• Title/Summary/Keyword: 디지털 교육 도구

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Research on creative property and education of digital authoring tools (디지털저작도구의 창의적 특성과 교육에 관한 연구: 3D 애니메이션 저작도구(3DStudioMax)를 중심으로)

  • Kim, Dae woo
    • Cartoon and Animation Studies
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    • s.31
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    • pp.57-89
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    • 2013
  • Animation tool has been made changes rapid development of animation from analog tool to digital authoring tool. Depending on the change in the status of digital authoring tools, education of digital authoring tool has brought many changes occurred in the institute and university. Digital authoring tool was insufficient for research of authoring tool due to the recognition that authoring tool is a simple tool. I try to resolve the difficulties through the analysis digital authoring tools to students studying at the university. In addition, Suggests social/cultural change of animation practitioners and effective training methods of digital authoring tools in the education of beginners and practitioners. This tool have perceptual knowledge and narrative knowledge. Since the language features and knowledge features is difficult to learn. it must be learned knowledge of computer graphics of professional level properly to learn. Then users should try to be creative within the authoring tool to produce creative results. also formed the community and to exchange information for self-development further it should form job market that authoring tool make formed through medium. So, I think that there is a need to change academically attitude to authoring tool. because this is not only the positive side but it occurs phenomenon to enslave users in authoring tool, and blind faith in the authoring tool or critical stance on software. It was a lot of pre-existing research that investigate engineering and industrial side in the authoring tool. Through this thesis, We will find social/cultural features and academic significance, and investigate that how to approach the method of education.

Changes in Production of Digitalized Educational Materials (디지털 교육 자료 제작의 변화 방향)

  • An, SangJin;Seo, YoungMin;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.159-162
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    • 2012
  • 본 논문에서는 앞으로의 스마트 교육에서 활용 가능한 디지털 교육 자료 제작의 현재 상황과 미래에 대하여 논의하고자 한다. 디지털 교과서 개발 방향은 일방향적인 제작 및 배포의 과정과, 교사와 학생이 활용 가능한 교육 자료 저작도구의 개발로 나누어 생각할 수 있다. 현재까지의 전자책 저작도구는 텍스트를 어떠한 방식으로 표현하는지에 관심을 두었다면 앞으로의 저작도구는 다양한 멀티미디어 자료를 쉽게 조작하여 결과물을 만들어내는 방식으로 변화해야 할 것이다. 이를 위해 저작물이 유통될 수 있는 디지털 생태계를 구축하고 관련된 저작도구를 보급하여 학교 현장에서 활용되도록 노력해야 할 것이다.

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Hypermedia Tools and Digital Media on English Writing (하이퍼미디어 도구와 디지털 미디어 활용 영어 쓰기)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.729-736
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    • 2014
  • Integrated multimedia education in English language education shifts instructor-orientated education to be more learner-orientated. The goal of this research is to analyze the effects of multimedia such as software, power point, flash animation and video in English language education. Experimental research with student subjects and multimedia in English education were used for this study and divided into the following categories: instructor-focused analysis, student-focused analysis, and response-based analysis. Teacher-focused analysis is comprised of prediction analysis and backward induction methods. This study aims to analyze whether multimedia tools achieves its intended effects, and to describe what sort of effects are achieved by the tools. This research intends to confirm the effectiveness and helpfulness of multimedia tools in school classrooms.

Role and Characteristics of Digital Inquiry Instruments in Respect of Affordance :Focused on Science Inquiry Activity (어포던스 관점에서 살펴본 디지털 탐구도구의 역할과 특징: 과학탐구 활동 사례를 중심으로)

  • 손미현;조영환;정대홍
    • School Science Journal
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    • v.12 no.2
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    • pp.274-286
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    • 2018
  • The role of instruments in scientific inquiry is very important. As science and technology develop, science inquiry instruments are also changing. IoT-based inquiry tools and output data, which are newly introduced in science inquiry class, can play a role in reaching the goal of scientific inquiry. The aim of this study is to find the appropriateness of digital inquiry instruments based on Kirschner and Kreijns (2004).T he students who participated in this study were 8 middle school students located in Seoul and they investigated the quality of classroom air. During the four months of the inquiry activity, we had participant observation and retrospective interviews. We recorded the data, analyzed it, and coded it in terms of educational affordance. As a result, there are four educational affordance of digital inquiry instruments. First, it stimulates students' interest and motivation to learn basic knowledge for data processing, because digital inquiry instruments deals with real-life data. Second, the digital inquiry instruments as a complex sensor made a big data so it serves as an affordance that leads to hypothetical hypotheses. Third, because of the features and limitations of the digital inquiry instruments itself, it shapes and limits the design of the science inquiry method. Fourth, since the data is measured in real time, the amount of data is enormous. So the digital inquiry instruments serves as an affordance of increasing the information processing competence to analyze data. In order for science inquiry activities based on digital inquiry tools to be activated, various policy and economic supports are needed, such as the science environment, the contents of the software, software training, and guided learning materials.

