• Title/Summary/Keyword: 디지털 기반 교육

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English Learning Application by Animation and Multimedia Software (애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.707-715
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    • 2015
  • With the development of computer technology, the multimedia mediums that allow for animated videos, conversational illustrations are increasingly receiving attention for materials for educational purposes. Accordingly, there is a need to research whether multimedia resources and material is more effective compared to traditional educational material and resources. This study aims to compare traditional English reading and writing learning methods with learning methods using educational multimedia mediums such as illustrations or animation. Students were divided into a experimental group and a control group, and during 6 months the groups were exposed to different educational resources and on the basis of student evaluation feedback and grades, a new approach to English education is offered.

Design and Implementation of An Web-based Learning System Using Self - Regulated Learning (자기조절학습을 이용한 웹기반 학습 시스템 설계 및 구현)

  • Baek, Hyeon-Gi;Ha, Tae-Hyeon
    • 한국디지털정책학회:학술대회논문집
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    • 2004.05a
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    • pp.277-288
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    • 2004
  • 컴퓨터를 통한 원격교육의 등장은 학습자에게 다양한 능력을 요구하고 이러한 것들이 성공적인 학업을 이루는 중요한 열쇠가 된다. 이런 시대적 흐름에 따라 학습자에게 요구되는 능력 중 하나가 자기조절 학습 (Self - Regulated Learning)이다. 이에 본 연구는 자기조절학습 (Self - Regulated Learning)을 지원하는 웹기반 학습 (WBI) 시스템에 대하여 연구하였다. 자기조절학습은 매우 긍정적인 학습효과를 제공할 뿐 아니라, 세분화된 학습절차에 의한 학습 구조를 가지며 절차마다 구분된 공간이 필요하므로 웹에 적용하기에 적절하다. 따라서, 본 연구에서는 자기조절학습 모형을 웹에 접목시킨 학습시스템을 개발한다.

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A Study on Research Trends in Literacy Education through a Key word Network Analysis (키워드 네트워크 분석을 통한 리터러시 교육 연구 동향)

  • Lee, Woo-Jin;Baek, Hye-Jin
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.53-59
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    • 2022
  • The purpose of this study is to examine the factors related to learning through analysis of domestic research trends in literacy and to present the direction of literacy education. Research papers from 1993 to February 2022 were collected using RISS. 'Literacy' and 'Education' were used as search keywords, and 200 papers were selected for analysis. As a result of analysis using keyword network analysis, 118 keywords appeared at least three times out of a total of 810 keywords. The order of the keywords with the highest frequency is 'digital literacy', 'media literacy', and 'elementary school'. The following direction was suggested through the analysis results. First, it is required to establish an online teaching and learning resource platform and link it with education policy. Second, it is necessary to set literacy competencies and seek ways to improve competencies. Third, a digital-based convergence education model should be developed. This study is meaningful in that it analyzed the most recent literacy studies and suggested the direction of literacy education.

A Study on the Current Status of Domestic and International Cybersecurity Education and the Importance of Regular Cybersecurity Education for Teenagers according to the Development of AI (국내외 정보보안 교육의 현황 및 인공지능의 발전에 따른 청소년 정보보안 정규교육의 중요성에 대한 연구)

  • Dahye Jeong;Sanghoon Jeon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.527-536
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    • 2024
  • In the digital age, the growth of AI and digital technologies brings opportunities and cybersecurity risks. At the forefront of this change are teenagers, referred to as 'digital natives'. However, they may have difficulty using technology safely without proper information security knowledge. This paper highlights the need for information security education for teenagers in South Korea by referring to cases in the UK, Australia, and the US. These countries are already providing education that prepares young people for cyber threats and future societal needs. Reflecting this trend, South Korea should also establish comprehensive information security education for teenagers to equip them for the digital age.

Content-Based Summarization of Educational Linguistic Video Using Multiple Features (다중 특징 값을 이용한 교육용 어학 비디오의 내용기반 요약)

  • Han Hee Jun;Kim Cheon Seog;Choo Jin Ho;Ro Yong Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.3-6
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    • 2003
  • 방송 서비스상의 교육용 어학 컨텐츠의 증가와 더불어 비디오 컨텐츠의 효율적인 제공, 이용 및 관리를 위한 내용 기반 요약에 대한 연구가 필요하다. 본 논문에서는 교육용 어학 비디오의 내용 기반 요약을 위한 방법을 제안한다. 디지털 비디오로부터 샷 경계를 추출한 후 각 샷을 대표하는 키프레임으로부터 MPEG-7 비주얼 특징 값들을 추출한다. 추출된 특징 값들의 다중 조합을 통해 교육용 어학 비디오의 내용 정보를 세분화하여 요약 결과를 생성한다. 외국어 회화 컨텐츠에 대해 실험하여 알고리즘의 효용성을 검증하였으며. 제안한 방법은 교육용 방송 컨텐츠의 다양한 서비스 제공 및 관리론 위한 비디오 요약 시스템에 효율적으로 이용될 것이다.

