• Title/Summary/Keyword: 콘텐츠 활용 분석

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Development and Application of the Teacher Education Model for Using Virtual and Augmented Reality Contents in Elementary Science Class (초등 과학 수업에서 가상현실과 증강현실 콘텐츠 활용을 위한 교사 교육 모델의 개발과 적용 사례)

  • Cha, Hyun-Jung;Ga, Seok-Hyun;Yoon, Hye-Gyoung
    • Journal of Korean Elementary Science Education
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    • v.43 no.3
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    • pp.415-432
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    • 2024
  • This study developed and applied the teacher education model and its principles for science classes using Virtual and Augmented Reality (VR/AR) content and analyzed preservice elementary teachers' feedback on the teacher education model and the changes in their perceptions as to the use of VR/AR content. First, existing Technological Pedagogical Content Knowledge (TPACK) teacher education models and prior studies on the use of the VR/AR contents were reviewed to derive the teacher education model to cultivate the VR/AR-TPACK and set the key principles for each of its stages. The developed teacher education model has five stages: exploration, mapping, collaborative design, practice, and reflection. Second, to examine the appropriateness of the model's five stages and principles, we applied it within the regular course of instruction at the university of education, which was attended by 25 preservice elementary teachers. This study collected data from surveys on the perception of the usage of VR/AR contents before and after the course, as well as the group lesson plans prepared by the preservice teachers, and their feedback on the teacher education model. The feedback on the teacher education model and the survey conducted by the preservice teachers before and after the course were analyzed through open coding and categorization. As a result, most preservice teachers expressed positive opinions about the activities and experiences at each stage of the implementation of the teacher education model. Perceptions related to the usage of the VR/AR content changed in three aspects: first, the vague positive perception of the VR/AR content has changed to a positive perception based on specific educational affordance. Second, they recognized the need for preparedness by anticipating potential problems associated with the use of the VR/AR content. Third, they came to view the VR/AR contents as a useful instructional resource that the teachers could use. Based on these results, we discussed the implications for the VR/AR-TPACK teacher education model and assessed the limitations of the research.

Social Network of Sports for All's Instructor and Occupational Achievement (사회체육지도자의 사회연결망과 직업성취)

  • Kim, Kyong-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.393-403
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    • 2012
  • This study is to investigate social network of sports for all's instructor and occupational achievement. To accomplish this goal, this study sampled 240 instructors of sports facilities of Seoul utilizing purposive sampling method in 2011. But this study finally used 203 samples in data analysis. Validity and reliability of instruments tested by expert meetings and reliability analysis. Chronbach's ${\alpha}$ is over .674. Data analysis is logistic regression analysis and multiple regression analysis using SPSSWIN 18.0. Conclusions are the followings. First, gender, number of employment influence on employment throughout individual network. Second, social network influences on occupational achievement. Namely, individual network influences on wage satisfaction, social network influences fitness of academic career.

Impacts of the TPM Activity Factor on Corporate's Performances (TPM 활동요인이 기업성과에 미치는 영향)

  • Yeon, Keyong-Hwa
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.476-484
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    • 2012
  • In this study, we performed an empirical study to decide whether the use of the TPM and TPM level of understanding of the parameters affect directly the TPM performances or not. In a TPM analysis of TPM activity factors, all factors directly affect the level of understanding. Especially individual improvement activities and autonomous activities are directly affect the performance, rather than depending on the degree of understanding of TPM to influence utilization and analyzed. In addition, training on the utilization and directly or indirectly to affect performance were analyzed. Companies take advantage of the TPM and TPM activities, the company's level of understanding of the factors and the TPM factors are closely dependent upon. Ongoing communication among TPM activities and the steady profits and sharing of comments on the risk based on the level of understanding of a TPM will be an important element in the company's performance.

