• Title/Summary/Keyword: 유아 콘텐츠

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The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.845-852
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    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.

A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

Shadow play Molding method approach in the early childhood class pop-up book binding (유아용 팝업 북에 나타난 그림자극 조형방식 연구)

  • Liu, shu;Lee, donghun
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.383-384
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    • 2015
  • 경제의 발전과 함께 서적의 장정 디자인 면에서도 더욱더 많은 민족적 요소들이 도입되고 있다. 특히 팝업 북 서적의 장정 디자인일 경우에는 그림자극의 조형 요소를 많이 차용하고 있다. 그림자극의 조형 요소들은 색채, 이미지, 조각 등의 측면에서 광범위하게 사용될 수 있다. 본고는 팝업 북 서적 장정 요소들의 창의적 사용을 연구하고 팝업 북 서적 장정에서의 그림자극 예술조형의 응용 과정을 분석하고 문헌조사를 통하여 분석과 연구를 진행하고자 한다. 팝업 북 서적은 이런 방식을 통해 책의 내용을 더욱 실감나게 전달하며 독자를 감동시킬 수 있고 또 주제를 간략하게 요약하여 독창적인 디자인을 보여줄 수 있다. 본고는 민족적 특색이 짙은 그림자극 예술요소의 사용 현황과 향후 발전 가능성을 모색해보고자 한다.

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Design of a User Interface for VOD with KINECT (키넥트를 이용한 VOD 사용자 인터페이스 설계)

  • Yim, Jaegeol;Lee, Kangjai;Kim, Haengseon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.375-378
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    • 2013
  • 인터넷 통신량의 대부분이 주문형 비디오(VOD) 서비스임은 이미 널리 알려진 바와 같다. VOD 사용자 인터페이스가 사용자의 손동작을 인식한다면 노인, 유아, 장애인 등 리모트컨트롤의 사용이 쉽지 않은 사용자들도 편리하게 VOD를 즐길 것이다. 게임 등에서는 이미 키넥트(KINECT)를 이용한 사용자 인터페이스가 널리 사용되고 있어, 본 논문은 키넥트를 이용한 VOD 사용자 인터페이스를 제안한다. 제안한 사용자 인터페이스는 키넥트에서 얻을 수 있는 손의 좌표와 깊이 정보 데이터를 이용하여, 사용자가 메뉴를 선택하는 것을 인식하고 사용자가 비디오를 선택하면 해당 동영상 콘텐츠를 재생하는 등의 적절한 동작을 한다. 동영상 콘텐츠는 네트워크 상에서 멀티미디어 데이터 스트리밍 방법에 대한 표준안인 RTSP(Real-time Streaming Protocol)로 전송하여 실시간으로 동영상을 재생한다.

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The shopping trend of the Women's University student in smart society (스마트사회에서의 여자대학생들의 모바일 쇼핑 동향)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.265-266
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    • 2013
  • 모바일 쇼핑 이용자가 1000만 명을 넘어서면서 모바일 쇼핑은 점차 오픈 마켓을 비롯해 백화점, 대형마트, 슈퍼마켓, 인터넷몰과 마찬가지로 새롭고 편한 구매수단으로 부상하고 있다. 모바일 쇼핑 이용자가 늘어나면서 2011년에는 스키 수영 등 레저용품에서 2012년에는 기저귀, 분유 유아식 등에 이어 여성의류가 많이 팔린 것으로 집계됐다. 여자대학생 235명의 설문조사 결과, 모바일 쇼핑 월 1~5회가 60.3%, 최근 84.4%가 월 10만원 이하 구매, 월 용돈은 30만원 이하 72.4%, 인기상품은 의류(72.4%), 가공식품(11.9%), 화장품(8.8%)순 이었다. 애플 앱스토어와 구글 플레이스토어에서 원화로 결재할 수 있는 제도적인 문제 해결과 쉬운 결재 안전한 결재를 할 수 있도록 개선되어야 한다.

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Instructional Design Model Development for Continuous Creativity-Personality Education (지속적인 창의·인성 교육을 위한 수업설계모형 구안)

  • Kim, Hoon-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.193-194
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    • 2013
  • 본 연구는 지속적인 창의 인성교육을 위한 수업설계모형을 구안하기 위하여 NFTM-TRIZ를 활용하는데 그 목적을 두었다. NFTM-TRIZ는 TRIZ에 기반하여 유아에서 성인에 이르기까지 '지속적인 창의성 교육'을 할 수 있도록 개발된 교육프로그램이다. TRIZ는 주어진 문제의 모순을 찾아내고 이를 극복함으로써 혁신적인 해결안을 얻도록 하는 창의적 문제해결방법론으로 알려져 있다. 본 연구의 과정은 G 대학교의 교직과목으로 개설된 "교육과정 및 교육평가"를 수강한 3, 4학년 남, 여 학생들을 대상으로 매주 10분씩 창의성 수업을 하고 이에 대한 산출물로 창의적 수업안을 만들고 창의성 수업에 대한 후기를 작성토록 하여 연구결과를 모색했다.

