• Title/Summary/Keyword: 유아 콘텐츠

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A Study on Safety Environments of Early Childhood Education Centers (유아교육기관의 안전 환경에 대한 연구)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.479-480
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    • 2014
  • 하루 중 반 이상을 보내는 유아교육기관의 안전한 환경을 제공하고 유아교육의 질적 수준을 높이기 위하여 유아교육의 대표적인 두 종류기관인 유치원과 어린이집의 실내 외 안전과 관련된 환경을 비교한 결과 실내 및 실외의 안전 환경이 어린이집 보다는 유치원의 안전도가 높은 것으로 조사되었다.

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Integrated Approach to Early Childhood Curriculum for Science (통합적 유아 과학 교육과정의 접근 방식)

  • 전명남;정정희
    • The Journal of the Korea Contents Association
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    • v.2 no.2
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    • pp.10-16
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    • 2002
  • This paper discussed the integrated approach to early childhood curriculum for science with reference to linking activities like as math activities, music art activities, fay, lied rips, creative thinking, food experiences, literature links, creative movement, science activities and promoting concept connections by Halan et al(2000). The integrated approach to early childhood science education is based on whole mind of children and science literacy, science concept, science teaming through multiple pathways.

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A Study on the Development of Customized Video Contents for Early Childhood Education by Pre-Early Childhood Teachers

  • Yan Ha
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.291-300
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    • 2023
  • In this paper, we propose a plan for prospective early childhood teachers to plan, design, and produce and the results of operating a teaching model. To this end, we will identify video content for each age and video content of various topics and video playback time required by early childhood education sites, actively collect opinions from workers currently in early childhood education institutions, and suggest ways to develop on-site video content in the university curriculum. This requires prospective early childhood teachers to improve their self-understanding capabilities, community capabilities, and creative convergence capabilities, including digital capabilities. Through this, we intend to contribute to fostering smart early childhood teachers and creating a kindergarten activity and environment applying the latest video technology.

Comparison of Adult and Child's Speech Recognition of Korean (한국어에서의 성인과 유아의 음성 인식 비교)

  • Yoo, Jae-Kwon;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.138-147
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    • 2011
  • While most Korean speech databases are developed for adults' speech, not for children's speech, there are various children's speech databases based on other languages. Because there are wide differences between children's and adults' speech in acoustic and linguistic characteristics, the children's speech database needs to be developed. In this paper, to find the differences between them in Korean, we built speech recognizers using HMM and tested them according to gender, age, and the presence of VTLN(Vocal Tract Length Normalization). This paper shows the speech recognizer made by children's speech has a much higher recognition rate than that made by adults' speech and using VTLN helps to improve the recognition rate in Korean.

Implementation of Infant Learning Content using Augmented Reality (증강현실을 이용한 유아용 학습 콘텐츠의 구현)

  • Cho, Hyun-Wook;Lim, Sung-Su;Lee, Jong-Hyeok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.617-620
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    • 2010
  • 최근 증강현실(Augmented Reality)에 대한 관심이 증대되고, 이와 관련된 기술들이 발전함에 따라서 증강현실이 다양한 분야에 적용하려는 시도가 늘어나고 이에 대한 활용에도 기대가 모아지고 있다. 본 논문에서는 증강현실을 이용하여 유아용 학습 콘텐츠를 제작하고 구현하였다. 구현한 콘텐츠는 가상세계와 실제세계의 정확한 상호작용을 위하여 도서의 표지에 있는 마커에 유아에게 친숙한 캐릭터를 띄우므로 집중력을 높임과 동시에 학습보조자가 원활하게 콘텐츠를 사용할 수 있도록 하였다. 또한 콘텐츠의 페이지마다 여러 마커를 동시에 두어 콘텐츠의 일부분이 장애물에 의해 가려지더라도 원활한 마커 인식을 할 수 있도록 하였고 상황에 맞게 3D 모델(2D, 동영상 포함)이 증강되는 동시에 사운드가 재생되도록 하여 학습에서의 현존감과 몰입을 높여 학습효과를 극대화하는 결과를 얻을 수 있도록 제작하였다.

