• Title/Summary/Keyword: 디지털 기반 교육

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The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.397-402
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    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.

Development of a Web-based Java Applets for Understanding the Principles of Digital Logic Systems (디지털 논리 시스템의 개념학습을 위한 웹기반 자바 애플릿의 개발)

  • Kim Dong-Sik;Seo Ho-Joon
    • Journal of Engineering Education Research
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    • v.4 no.2
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    • pp.35-44
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    • 2001
  • Recently, according to the appearance of various virtual websites using multimedia technologies for engineering education, the internet applications in engineering education have drawn much interests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation etc. have made the lowering of educational efficiency in cyberspace. Thus, to cope with these difficulties this paper presents a web-based educational Java applets for understanding the principles or conceptions of digital logic systems. The proposed Java applets provides the improved learning methods which can enhance the interests of learners. The results of this paper can be widely used to improve the efficiency of cyberlectures in the cyber university. Several sample Java applets are illustrated to show the validity of the proposed learning method.

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Education equipment for FPGA-based multimedia player design (FPGA 기반의 멀티미디어 재생기 설계 교육용 장비)

  • Yu, Yun Seop
    • Journal of Practical Engineering Education
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    • v.6 no.2
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    • pp.91-97
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    • 2014
  • Education equipment for field programmable gate array (FPGA) based multimedia player design is introduced. Using the education equipment, an example of hardware design for color detection and augment reality (AR) game is described, and an example of syllabus for "Digital system design using FPGA" course is introduced. Using the education equipment, students can develop the ability to design some hardware, and to train the ability for the creative capstone design through conceptual, partial-level, and detail designs. By controlling audio codec, system-on-chip (SOC) design skills combining a NIOS II soft microprocessor and digital hardware in one FPGA chip are improved. The ability to apply wireless communication and LabView to FPGA-based digital design is also increased.

지식경영의 전략적 도구로 각광

  • Park, Hyeon-Su
    • Digital Contents
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    • no.10 s.161
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    • pp.54-66
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    • 2006
  • e러닝 산업은 콘텐츠 자체가 목적이 되는 타 디지털콘텐츠 산업과 달리 콘텐츠ㆍ인프라ㆍ서비스 등이 통합되어 지식의 전달ㆍ축적ㆍ재생산의 수단을 제공하는 지식기반 서비스 산업으로 디지털콘텐츠 산업의 주요 핵심으로 등장하게 되었다. WTO 체제하에서 글로벌 경쟁이 심화됨에 따라 기업들은 e러닝을 지식경영을 위한 전략적 모듈로 정하고 계속되는 경기침체에도 불구하고 투자를 지속하고 있다. 또한 2004년이후 WTO의 교육개방정책에 따라 유럽 및 중국 등이 교육시장을 개방하면서 e러닝이 그 대비책의 하나로 대두되면서 세계 각국의 관심이 점점 높아지고 있다.

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Alternate Reality Game Based Education in College (대학에서 대체현실게임기반 교육방법)

  • Chang, Hee-dong
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.415-422
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    • 2019
  • The college students who are in the game generation have different cognitive characteristics from the previous generations, and the phenomena of attention loss in the existing education methods such as lectures are generally seen. This results in a problem that the satisfaction of the university education is lowered. To solve this problem, it is possible to improve students' interest and concentration by using game-based educational methods. In this paper, we propose a method of university education using alternative reality game. The prototype was implemented and tested to verify that the proposed method is suitable for the university environment and can be operated. Through the test results, we confirmed that the proposed method meets the requirements of the university education field and that the required functions are functioning normally. In addition, according to the results of the questionnaire surveyed for the students, it shows that the proposed alternative game method based on the alternative reality game will be more effective in attracting students and improving concentration than the current education method.

Fundamental study on the technology and application for the Next Generation Digital Textbook (차세대 디지털교과서를 위한 기반기술 및 적용에 관한 연구)

  • Sohn, Won-Sung;Han, Jae-Hyeop;Choy, Jin-Yong;Seo, Jong-Hoon;Choy, Yoon-Chul;Han, Tack-Don;Lim, Soon-Bum
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.165-174
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    • 2010
  • The digital textbook project which embarked by the Ministry of Education, Science and Technology has focused on experiments and practices from the school designated by the government. However the previous research about digital textbook provides static interaction models and teaching-learning models analogous to web-based learning based desktop PC even the framework of the digital textbook is based of Tablet PC. This paper provides learning and teaching models for next generation digital textbook which based digital inking techinques for sketcth interface and AR(augmented reality) interactions between teacher and learner. The proposed method of this paper is applied to educational contents and we found positive effect which is supported by statistical experiments. The results of this study in the future and the future development of digital textbooks in effect will be an effective development plan.

