• Title/Summary/Keyword: 교육용 콘텐츠 개발

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Development of Educational Content for Dental Extraction Skill Training Using Virtual Reality Technology (가상현실 기반의 치아발치 수기 훈련을 위한 교육콘텐츠 개발)

  • Park, Jong-Tae;Kim, Ji Hyo;Lee, Jeong-hyun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.218-228
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    • 2018
  • The purpose of this study was to present a educational content developed for training of dental extraction skill in a virtual environment. The development of the content consists of five steps: learning content analysis, draw a design model, development, test of validity, rectification and complete of the content. We developed the virtual reality (VR) simulator with producing an animation of surgical stages on the 3D models of human face for simulating dental extraction procedure. The results of validity tests for the content were mean 4.81 (SD, 0.72) for interface validity and mean 4.66 (SD, 0.71) for content validity, which represents strong evidence for the validity of the content. The data of the study indicates that the educational content developed for training of dental extraction skill using VR technology can be suitable to improve surgical skill of dental extraction in clinical field. We expect that further development of the education contents based on the VR technology to improve various surgical skills in clinical field will be addressed in the future.

Adaptation of VR 360-degree Intravenous Infusion Educational Content for Nursing Students (간호대학생을 위한 가상현실(VR) 360도 정맥수액주입 교육용 콘텐츠의 적용)

  • Park, Jung-Ha
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.165-170
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    • 2020
  • In this study, after applying VR 360-degree video contents for intravenous infusion education, basic data on whether VR 360-degree video can be applied as educational content in the future is prepared by grasping the empathy and flow of nursing students in graduating grades. The VR 360 degree intravenous infusion educational content was developed in four-step process of planning, production, modification and completion. The design of this study was descriptive research, and the study period was from November 9 to November 22, 2019. The subjects of this study were 4th grade nursing students at a university, totaling 64 students. Nursing students watched VR 360 degree intravenous infusion educational content using HMD(head mounted display) under the safety management of the researcher. As a result of the study, the empathy of nursing students was 5.32±0.88 points and the flow was 6.02±0.84 points out of 7-point scale. The VR 360 degree intravenous infusion educational content developed in this study can be used as an educational medium in subjects and comparative departments, and it is necessary to specifically develop and verify teaching and learning methods in future studies.

Development of a Dynamic Motor on Smart Touch Control of one Point Linkage drag (1 포인트 드래그 연동 스마트 터치 제어용 다이나믹 모터 개발)

  • Kim, Hee-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.3
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    • pp.327-332
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    • 2015
  • Educational robot was introduced as an effective educational tool is to foster scientific creativity and learn the basic principles of science are applied to change the configuration of the educational after-school learning kits for science education. SMEs as a tool to foster scientific creativity center and a variety of educational robot technology and the wide range of games for students and robotic technology development, existing e-Learning by downloading mp3 music or learning content for the robot, such as the provision of specialized content Although the technology is still being developed to take advantage of the professional community formation is insufficient side. Currently, one-point linkage drag Smart Touch control dynamic motor development does not need this motor development is possible for users to easily.

Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.125-134
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    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

Design of Educational Contents Meta-data for Military Human Resources Development (군 인적자원개발을 위한 교육용 콘텐츠 메타데이터 설계)

  • Jeong, Young-Sik;Kim, Young-Sik;Ahn, Seung-Hun;Kang, Byung-Gu
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.221-226
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    • 2007
  • 군 복무 중 이러닝을 통해 군 장병의 자기 계발을 돕기 위해 정부는 군 이러닝 포털시스템을 구축하였다. 본 연구에서는 군 이러닝 포털 시스템을 통해 다양한 교육용 콘텐츠를 제공하기 위해 교육용 콘텐츠에 대한 메타데이터를 설계하였다. 군 장병들이 원하는 콘텐츠와 이를 표현하는 방법에 대한 설문 조사를 통해 요구 분석하였으며, 이를 토대로 분류 체계와 분류 항목을 선정하였다. 이러한 분류 체계와 분류 항목을 KEM과 SCORM과 같은 국내 외 콘텐츠 표준화 규격을 참조하여 교육 콘텐츠 메타데이터로 설계하였다.

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Development of VR-Based Safety Education Content for Sailors (VR 기반 선원 안전교육용 콘텐츠 개발)

  • Kim, Ji-Yoon;Oh, Jin-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1898-1907
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    • 2022
  • Every year, many shipping companies provide seaman safety education programs periodically to reduce ocean-traffic accidents. However, undertaking the regular safety training for seaman has been difficult because of litimation of space and time. Recently, VR technolgy is received attentions to overcome previous problems. It can provide users educational interactions between a user and virtual environment and fulfill sustainable teaching. In this paper, VR-based safety education content for sailors has been developed, and it includes four programs. Also, survey was conducted with four questionnaires such as immersiveness, easy to experience, satisfaction of education contents, comparative evaluation between traditional education program and VR education contents. As the result, immersiveness questionnaire could be gain 53.83% positive assessment, and easy to experience could be gain 65.38% positive assessment, and satisfaction could be gain 69.23% positive assessment. Lastly, comparative evaluation between traditional education program and VR education contents could be gain about 46% positive and 34% neutral assessments.

A Study on improving the Functions of Authoring Tool for Educational Contents (교육용 콘텐츠 저작을 위한 개발 툴 기능 개선 연구)

  • Oh, MiJa;Shin, SungWook;Kim, MiRyang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.101-112
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    • 2014
  • With the development of information and communications technologies, there have been increasing cases of services and use free educational materials in educational field through the Web. However, as most of the materials are provided in a finished form via the Web services, teachers are in a situation where they have difficulty in using the materials through development or revision according to their educational goals. In this background, this study aimed to develop requirements and functions necessary for the educational contents development tools by having teachers as actual users develop contents using existing tools of the educational contents development. As a result, this study developed 10 requirements, including intuitive interface environment, support for various multimedia materials, and diversification of output versions etc. Also, the study suggested 13 functions, including links with external resources, automatic format conversion function, usage and editing of existing documents, writing learner's answers, and hiding function etc.

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Design of User Level Analysis System for Customized User Education App (사용자 맞춤 교육용 APP 개발을 위한 사용자 수준 분석 시스템 설계)

  • Lee, Hyoun-Sup;Kang, Hyo-Woon;Kim, Jin-deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.171-173
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    • 2012
  • 광범위한 스마트폰의 보급으로 인해 관련 APP 시장 또한 급격하게 증가하고 있다. 많은 APP이 개발되고 있지만 대부분 특정 분야에 집중되어 있으며 교육용 APP이 시장에서 차지하고 있는 비율은 극히 낮다. 시장 비율이 낮은 이유는 기존 출시된 대다수의 교육용 APP이 가지는 두 문제점 때문이다. 첫 번째는 동일 콘텐츠의 반복학습으로 인해 재사용 빈도가 많이 낮고 자기주도학습 능력을 이끌어 낼 수 없다는 점이며 두 번째는 문제 제공 및 정답 확인의 단순 구조로 되어 있어 사용자가 자신의 수준 및 취약 부분을 분석하기 힘들다는 점이다. 본 논문은 스마트폰 환경에서 앞서 언급한 두 가지 문제점을 해결하기 위해 시스템 구조 변경 없이 콘텐츠 변경이 가능하며 사용자의 수준을 파악할 수 있는 기능을 가진 사용자 맞춤 교육을 위한 교육용 앱 설계에 대하여 제안한다.

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