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Information Communication Ethics Education Program using Digital Storytelling (디지털 스토리텔링을 활용한 정보통신 윤리교육 프로그램)

  • Heo, Saerom;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.333-344
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    • 2015
  • As people increasingly access the internet on mobile, the importance of internet ethics and Information Communication(ICE) Ethics has been gradually emphasized in a global society. Therefore it is needed that young students should learn cyber-ethics at school. However, currently there is almost no appropriate ICE-education program for primary school students in Korea. In this paper, we propose an ICE-education program based on digital storytelling. The proposed ICE-education program makes students to learn ICE naturally through the experiences obtained in the process of making their own digital storytelling about ICE. We applied the proposed ICE educational program to the 6th grade students of an elementary school located in Seoul. The result showed that the most participated students have enhanced their scores in participation, respect and temperance among four key elements of ICE.

Development of Evaluation Indicators and Analysis of Usability on Learning with a Robot for the Elderly - the case of Content using the Humanoid Robot 'LiKU' (장노년층을 위한 로봇 활용 교육의 사용성 평가 지표 개발 및 평가 분석 - 휴머노이드 로봇 'LiKU'의 콘텐츠 사례)

  • Sin, Eun-joo;Song, Joo-bong;Lim, Soon-bum
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.56-63
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    • 2021
  • To solve the digital divide of the elderly, various institutions are educating how to use various smart devices for the elderly. However, it cannot be expected to have a great effect due to the disadvantages of instructor-to-face education and the learning characteristics of the elderly. Accordingly, educational contents using digital devices using robots for the elderly were developed. In this study, Evaluation Indicators were developed to evaluate the usability of digital education using robots. Also, by using usability evaluation based on the developed Evaluation Indicators, we tried to verify the usability of education using robots and to confirm the possibility of expanding the application area. In order to successfully apply the developing robot technology to various fields, it is essential to verify the usability of contents using robots, and this study on Evaluation Indicators and Evaluation methods is expected to serve as a foundation.

A Study on the Utilization of Digital Twin Training Equipment based on EduTech for Vocational Training (직업 훈련에서 에듀텍 기반 디지털 트윈 훈련장비 활용 방안 연구)

  • Sang-Bong Lee;Young Kyoun Jung;Jaemin Yoo;Byungil Jang;Yun-Seok Jung;Jun-Ki Min
    • Journal of Practical Engineering Education
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    • v.16 no.5_spc
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    • pp.709-724
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    • 2024
  • The purpose of this study is to come up with a plan enhancing the effectiveness of vocational competency development projects based on Edutech, which was accelerated by the era of COVID-19 and the expansion of the Internet industry which was established by the fourth industrial revolution. For this purpose, we conducted literature review on existing remote training and carried out a survey to analyze the pros and cons, effectiveness, necessary functions, and improvements of diginal twin training equipment on employees of large and small enterprises as well as unemployed people including students. Through this, it is confirmed that digital twin training equipment has limitations in replacing real equipment at the current level, but if it is improved in the future, it can be used for various purposes as training equipment. In addition, through consultation with human resources personnel and educational expert, we suggested utilization plans on mixed training, national/private technical qualification, training for foreign workers, and military personnel social adaptation training as plans to exploiting digital twin training equipment in the field of vocational ability development.

A Study on the Learning Model Based on Digital Transformation (디지털 트랜스포메이션 기반 학습모델 연구)

  • Lee, Jin Gu;Lee, Jae Young;Jung, Il Chan;Kim, Mi Hwa
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.765-777
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    • 2022
  • The purpose of this study is to present a digital transformation-based learning model that can be used in universities based on learning digital transformation in order f to be competitive in a rapidly changing environment. Literature review, case study, and focus group interview were conducted and the implications for the learning model from these are as follows. Universities that stand out in related fields are actively using learning analysis to implement dashboards, develop predictive models, and support adaptive learning based on big data, They also have actively introduced advanced edutech to classes. In addition, problems and difficulties faced by other universities and K University when implementing digital transformation were also confirmed. Based on these findings, a digital transformation-based learning model of K University was developed. This model consists of four dimensions: diagnosis, recommendation, learning, and success. It allows students to proceed with learning by diagnosing and recommending various learning processes necessary for individual success, and systematically managing learning outcomes. Finally, academic and practical implications about the research results were discussed.

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.