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The Effects of Online Mathematical Contents on Young Children's Number Operations and Attitudes toward Mathematical Activities (온라인 수학 콘텐츠가 유아의 수 연산 발달과 수학적 접근 태도에 미치는 효과)

  • Park, Yu Mi;Sim, Sook Young;Kang, Seong Hee
    • Korean Journal of Child Studies
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    • v.27 no.1
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    • pp.139-151
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    • 2006
  • This study was conducted to examine the effects of mathematical activities with online mathematical contents on children's arithmetic development and attitudes toward mathematical activities. Pre- and post-tests were administered to 62 5-year-old children. Differences of children's arithmetic development level and attitudes toward mathematical activities were found between the experimental group using online mathematical contents and the control group using offline mathematical contents. All findings proved that online mathematical contents were effective and had positive influences on children's arithmetic development and attitudes toward mathematical activities. This supports the proposition that online mathematical contents can provide an important means to the improvement of children's mathematical development and attitudes toward mathematical activities.

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An Empirical Comparison of Statistical Models for Pre-service Teachers' Help Networks using Binary and Valued Exponential Random Graph Models (예비교원의 도움 네트워크에 관한 통계 모형의 경험적 비교: 이항 및 가중 ERGM을 중심으로)

  • Kim, Sung-Yeun;Kim, Chong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.658-672
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    • 2020
  • The purpose of this study is to empirically compare statistical models for pre-service teachers' help networks. We identified similarities and differences based on the results of the binary and valued ERGM. Research questions are as follows: First, what are the similarities of factors influencing the binary/valued help network for pre-service teachers? Second, what are differences of factors influencing the binary/valued help network for pre-service teachers? We measured 42 pre-service teachers with focus on their help and friend networks, happiness, and personal characteristics. Results indicated that, first, the similar factors influencing the binary and valued help network of pre-service teachers were local dependencies (reciprocity, transitivity), similarity (major, gender), activity (early childhood education, negative emotion), popularity (early childhood education) and multiplicity (friend network). Second, the difference between factors affecting pre-service teacher's binary and valued help network was the effect of activity (physical education) and popularity (GPA, negative emotion). Based on these findings, we presented implications.

The Effects of Early Childhood Teacher's Self-differentiation and Self-efficacy on Psychological Well-being (보육교사의 자기분화, 자기효능감이 심리적 안녕감에 미치는 영향)

  • Kim, Kyung-Hee;Kim, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.289-300
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    • 2016
  • This research purposed to verify early childhood teacher's self-differentiation and self-efficacy on psychological well-being. The subjects were 293 teachers in 39 early childhood education institutions in K city and J province.The research tools for measurement have been used to self-differentiation (Je Seokbong, 1989) self-efficacy(Park Seonyeong, 2012) and psychological well-being(Ko Kyungae, 2010). The data is analyzed through t test, one-way analysis of variance, correlation, regression analysis. In conclusion, their ages of general background that have a distinction betweeen self-differentiation and self- efficacy as well as psychological well-being, these two self-defferenciation and self- efficacy have a correlation and for being affected by psychological well-being as a fluctuation. That is, teachers who have psychological struggle and anxiety are insufficient to teach young children warmly and comfortably, therefore, they should accept self and young children positively, maintain warm relationship, and develop their own ability or talent, and achieve self matureness as professionals.

Design and Implementation of Teaching Material and Tools Management Program for Kindergartens (유치원의 교재.교구관리 프로그램의 설계 및 구현)

  • Kim, Cheon-Hee;Yoon, Sam-Choong;Yoon, Yun
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.201-215
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    • 2006
  • The purpose of this study is to present a plan to design and utilize effectively useful software program in dealing with Teaching Materials and Tools Management in all infant education institute. This program is called Teaching Materials and Tools Management and it is based on the national kindergarten Curriculum notified by ministry of education. To achieve this goal, all teaching materials should be kept to classify and use easily regardless of their shape, kind, and maker(manufacturer). Teaching materials and tools once used in class should be kept after being repaired, And if it is difficult to repair them, write down detail information about them for any teacher to repair them easily. Teaching materials and tools should classified efficiently after being used and registered to recognize their information at first glance. Teaching materials and tools should be registered with an index to manage curriculum effectively when establishing a year plan.

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