• Title/Summary/Keyword: 원격화상수업

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On-Line Multimedia Cyber Education System (온라인 멀티미디어 사이버교육 시스템)

  • 노문진;조원근;박소연;박광일;최종근;박성순
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.772-775
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    • 2002
  • 초고속 인터넷의 확산으로 인해 교육시스템이 서서히 바뀌어가고 있다. 칠판과 책, 노트, 펜을 이용한 수업이 빔 프로젝트와 컴퓨터를 통한 수업으로 대체되어가고 있고, 나아가 인터넷을 이용한 사이버 교육시스템이 점차 확산되고 있다. 사이버 교육을 통해 공간의 제약성을 무너뜨리고, 교통비와 이동 시간 등을 절약할 수 있을 뿐만 아니라 다운로드한 강의 자료를 Off-Line 상에서 반복 학습 할 수 있다는 커다란 장점이 있다. 이런 사이버 원격 교육에는 크게 3가지의 데이터, 즉 음성, 화상 및 판서 데이터가 있는데, 본 논문에서는 이 데이터들을 어떻게 하여 효율적으로 데이터를 관리할 수 있는 지, 그리고 강의 자료를 제작시 어떻게 하여 강의 제작 및 수정이 용이할지에 대해 그 구현 방안을 제안한다.

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A basic study to develop Realtime video Korean curriculum: Focusing on female-marriage immigrants in Cyber University (실시간 화상 한국어 교육과정 개발을 위한 기초 연구 -사이버 대학교에 재학 중인 여성결혼이민자를 중심으로-)

  • Choi, Eun-ji;Han, Ha-lim;Seo, Jeong-Min
    • Journal of Korean language education
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    • v.29 no.2
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    • pp.181-208
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    • 2018
  • The aim of this study is to design a Real-time video Korean curriculum. Curriculum using real-time video, which is a variant of distance learning, teaches Korean to students studying in distant places through real-time video communication program. This is expected to supplement the lack of interaction in existing video classes and enable online simultaneous interaction, while increasing learning opportunities for Korean language students living in distance places. To find out the needs of the subjects for the curriculum design, this study conducted a one-on-one interview with 9 female married immigrants who are enrolled in the Cyber University which is opening a curriculum later. According to the survey, the students answered that they have a high intention of attending classes if the lack of interaction in existing distance classes are supplemented. Therefore, we could confirm the demand of a curriculum consisting of an overall real-time video education and multilateral individual connection. Also, we found out that there is a demand in performance rather than comprehension and a high demand for detailed feedback from the teacher. The result shows that the curriculum needs to establish performance-oriented contents to progress to an advanced level Korean Language, and include a study plain comprising of real-time interaction.

Research on Instructional Design Models for Cross-Cultural Collaborative Online Learning (온라인 국제교류 협력학습 설계모형 탐구)

  • Park, SangHoon
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.1-9
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    • 2018
  • The purpose of this study is to examine the concepts and types of cross-cultural collaborative online learning that enhance the utilization of advanced ICT in education and contribute to the promotion of educational exchanges between countries, and suggest exchange learning design models necessary for the active introduction. For this study, previous studies related to cross-cultural collaborative online learning were examined. As a result, cross-cultural collaborative online learning is an educational method based on constructivism that explore and construct knowledge by interacting and collaborating with students, teachers, and field experts who are linguistically and culturally heterogeneous based on advanced ICT. The type of cross-cultural collaborative online learning could be divided into synchronous exchange learning centered on remote video classes and asynchronous exchange learning centered on website based tasks. A PPIE learning design model considering the characteristics of each type is presented.

Design and Implementation of Problem-Based Learning System Based on Video Communication Technology (화상통신기술을 활용한 문제중심학습 시스템 설계 및 구현)

  • Kim, Bum-Shik;An, Sung-Hun;Kim, Dong-Ho
    • Journal of The Korean Association of Information Education
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    • v.8 no.2
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    • pp.167-176
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    • 2004
  • Due to the development of information communication technology, educational environment has undergone much change and various types of teaching and learning methods based on information communication technology has been suggested. Recently, remote education using the internet are also spreading. However, in current classrooms, students are asked to do an teacher-centered assignment, which they are required to collect and report some information using the internet. This method does not help students use the advantages of learning using the internet, which stimulate students-students interaction and teacher-students interaction.Thus, this study focused on the problem-based learning system based on video communication technology. The researcher designed the problem-based learning system based on video communication technology and applied the system to classes at elementary school. The results were analyzed in terms of students-students interaction and teacher-students interaction in the internet. This research found that the problem-based learning system stimulates teacher and students communication and has positive effects on students' attitude and interest in learning. This research proposes that the traditional teacher-centered teaching method can be supplemented with cyber space learning, which has the merit of problem-based learning model.

