• Title/Summary/Keyword: 교육적 콘텐츠

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Development of Instructional Strategies and Contents by Cyber Education Types - Focused on Cyber Education for Employees of Health and Welfare (사이버교육 유형별 교수설계 전략 및 콘텐츠 개발 - 보건복지 종사자를 위한 사이버교육을 중심으로)

  • Jin, Sun-Mi;Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.205-211
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    • 2018
  • The purpose of this study is to classify appropriate content types according to the cyber education contents needed for employees of health and welfare and to develop contents based on specific instructional design strategies for each type. We divided the four types of content into instructor-led type contents, storytelling type contents, practice type contents, and case presentation type contents based on previous research and existing health and welfare cyber education contents. For each content type, a macro design strategies and a micro design strategies were derived, and contents were developed in accordance with the design strategies. Data were collected from 150 employees of health and welfare to analyze learning satisfaction. The average of learning satisfaction was 4.42. The results of this study will provide theoretical background and practical implications for the design and development of cyber education contents in health and welfare areas.

A Study on Industry-academic cooperation of Digital Contents industry (디지털콘텐츠 산업의 산학협력 연구)

  • Park, Jongho
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.47-48
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    • 2012
  • 본 연구의 목적은 디지털콘텐츠산업에서 영상콘텐츠와 기술의 두 분야 모두에서 유저중심의 R&D 기능을 강화해 나가야 한다는 점에서 지금까지의 현장밀착적 인력양성 교육위주 방식에서 탈피하여, 첨단 디지털영상산업의 경쟁력 강화를 위한 새로운 산학협력의 모델을 마련하는 것이다. 이를 위해 2009년부터 진행되었던 정책과제와 지원사업과 산학협력사례 분석을 통해 그 문제점을 찾아보고, 교육과 산학협력이 성공적으로 이루어진 해외 대학의 사례를 검토해 보고자 한다. 이를 통해 국내의 대학에서 전공교육과 산학협력의 활성화가 상호 유기적으로 이루어질 수 있는 새로운 형태의 산학협력 방안을 모색하게 될 것이다.

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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.

Educational Content Design for VCAE - focusing on photo in education (시각문화교육을 위한 교육콘텐츠 기획 - 사진 교육을 중심으로)

  • Kim, ji-young
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.576-578
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    • 2010
  • 최근 일상생활에서 디지털카메라의 폭발적 수요로 인해 사진이 차지하는 비중이 점점 늘어나면서 많은 사람들이 사진 교육의 필요성을 깨닫고 교육방법을 요구하고 있는데 사진 교육은 관찰력, 사고력, 표현력, 창의성 등을 키울 수 있는 다각적 교육이 될 수 있어 앞으로의 예술 교육에 많은 도움이 될 것으로 기대된다.

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디지털스토리텔링-디지털 에듀테인먼트 콘텐츠를 위한 스토리텔링 기법

  • Gang, Sim-Ho
    • Digital Contents
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    • no.7 s.146
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    • pp.66-71
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    • 2005
  • 교육(Education)과 오락(Entertainment)의 합성어인 에듀테인먼트(Edutainment)는 학생이 학습을 하거나 기업의 종업원이 특정 능력을 익히는 데 사용되는 교육용 도구를 의미한다. 에듀테인먼트는 교육용 소프트웨어에 게임이나 친근한 인물과 음악, 이야기 등 오락성을 가미해 싫증을 느끼지 않고 즐기면서 교육적 효과를 거두고자 하는 목표를 지향하고 있다. 이러한 재미와 교육이라는 두가지 목표를 달성하기 위해 에듀테인먼트에 포함되는 디지털콘텐츠는 게임이나 e러닝의 콘텐츠와는 다른 차원의스토리텔링 기법이 요구된다. 이번호에서는 에듀테인먼트 콘텐츠에 적합한 퀘스트 스토리텔링(Quest Story telling)과 공간 스토리텔링(Spatial Storytelling)을 소개한다.

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A Study on the Educational Utilization of Etoys (이토이즈의 교육적 활용에 관한 연구)

  • Bae, Youngkwon
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.369-370
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    • 2012
  • 본 연구는 이토이즈의 교육적 활용에 대한 기초적인 연구로써 문헌 연구를 토대로 이토이즈의 특징과 기존에 연구되어진 교육 현장의 적용 사례를 살펴보고, 이를 기반으로 이토이즈를 초등교육현장에 적용할 수 있는 다양한 유형에 대하여 고찰해 보았다.

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How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.3
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

The Effect that Participating Motives and Involvement about Lifelong Education have on the Learners' Satisfaction, Continuous Intention to Take Courses, and Recommendation Intention (평생교육에 대한 참여동기와 관여가 평생교육 학습자의 만족, 지속수강의도, 권유의도에 미치는 영향)

  • Kim, Chulho
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.575-588
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    • 2015
  • The purpose of this research is to examine the effect the motives for participating in lifelong education and involvement on lifelong education have on the learners' satisfaction from lifelong education, the continuous intention to take courses, and the intention to recommend lifelong education. The results from a quantitative research show that the practical and recreational motives had a high positive correlation to situational involvement in lifelong education and that the relational and goal-oriented motives had a high positive correlation to continuous involvement in lifelong education. Moreover, for satisfaction about teaching methods, practical motives had a relatively higher effect. For satisfaction about facility comfort, recreational motives had a relatively higher effect. For satisfaction about communication, relational motives had a relatively higher effect. For satisfaction about contents' quality, goal-oriented motives had a relatively higher effect. The finding also shows that situational involvement had a relatively higher effect on satisfaction about contents' quality. Continuous involvement had a relatively higher effect on satisfaction about teaching methods.

The Status and Direction of Creative Writing Education (창의적 글쓰기 교육의 현황과 방향)

  • Kim, Minhee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.311-321
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    • 2020
  • This paper presents the current status of creative writing education through examining studies which have been published since 2000 and discusses the future direction. Following the Korean government's educational slogan to nurture creative and competent talents, creative writing, as one of foundational skills across disciplines, had begun to be introduced into the curriculum of liberal arts colleges from early 2000s and has become a required course since 2015. Although many studies on creative writing education have been conducted during this period, whether creative writing, which enhances creativity dealt in cognitive sciences, can be recognized as an independent field of study calls for in-depth discussion. The ongoing issues concerning creative writing education involve a lack of professional instructors and absence of the operational and evaluative system. What's necessary is a clear definition of the extent of creative writing education; the educational efficiency of the proposed contents also need further verification. Therefore, as the basis for future constructive conversation, the current paper recapitulates the literature on creative writing education in Korean universities, classifying studies based on periods and cases of contents, and presents the direction regarding the operation of and research on creative writing education.

A Study on an Educational Evaluation System using Smartphone (스마트폰을 활용한 교육평가시스템에 관한 연구)

  • Bae, Youngkwon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.359-360
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    • 2011
  • 최근 스마트 기기를 사용하는 사용자가 폭발적으로 증가하고 있으며, 교육현장에서도 스마트 기기를 활용한 다양한 교육 콘텐츠 제작 및 교육 지원 서비스의 필요성이 대두되고 있다. 이에 본 논문에서는 스마트폰을 활용한 교육 평가 시스템에 대하여 논하고자 한다. 이를 위해 관련 문헌 연구를 실시하였으며, 스마트폰 기반의 교육 평가 시스템을 설계하였다.

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