Development of Self Assessment Tool for Digital Literacy Competence (디지털 리터러시 역량의 자기진단 평가도구 개발)

  • Yang, Kilseok;Seo, Soohyun;Ok, Hyounjin
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.1-8
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    • 2020
  • This study aimed to develop a self-reporting assessment tool for digital literacy competence to use it as a tool for self-diagnosis or effectiveness verification in educational programs, considering that digital literacy competence is one of the core competencies for the present and future society. Based on the previous research on digital literacy competence, the tool was developed with 45 question items of 2 areas and 8 factors. The results of an exploratory factor analysis and confirmatory factor analysis conducted to determine suitability were generally satisfactory based on the assessment data from about 3,000 middle school students. The assessment tools developed in this study are primarily applicable to primary and secondary school and adult education. In future research, if the system is developed to be accessible to anyone online based on this tool, and the accumulated data provide educational information for each individual's self-development, it will greatly contribute to improving the digital literacy competence of the people.

Development of Software Education Products Based on Physical Computing (피지컬 컴퓨팅 기반 소프트웨어 교육용 제품 개발)

  • Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.3
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    • pp.595-600
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    • 2019
  • Educational tools for infants and younger students are becoming smarter as ICT-based digital technology convergence extends according to the development of technology. As the digital interaction function of smart education tools gives students greater immersion and fun, a learning might become a play to the students. The technologies used in the implementation of smart education tools come from the disciplines of robotics, computer engineering, programming, and engineering and mathematical foundations and these can be integrated into the field of education itself. This paper designs and implements a product based on optimized physical computing for R&D and education in consideration of the characteristics of educational tool robots used in the field education. It was developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robot system.

Development of Network and Digital creation tools Curriculum Model to consider understanding concepts and learning activity (개념이해와 학습활동을 고려한 네트워크 및 디지털 창작도구 교육과정 모델 개발)

  • Sung, Younghoon;Jeong, Youngsik;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.563-574
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    • 2016
  • This paper is a research on the curriculums of network and digital creation tools among SW education in order to apply them to SW curriculum in education fields. For doing so, a curriculum model was developed by extracting main key words through the analyses of domestic and foreign SW curriculum, and reorganization of concept understanding and learning activity elements was made so as to be fit to characteristics of each curriculum. And curriculums were remodeled by curriculum such like concept understanding was focussed in network, activities in digital creation tools and its validity was suggested through expert verification by composing contents elements based on the results. Also, this model was proposed so that each school could recompose it easily by combining contents elements of other curriculums. Therefore, the suggested model could be utilized as a basic research data in applying domestic SW curriculum standard model.

Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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Library Anxiety and library Anxiety Scale in the Digital Library Environment (디지털 도서관에서의 도서관불안과 측정도구 분석)

  • Kwon, Na-Hyun
    • Journal of the Korean Society for Library and Information Science
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    • v.38 no.2
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    • pp.29-47
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    • 2004
  • As affective barriers to library and information use, library anxiety(Mellon, 1986) has been studied in reference/information services and bibliographic instructions. The paper revisits Mellon's theory of library anxiety and Bostick's(1992) Library Anxiety Scale(LAS) in the digital library environment. In particular, this study attempts to address the inadequacy of the continued applications of LAS in the digital library environment, although the scale has been used unquestionably as the instrument measuring library anxiety. This contention was substantiated by three service trends in digital libraries(i.e., digital reference services, remote access, and transition from bibliographic instructions to information literacy) and by re-analyses of published library anxiety research papers in recent years. This study addresses the need for scale development that could measure anxieties of digital library users. It also suggests Information Literacy Anxiety Scale(ILAS) as a direction for the new scale.