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Performance Experiment of Upstream Digital Signal Transmission over Cable TV Networks in Korea (국내 케이블 TV 전송망의 상향 디지털신호 전송 성능실험)

  • 김형준;노상영;최규태;신민영;박종헌;박승권
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.182-193
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    • 1997
  • In this paper, we propose technical and structural solutions for various problems in two-way digital communication services in CATV networks by actual field tests. The two-way digital communication services include VOD, video conferencing, distance learning, interactive game and internet service. We investigate the quality of T -1 level 0.544 Mbps) upstream digital signal while varying the number of subscribers in three different cells in accordance with ITU-T G.821. Based on this investigation, several ways to cope with the problems identified are suggested.

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Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

A Study on the Operating Conditions of Lecture Contents in Contactless Online Classes for University Students (대학생 대상 비대면 온라인 수업에서의 강의 콘텐츠 운영 실태 연구)

  • Lee, Jongmoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.5-24
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    • 2021
  • The purpose of this study was to investigate and analyze the operating conditions of lecture contents in contactless online classes for University students. First, as a result of analyzing the responses of 93 respondents, 93.3% of the respondents took real-time online lectures (47.7%) or recorded video lectures (45.6%). Second, as a result of analyzing the contents used as textbooks, it was found that e-books (materials) and paper books (materials) were used together (36.6%), or e-books or electronic materials (36.6% and 37.6% respectively) were used in both liberal arts (47.3%) and major subjects (39.8%). In addition to textbooks, both major subjects and liberal arts highly used web materials (47.6% and 40.5% respectively) and YouTube materials (33.3% and 48.0% respectively) as external materials. Third, both liberal arts and major subjects used 'electronic files in the form of PPT or text organized and written by instructors' (62.9% and 58.1% respectively), 'internet materials' (16.7% and 19% respectively) and 'paper book or materials' (10.4% and 12.3% respectively) to share lecture contents. For the screen displayed lecture contents, 93.5% of the respondents satisfied in major subjects, and 90.2% of the respondents satisfied in liberal arts. These results suggest developing multimedia-based lecture contents and an evaluation solution capable of real-time exam supervision, developing a task management system capable of AI-based plagiarism search, task guidance, and task evaluation, and institutionalizing a solution to copyright problems for electronicizing lecture materials so that lectures can be given in the ubiquitous environment.

An Integrated Management System of the Educational Equipments and Contents of Secondary School (중등학교의 교육 기자재 및 콘텐츠 통합 관리 시스템)

  • Park, Sun Hwa;Park, Jae Heung;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.197-205
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    • 2015
  • These days due to the introduction of the subject classroom system, the classrooms for the subject are arranged and various advanced educational equipment is provided in the classroom such as the actual object image processor, electronic blackboard, and educational photographer which are helpful to the class. With the increase of these equipments, the number of remote controller of individual educational equipment also increases, therefore it is complicate to manage the remote controllers and teachers need to learn the usage of them. So the system supports a remote control for managing the educational equipment by the one remote controller and the instructional supplement. The system consists of the hardware which is similar to popular remote controller and the software which is installed on the teacher's PC and supports controlling the educational equipments, recording the instruction, writing on the blackboard, and automatic power off of the equipment. By introducing the system the teacher could reduce the time consumed by the equipment's control and useless electric waste.

A Study on the Utilization of Metaverse Space in Local Governments from the Perspective of Public Design (공공디자인의 관점에서 본 지자체의 메타버스 공간 활용에 관한 연구)

  • Choi, Jae-won;Yeo, Joon-ki
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.705-712
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    • 2022
  • The pandemic over the past three years has brought drastic changes in our lives, and those changes are now becoming a natural part of our daily lives. Daily life and economic activities based on online, such as video conferencing, remote classes, telecommuting, and online streaming services, have become daily routines after Corona. And the result of rapid development of communication and graphic technology is the metaverse. Therefore, the purpose of this study is to study the possibility from the perspective of public design for the correct use of the metaverse space of local governments. To this end, in this study, big data analysis was performed on 'local government', 'public design', and 'metaverse'. As a result of this study, we should actively use metaverse with high topic and potential as a space for local governments' promotion or discussion as a means to restore the reliability of local governments and overcome negative perceptions. In addition, it is necessary to actively reflect public design in order to increase the public reliability of local governments' metaverse.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.