• Title/Summary/Keyword: 비대면 콘텐츠

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Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.571-578
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    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.

Preference Factors of the Korean MZ Generation vis-à-vis the Online Programs of Museums Abroad (비대면 시대 해외 뮤지엄의 온라인 프로그램에 대한 한국 MZ 세대의 선호요인 연구)

  • Kwak, Song-Bi;Kwon, Cheeyun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.565-573
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    • 2022
  • This study aims to analyze the preference factors of the Korean MZ generation with regards to the online programs developed by museums abroad during the COVID-19 pandemic. World renown museums such as the British Museum, the National Gallery of London, Van Gogh Museum, J. Paul Getty Museum, Hasting Contemporary, Uffizi Gallery, and the Guggenheim Museum tackled the social-distancing situation with various creative online programs and events to continue their role as socially relevant institutions. Ten acclaimed programs conducted by these museums were shown to the Korean MZ generation, the most digitally savvy and frequent visitors to museums, to extract their responses to the various types of programs. The study showed that the Korean MZ generation prefer online programs which most closely reflect the onsite experience of a museum, and online contents with educational elements.

Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

A Study on the Changes of the Restaurant Industry Before and After COVID-19 Using BigData (빅데이터를 활용한 코로나 19 이전과 이후 외식산업의 변화에 관한 연구)

  • Ahn, Youn Ju
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.787-793
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    • 2022
  • After COVID-19, with the emergence of social distancing, non-face-to-face services, and home economics, visiting dining out is rapidly being replaced by non-face-to-face dining out. The purpose of this study is to find ways to create a safe dining culture centered on living quarantine in line with the changing trend of the restaurant industry after the outbreak of COVID-19, establish the direction of food culture improvement projects, and enhance the effectiveness of the project. This study used TEXTOM to collect and refine search frequency, perform TF-IDF analysis, and Ucinet6 programs to implement visualization using NetDraw from January 1, 2018 to October 31, 2019 and December 31, 2021, and identified the network between nodes of key keywords. Finally, clustering between them was performed through Concor analysis. As a result of the study, if you check the frequency of searches before and after COVID-19, it can be seen that the COVID-19 pandemic greatly affects the changes in the restaurant industry.

A Learning Satisfaction in face-to-face/non-face-to-face Educational Environments of New Dental Hygiene Students (대면/비대면 교육환경에서의 학습만족도(일부 치위생과 신입생을 대상으로))

  • Shin, Ae-Ri;Shim, Hyung-Soon
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.804-813
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    • 2021
  • The purpose of this study was on the learning satisfaction of dental hygiene students according to the face-to-face and non-face-to-face teaching methods in the COVID-19 educational environment. A self-reported questionnaire was completed by 122 dental hygiene students of G University located in Gwangju from October to November, 2020. The general characteristics, instructional characteristics, teaching methods, and learning satisfaction were investigated, and the collected data were analyzed using SPSS 18.0. The effective practical teaching method chosen by the students was face-to-face, and there was a significant difference according to the class choice. The learning satisfaction according to the general characteristics showed a significant difference in the preferred practice method for improving instrument technique. The face-to-face classes showed significantly higher learning satisfaction in terms of checking on doing well study during class and the convenience. In addition, as a result of analyzing the factors influencing learning satisfaction, the choice of face-to-face class was confirmed as a significant variable. Therefore, in order to increase the learning satisfaction of students, it is necessary to design a class that essentially includes face-to-face class when planning a practice class.

Development and Introduction of Virtual Reality Astronomy Education Program Development (가상현실 천문학 교육프로그램 개발 및 소개)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.54.3-55
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    • 2021
  • 지난 연구에서는 국립과학관 천체투영관 등에서 사용하는 천체시뮬레이션 소프트웨어를 활용하여 스크립트 제작 및 360° VR 영상 제작기술을 개발하였고, 비대면 환경에서도 개인휴대기기 등을 통한 몰입도 높은 천문학 교육을 구현할 수 있도록 연구를 진행하였다. 계속되는 연구로 천체시뮬레이션을 활용한 교육프로그램의 장점을 잘 나타낼 수 있는 주제들 중 2015 교육과정 중학교 3학년에서 다루는 '우주 탐사 성과와 의의'를 주제로 파일럿 프로그램을 개발 중이며 그 과정을 소개하고자 한다. 개발하는 프로그램은 과학관 천체투영관에 적용하여 실무자의 활용을 지원할 계획이며 다양한 교육콘텐츠 개발에 활용되기를 기대한다.

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Blockchain consensus research for NFT-based digital asset transaction (NFT 기반 디지털 자산 거래를 위한 블록체인 합의 연구)

  • Baek, Yeong Tae;Min, Youn A
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.111-112
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    • 2021
  • 비대면 사회 확산에 따라 디지털 콘텐츠 등 온라인상으로 거래가 관리되는 디지털 자산의 거래가 증가하고 있다. 영상 및 이미지 등 디지털 자산의 경우 창작자가 자산에 대한 충분한 대가를 받지 못하고 불법 거래 내역에 대한 파악이 어렵다. 본 논문에서는 NFT적용을 통한 효율적 디지털 자산 관리를 위하여 신뢰성과 보안을 강화한 블록체인 합의알고리즘을 연구하고 성능평가를 통하여 기존 합의알고리즘 대비 우수성을 증명하였다.

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A Study on the Effectiveness of Learning Management System in Metaverse (메타버스 학습관리시스템 실효성에 관한 연구)

  • Yuchul Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.127-128
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    • 2023
  • 본 논문에서는 학습관리 시스템 서비스 형태에 따른 특징들을 살펴보고, 메타버스에서 서비스되고 있는 학습관리 시스템의 특징을 통해서 비대면 원격 교육 시스템에서 이루어지고 있는 학습의 특징과 방향성에 대해서 알아본다. 그리고 향후 메타버스 학습관리 시스템의 실효성에 대한 연구 방향성의 기준을 제시한다.

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A Comparative Study on the Class Satisfaction between Remote Video Class and Face-to-face Class (대학의 원격화상수업과 대면수업의 만족도 비교 연구)

  • Lee, HanSaem;Seo, Eun Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.440-447
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    • 2021
  • The purpose of this study is to verify the effectiveness of non-face-to-face lectures conducted at universities in Korea under the influence of COVID-19. So this study analyzed the satisfaction level of the students according to the type of class operation, such as face-to-face classes and remote video classes. To this end, this study compared the differences in class satisfaction by class type and class size for a total of 8,707 courses operated by a university between 2019 and 2020. The study found that the satisfaction level of the remote video class was significantly high. In addition, the combination of remote video classes and face-to-face was more satisfactory than other cases. On the other hand, the satisfaction level of small classes in both face-to-face and remote video classes was higher than that of medium or large classes. This means that even remote video classes are highly satisfactory in small-scale classes. Based on the findings, the study proposes a paradigm for new college classes.