• 제목/요약/키워드: 교육미디어 활용

검색결과 873건 처리시간 1.117초

A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • 제57권2호
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • 제12권8호
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • 제22권2호
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

Problem Identification and Improvement Measures through Government24 App User Review Analysis: Insights through Topic Model (정부24 앱 사용자 리뷰 분석을 통한 문제 파악 및 개선방안: 토픽 모델을 통한 통찰)

  • MuMoungCho Han;Mijin Noh;YangSok Kim
    • Smart Media Journal
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    • 제12권11호
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    • pp.27-35
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    • 2023
  • Fourth Industrial Revolution and COVID-19 pandemic have boosted the use of Government 24 app for public service complaints in the era of non-face-to-face interactions. there has been a growing influx of complaints and improvement demands from users of public apps. Furthermore, systematic management of public apps is deemed necessary. The aim of this study is to analyze the grievances of Government 24 app users, understand the current dissatisfaction among citizens, and propose potential improvements. Data were collected from the Google Play Store from May 2, 2013, to June 30, 2023, comprising a total of 6,344 records. Among these, 1,199 records with a rating of 1 and at least one 'thumbs-up' were used for topic modeling analysis. The analysis revealed seven topics: 'Issues with certificate issuance,' 'Website functionality and UI problems,' 'User ID-related issues,' 'Update problems,' 'Government employee app management issues,' 'Budget wastage concerns ((It's not worth even a single star) or (It's a waste of taxpayers' money)),' and 'Password-related problems.' Furthermore, the overall trend of these topics showed an increase until 2021, a slight decrease in 2022, but a resurgence in 2023, underscoring the urgency of updates and management. We hope that the results of this study will contribute to the development and management of public apps that satisfy citizens in the future.

Analysis of Topic Changes in Metaverse Application Reviews Before and After the COVID-19 Pandemic Using Causal Impact Analysis Techniques (Causal Impact 분석 기법을 접목한 COVID-19 팬데믹 전·후 메타버스 애플리케이션 리뷰의 토픽 변화 분석)

  • Lee, Sowon;Mijin Noh;MuMoungCho Han;YangSok Kim
    • Smart Media Journal
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    • 제13권1호
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    • pp.36-44
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    • 2024
  • Metaverse is attracting attention as the development of virtual environment technology and the emergence of untact culture due to the COVID-19 pandemic. In this study, by analyzing users' reviews on the "Zepeto" application, which has recently attracted attention as a metaverse service, we tried to confirm changes in the requirements for the metaverse after the COVID-19 pandemic. To this end, 109,662 reviews of "Zepeto" applications written on the Google Play Store from September 2018 to March 2023 were collected, topics were extracted using LDA topic modeling technique, and topics were analyzed using the Causal Impact technique to examine how topics changed before and after based on "March 11, 2020" when the COVID-19 pandemic was declared. As a result of the analysis, five topics were extracted: application functional problems (topic1), security problems (topic 2), complaints about cryptocurrency (Zem) in the application (topic 3), application performance (topic 4), and personal information-related problems (topic 5). Among them, it was confirmed that security problems (topic 2) were most affected by the COVID-19 pandemic.

Effects and Roles of Korean Community Dance (한국 커뮤니티 댄스의 효과와 역할)

  • Park, Sojung
    • Trans-
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    • 제9권
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    • pp.37-66
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    • 2020
  • Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.

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The Aspects of Small Group Decision-making Process based on Reading News Reports: Focused on Climate Change related Socio-scientific Issues Activity (신문기사 읽기를 활용한 소집단 의사결정 과정 양상 -기후변화 관련 사회적 논쟁 활동을 중심으로-)

  • Kim, Jong-Uk;Gwak, Je-Yeon;Kwon, Ji-Yeon;Ha, Yoon-Hee;Lee, Jeong-A;Kim, Chan-Jong;Choe, Seung-Urn
    • Journal of The Korean Association For Science Education
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    • 제38권2호
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    • pp.203-217
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    • 2018
  • The research objective of this study is to analyze the aspects of small group decision-making process based on reading news reports in the context of the socio-scientific issues (SSI) activity related to climate change. Twenty-two high school students from Gyeonggi Province, South Korea, were asked to read two news reports on the UN climate change conferences and take a stance on joining the Paris Agreement both as an individual and as a small group. The news reports were analyzed in terms of genre, discourse, and style adapting the critical discourse analysis (CDA) and the decision-making processes of the small groups were examined on recognizing a problem and evaluating alternatives and decisions. The results from analyzing the news reports denoted that the Paris agreement is not only related to finding ideal solutions to climate change, but rather, connected to political or economic interests and power relationship. In the stage of recognizing a problem, meanwhile, different frames which students recognize the Paris agreement and discourses in the foreground of the news reports were the critical causes in terms of identifying the problem. In the stage of evaluating alternatives and decisions, the equity and fairness were the criteria for the small group discussions. This study implies the necessity of the scientific literacy instruction to develop the ability to critical reading in the context of the SSI.