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An Examination on the Concept of Visual Literacy as a Basis for Convergence Education Programme (융복합교육 프로그램을 위한 기반으로서 시각적 문해력(Visual Literacy) 개념 검토)

  • Park, Gun-Kyu;Kim, Won-seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.397-403
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    • 2016
  • This research reviews the concept of Visual Literacy which is the critical base for performing convergence-style educational program of fine arts. The Visual Literacy means the ability to understand and properly deal with the visual information given to the agent such as the literacy to the written language. It is beyond doubt that the necessity of the Visual Literacy is raised because there is different visual information through new media for the entire life of young generation. Therefore, the Visual Literacy is the base for performing convergence-style education when it comes to performing convergence-style educational programs. It covers the communication abilities to utilize new media and exchange visual information one another.

A Study on Digital Humanities Education Programs at American Universities (미국 대학의 디지털 인문학 교육 프로그램 연구)

  • Lee, Jisu;Lee, Hye-Eun
    • Journal of the Korean Society for information Management
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    • v.36 no.4
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    • pp.107-128
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    • 2019
  • This study examines cases of digital humanities education programs at universities, university libraries and digital humanities centers in the United States. As a result of the research, it was analyzed that the university-centered education program operates in conjunction with other departments to take courses related to humanities and digital technology in general. The digital humanities education program is not operated as a full degree program, but most programs are operated as graduate certificate programs, and it is required to require a graduate degree in library and information science and humanities in advance. Most of the digital humanities centers run educational programs centered on faculty and postdoctoral researchers in universities in connection with universities and university libraries to support the humanities scholars. Lastly, the university's digital humanities education program is operated in the form of research support for students and researchers of all majors. In addition, the content of the educational program focused on the practice for digital projects rather than theory. Empowering digital literacy and supporting digital technology-based research has become a new role for university libraries, which requires libraries to play a central role in digital humanities education.

Children's Picture Book-making Activity through the Fusion of Digital and Analog Contents (디지털과 아날로그 콘텐츠 융합을 통한 어린이 그림책 만들기 활동방법)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.51-59
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    • 2020
  • Advancements in digital technology have caused significant changes to the tradition of creative educational activities. Such an with digital technology is prone to an error where digital technology itself becomes the goal, ignoring educational efficacy grounded on improved user experience and immersion. Previously, picture book-making activities for children allow them to actively participate in the process of book-making, and is often employed to instill reading habits as well as nurture linguistic abilities. Aside from such picture book-making activities, diverse efforts are being made for innovation in educational pedagogy through digital technology. However, as the goal of children's picture book-making activities is realizing creative education through expressions in language and pictures, digital technology should be considered in the viewpoint of fusion, not as a simple replacement to the traditional tools employed in children's picture book-making activities. This study examines previous researches related to children's picture book-making activities to propose contents and methodology allowing effective immersion by fusing digital technology based on a physical environment, from the viewpoint of fusion and integration. Expect this study will become a fundamental data in visualizing a practical integration of digital technology in future creative education.

A Study on the Strategies for Improving the Accessibility of the Korea Digital Textbook based UDL guidelines (UDL 가이드라인에 따른 디지털교과서 접근성 향상 방안 연구)

  • Jang, Sang-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.13 no.3
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    • pp.65-75
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    • 2010
  • Until now, the ICT have played an important role to overcome various limitations in education. The development of ICT has influenced for the changing methods of teaching and learning such as Computer-based education, Internet-based education, e-Learning. Lately, the expectation of educational evironment's changing is due to developing of the ubiquitous computing technology, it's vigorously going to be studying and implementing digital textbook including the ubiquitous features as mobility, intelligence, personality etc. the UDL is well-known as a strategy for teaching and learning using technology in the USA, first, to try understand the UDL, second, recommand the strategies in order to improve accessibility of korean digital textbook.

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