methods put a restriction on choosing, developing, and generalizing 'Nursing Process Programs' in clinical spheres. But, this research thesis focuses on developing guidelines applicable to any clinical experiences, with the use of the framework in mutual links with all the nursing diagnosisoutcomes- interventions. In this regard, the Korean version programs were developed and registered in App store in March. Thus, it is expected that these programs would be wildly-available as tools for nursing education.