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Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.

Virtual learning environments for improving spatial sense of young children (유아의 공간감각 향상을 위한 가상학습공간 구축)

  • Cha, Eun-Mi;Kim, Hyun-Ju;Lee, Kyung-Mi;Lee, Jung-Wook;Kim, Eun-Jung;Lee, Soo-Jung;Hong, Eun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.783-787
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    • 2006
  • The 'spatial senses' mean environments and the instinctive responds to objects in the environments. The infancy is an important period to develop the basic capacity of the 'spatial senses'. Since young children can develop the 'spatial senses' throughout the actual and active search, it is essential for them to do experience through their physical actions. This paper proposes four motion based-contents for improving the spatial sense of young children: a bubble game, a cyber goalkeeper game, a mud-huddle game, and a shape recognition game. The proposed four games are implemented to the virtual learning environments. Also, the virtual learning environments utilize the realistic interfaces which can recognize motions of young children and then interact with the games as they do the movement at the virtual environments provided. Using the realistic interfaces not only develops young children's spatial sense but also offers them the pleasure and interest of self-study.

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Understanding Child - A Hermeneutic Understaning of Child's Cultures (유아 이해하기 - '유아 문화'에 대한 해석학적 이해)

  • Han, Sun-Ah
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.886-890
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    • 2009
  • Understanding' the child has recently become one of the most important issues at the early childhood education. It comes from sympathizing with the opinion that understanding the child only by the characteristics of the developmental stages has a certain limit and it needs the deep understanding which can not be solved by the existing quantitative researching method only. This study suggests reading the child's culture from the point of the hermeneutical view as one method in order to understand the child wholistically. By this, it is possible to understand and to analyze the child deeply, our subject to understand, including the past, the current and the future of the child, and I hope that it will become one communicating way to share the life and the culture of the child.

Design and Implementation of the Word Card Learning Content based on Mobile AR (모바일 AR 기반 낱말카드 교육 콘텐츠 설계 및 구현)

  • Jung, Ji-Eun;Chun, JiYoon;Choi, Yoo-Joo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.616-631
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    • 2015
  • This study proposes a mobile Augmented Reality (AR)-based "word card" learning tool for children aged 3 to 5. First, this study suggests a learning structure to improve motivation and immersion of learning, Secondly, it designs and implements the user interface applying the proposed learning structure. Also, it designs a content management tool supporting the production of the content so that instructors can easily manage the contents for various learners. This study is conducted by four steps - reference research, design of "word card" learning content for the learner, design of content management tool for the instructor and the effectiveness verification of the proposed content. The proposed content was designed based on an education content architecture for enhancement of immersion and motivation to study. Moreover, it includes an 'AR content management tool for instructor' designed to easily update AR education content. The class for six children aged 3 to 5 was given to validate the enhancement of immersion to study. Experiment results showed that the proposed content enhanced the study immersion and that special interaction design for early children was necessary.

지니키즈 vs 재미나라

  • Kim, Mun-Yeong
    • Digital Contents
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    • no.2 s.153
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    • pp.84-88
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    • 2006
  • 아이들은 흡수가 빠르다. 처음 보는 것, 처음 듣는 이야기, 처음 겪는 일들 모두 스펀지가 물을 빨아들이듯 빠르고 강력하게 흡수한다. 그래서 부모들은 자녀가 매우 어릴때부터 교육에 대해 고민한다. 아이가 뱃속에 있을 때는 태교에 힘쓰고, 영유아기에는 그 시기에 맞는 교육방법을 찾는다. 유아교육 사이트는 유아기의 자녀 교육을 고민하는 엄마들에게 인기 만점이다. 아이들이 흥미로워할 컴퓨터와 인터넷을 매개로, 재미있는 콘텐츠를 선보이는 유아교육 사이트에서 엄마와 아이는 함께 놀며 배운다.

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