A Comparative Analysis Study of IFLA School Library Guidelines Using Semantic Network Analysis (언어 네트워크 분석을 통한 IFLA의 학교도서관 가이드라인 비교·분석에 관한 연구)

  • Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • 제51권2호
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    • pp.1-21
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    • 2020
  • The purpose of this study is to explore semantic characteristics of IFLA school library guidelines through network analysis. There are two versions, 2002 edition and 2015 revision of the guidelines. This study analyzed the 2002 edition and 2015 revision of the IFLA school library guidelines view point of semantic network, and compared characteristics of two versions. The keywords were to extracted from two texts, semantic network were composed based on co-occurrence relations with keywords. The centrality(degree centrality, closeness centrality, betweenness centrality) was analyzed from the network. In addition, this study conducted topic modeling analysis using LDA function of NetMiner4.0. The result of this study is following these. First, When comparing the centrality, the 'Program, Teaching, Reading, Inquiry, Literacy, Media' keyword was higher in the 2015 revision than in the 2002 edition. Second, 'Inquiry' in degree centrality and 'Achievement' in closeness centrality which were not included in the 2002 edition top-ranked keyword list, have new appeared in 2015 revision. third, As a result of the analysis of topic modeling, compared to the 2002 version, the importance of topics on programs and services, teaching and learning activities of librarian teacher, and media and information literacy is increasing in the 2015 revision.

The Corelation Research between Cyberbullying and Information Media Use - With Focus on Internet and Mobile Phone Use (사이버불링 발생과 정보매체활용 간의 상관분석 - 인터넷과 휴대전화 사용을 중심으로)

  • Kim, Bongseob;Park, Jongsun;Gam, Dongun;Jin, Sangki
    • The Journal of Korean Association of Computer Education
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    • 제16권5호
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    • pp.17-29
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    • 2013
  • Cyberbullying has a negative influence on teens. However, the academic approach and try is still an its early stages in spite of the issue of the seriousness and importance. Accordingly, this study conducted a survey of 1,112 elementary, middle and high school students. According to the survey, Internet bullying violence experience was from 20.3% to 39.0%, victim experience from 11.0% to 23.4%, mobile phone bullying violence experience was from 15.9% to 44.1%, victim experience from 5.5% to 21.8%. The factors affecting Internet bullying violence experience were gender, academic stress, internet accessibility, anonymity, use time of internet. The factors affecting mobile phone bullying violence experience were school table, academic stress, mobility, anonymity, use time of mobile phone. Finally, this study grasped the relation between Internet and mobile phone bullying. It was found that Internet bullying violence victim experience had something to do with mobile phone bullying violence victim experience. Especially, Internet bullying violence experience had a lot to do with mobile phone bullying violence experience, Internet bullying victim experience had a lot to do with mobile phone bullying victim experience.

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Measuring Effects of Senior Programs in Art Muiseums (미술관 시니어 프로그램의 효과 측정 방법 연구)

  • Kwon, Eun Yong
    • Trans-
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    • 제7권
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    • pp.49-80
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    • 2019
  • As ageing society rapidly unfolds, it is becoming an even more important issue to secure wellbeing and happiness of senior citizens and the society as a whole. Growing talks on how culture and art positively affect the elderly led to more demands from the public on culture and art institutions to increase their social participations. Art museums too, as an art and cultural institution and a social education entity, are requested to play a bigger role in the effort to tackle the concerns derived from the ageing society. Korean art museums came up with senior programs since 2000, which makes it a relatively recent phenomenon. The consensus on the importance and needs of such programs has been around for a while in our society. However, effect measurement of these programs needs further research and discussion. This thesis examined the effect of senior programs using the Museum Wellbeing Measures Toolkit published in 2013. With the service quality research model, correlations were analyzed among program components, wellbeing effect, participant satisfaction and their willingness to re-enroll in order to produce a practical guidance on how to plan and operate the programs. To measure effect of senior programs and to analyze influencing factors would provide us with important data to prove the social responsibility and benefit art museums offer in our society. At the same time, such researches would contribute to enhancing the quality of current programs run by museums and give methodological suggestions on how to assess and improve senior programs.

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