• Title/Summary/Keyword: 콘텐츠 교육 과정

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An Analysis on Research Trend in Eco-Early Childhood Education (생태유아교육 연구동향 분석 -학위 논문을 중심으로-)

  • Son, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.566-574
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    • 2016
  • The purpose of this study was to determine the viewing trends in eco-childhood education. Analyte is analyzed, such as from 10 March 2008 and 2015 annual target of 97 pieces of thesis until March trends, research content, research methods. As a result, first, the ecological childhood education subjects infant destination, Teachers, took place in indoor and outdoor environments subject, parent targeted net was a study of the most frequent targets 5 years of single age, 4 years old, 3 years old, It was a three-order. Second, the research method consisted of the most experimental studies. Third, research topics include ecology toddler exploring related variables of education, ecological infant was the most common educational programs academic and theoretical basis for the direction sought, ecological Early Childhood Curriculum understanding and national levels of the education process, linking childcare courses, ecology teacher education the program was in order. Fourth, training in experiential learning is the most common forest garden gardening had appeared, walking activities, ecology, art, spirituality, work, raise animals and plants, environmental education in order.

A Study of Advertisement Businessmen's Perceptions of Advertisement Education in College (대학광고교육에 대한 광고실무자 인식연구)

  • Kim, Jun-Whai
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.193-204
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    • 2007
  • In accordance with the rapid growth of advertisement business, the advertisement education in college also has grown in quantity. But compared with this growth in volume, the dissatisfaction with curriculum and alumni's business ability is a problem to be settled in advertisement education. The purpose of this research is to provide creative ideas for the improvement of advertisement education in college that is needed for the advertisement field, by means of a survey for those who are concerned in advertisement education including personnel managers in advertisement companies and senior workers who have worked with new faces. The survey was done for 137 employees who are working for advertisement companies. The result of this research shows that there are differences between the education content provided by advertisement education in colleges and the ability needed for business. This research suggests that the curriculum in college should be operated to create the ability required in advertisement business, and two parties concerned in advertisement education (college and advertisement company) need to continually try to extend the mutual interest and understanding.

A Study on the Learning Framework and Curriculum of Core Competency-Based Learning in English Education Major (영어교육전공의 핵심역량중심 학습 프레임워크와 교육과정 개발에 대한 연구)

  • Kim, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.459-468
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    • 2021
  • The purposes of this study were to present the learning framework and curriculum direction of the English education major and to suggest ways to enhance the English education-related curriculum and core competency more effectively. For these purposes, the needs of students in the English education department were identified and analyzed. After that, based on these results, Education 2030 Project and the 2015 revised English curriculum, the core competency-oriented education method of the English education department was proposed. The survey results are as follows: Many students in the Department of English Education were interested in their competencies, but did not know what they needed and how to actually strengthen them. They wanted to strengthen their competency with a core competency-oriented major curriculum. The results of this study, reflecting the national needs and core competencies of universities, suggested the direction for the development of the curriculum of the Department of English Education. In addition, the curriculum, teaching methods, and evaluation methods were organically linked to suggest ways to cultivate the required competencies more effectively.

The Status and Direction of Creative Writing Education (창의적 글쓰기 교육의 현황과 방향)

  • Kim, Minhee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.311-321
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    • 2020
  • This paper presents the current status of creative writing education through examining studies which have been published since 2000 and discusses the future direction. Following the Korean government's educational slogan to nurture creative and competent talents, creative writing, as one of foundational skills across disciplines, had begun to be introduced into the curriculum of liberal arts colleges from early 2000s and has become a required course since 2015. Although many studies on creative writing education have been conducted during this period, whether creative writing, which enhances creativity dealt in cognitive sciences, can be recognized as an independent field of study calls for in-depth discussion. The ongoing issues concerning creative writing education involve a lack of professional instructors and absence of the operational and evaluative system. What's necessary is a clear definition of the extent of creative writing education; the educational efficiency of the proposed contents also need further verification. Therefore, as the basis for future constructive conversation, the current paper recapitulates the literature on creative writing education in Korean universities, classifying studies based on periods and cases of contents, and presents the direction regarding the operation of and research on creative writing education.

The Perception of Secondary School Principals on Competency Education (학교 현장에서 역량교육 실행에 대한 학교장의 인식 탐색)

  • Cho, Bokyung;Jeon, Young-Joo
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.247-257
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    • 2021
  • It seems likely that the characteristics of future society will include an emphasis on diverse and expansive data sets and the use of AI technology. Because of this, school leaders within the traditional, textbook based educational framework there will be changes should meet the 2015 Revised National Curriculum and prepare students for future societies. The purpose of this research paper was to suggest the nature of and policies necessary for better educational processes in middle and high schools after they've been improved in accordance with the 2015 Revised National Curriculum. This paper implemented its survey and interview of school principals through the guidelines provided by UNESCO Bangkok's transversal competence research. Analysis results and research participants were practicing strengthened education in the course of their daily activities. The educators involved received positive evaluation from their students. Further, pedagogical opinions were suggested regarding the effects of school principals on various strengthened education elements. This paper's suggestions within the context of the 2015 Revised National Curriculum are expected to continue reinforcing the overall positive effect of the currently in practice strengthened education methods. Furthermore, it can contribute to the development of the next National Curriculum with empricial data.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.61-69
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    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.

Analysis on the Satisfaction of the Cyber Graduate Student: Focusing on J University Case (원격대학원생 학습만족도 분석: J대학 사례를 중심으로)

  • LEE, Jungyull
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.515-522
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    • 2021
  • In this study, 186 remote graduate students from J University were surveyed and interviewed in-depth to see if their satisfaction varies depending on their gender, semester, and major, and the results were as follows. First, the gender satisfaction of remote graduate students was shown to be statistical significance differences between men and women in professors, offline activities, and class evaluations, all of which showed that men were significantly higher than women. Second, the satisfaction level of each semester of remote graduate students was shown to be significantly different in curriculum, LMS, lecture content quality, and offline activities, and tended to increase as the school year went up. Third, the satisfaction level of remote graduate students by major was found to have significant differences in other factors except LMS and class contents, with the highest educational administration. The results of this study are expected to be used as basic data to improve elements absolutely necessary for student-centered education, such as curriculum of remote graduate schools, establishment of learning platform (LMS), and development and production of lecture contents.

Design of a Smart Music Learning Device that can interact with each other using a transparent touch panel (투명 터치패널을 이용한 상호작용이 가능한 스마트 음악학습기의 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.127-132
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    • 2020
  • The Smart Music Learning Device(SMLD) presented in this paper constructs the display part by attaching the touch panel to both sides of the transparent panel. The main processing unit uses raspberry pie, and the operating system uses Android. On the transparent panel, music education contents are displayed, and on the touch panels 1 and 2, the inputs of learners and instructors are accepted. The signal input from the touch panels 1 and 2 controls the progress of the music education contents through a process in the main processing unit. This control process design and implement a two - sided panel - based interactive training algorithm. This device aims at musical education based on mutual understanding. Therefore, it conducts face-to-face education using music education contents presented through transparent panel. This allows the instructor to know in real time the response to the learner, thus improving the understanding of the learning and the quality of the education. Also, the learner's concentration can be improved.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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