Recreation Specialization According to the Leisure Constraint Negotiation Levels of Skiers (여가제약 협상 수준에 따른 레크리에이션 전문화 분석: 스키 참가자를 대상으로)

  • Hwang, Sunhwan;Kim, Jongho
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.386-394
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    • 2013
  • The purpose of the current study was to investigate the difference in recreation specialization levels based on the levels of leisure constraint negotiation and to examine the effect of leisure constraint negotiation on recreation specialization. A total of 374 skiers Kyonggi and Kangwon provinces was selected using the cluster sampling method. All respondents were divided into 3 groups based on the levels of leisure constraint negotiation and one-was ANOVA and regression analysis were conducted. The main findings were as follows: First, skiers were divided into 3 groups(high, middle, low) by the K-mean cluster analysis. Second, there were differences in past experience, centrality of life, financial investment, and overall recreation specialization based on the levels of leisure constraint negotiation. Finally, leisure constrain negotiation had a positive effect on recreation specialization.

A study on the Chinese Animation Film-focusing on the Chinese Culture feature (<대성귀래>를 통해본 중국 전통 스타일 연구)

  • Ma, qing;Choi, chul-yong
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.143-144
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    • 2016
  • 깊은 전통 문화를 지닌 중국 전통 요소들은 줄곧 예술 창작의 발원지였고 사람들에게 잘 알려진 신화, 전설과 고전 명작들을 탄생해냈다.<대성귀래>의 성공은 단지 수많은 애니메이터들의 꿈일 뿐만 아니라 중국 전통 요소들의 재차 발광과 승화이다. <대성귀래>는 중국 고전 <서유기>를 배경으로 영화 전반의 제작에 중국 요소를 활용함과 동시에 사상에 대한 전통 문화의 속박을 깨뜨려 현실 생활과 절묘하게 결합해 대중들에게 전면적이고 새로운 영화 이념을 펼쳐냈다.<대성귀래>를 연구 대상으로 하는 것은 우리가 중국 애니메이션 콘셉트의 발전 추이를 알아가는데 새로운 시각을 제공할 것이다. 본문은 중국 전통 요소인 <대성귀래> 속 배역과 장면 및 배경 음악의 활용에 대한 분석을 통해 <대성귀래>속 중국 요소가 뛰어난 빛을 낸 활용에 대해 연구하였다.

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Journal Subscription Value Curation Service Based on Incremental Big Data Learning (점진적 빅데이터 학습기반의 전자저널 구독가치 큐레이션 서비스)

  • Lee, Jeong-won;Jin, Seong-il
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.409-410
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    • 2019
  • 점진적 빅데이터 학습 기반의 전자저널 구독가치 큐레이션 서비스는 대용량의 학술정보 처리환경을 하드웨어 기반에서 소프트웨어 기반으로 데이터를 학습함에 있어 학습 소요시간 및 메모리 부족 문제 등을 해결하기 위해 널리 사용하는 자질축소 기법에 의존하지 않고 대량의 데이터를 자유롭게 학습하고 증분 데이터 변경요소만을 추가 반영할 수 있는 범용적이고 일반적인 분류기의 구조설계 방법이다. 학술정보의 논문요약과 참고문헌의 데이터 수집 정제 분류 저장 분석을 통해 활용할 수 있는 지표를 생성하여 도서관 학교 공공기관 연구기관 등에 제공하여 기관에서 구독하고 있는 학술지가 연구에 얼마나 활용되고 있는지를 판단하는 정보 가용성을 활용한 양질의 정보원을 확보하여 불필요한 저널 구독을 중단하고 연구자가 요구하는 품질 좋은 학술정보를 제공할 수 있는 서비스로 일반적인 학술문헌 이용도 평가방법과 달리 구독 가치에 대한 지표를 제공하는 큐레이팅 방법이다.

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A Study on the Success Factors of Mobile Game Using Webtoon IP (웹툰IP를 이용한 모바일게임의 성공 요인에 관한 연구)

  • Kim, Suk-Soon;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.539-542
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    • 2020
  • 모바일 게임의 시장에서 기존 PC 게임, 애니메이션, 웹툰 등 원작 IP를 활용한 게임들이 늘고 있다. 그중 웹툰 IP를 활용하여 제작되는 게임이 종종 출시되고 있지만 흥행하지 못하는 게 현재의 웹툰 IP 게임의 상황이다. 본 논문에서는 원작 IP 중 웹툰 IP를 기반으로 제작한 게임들의 특징을 살펴보고 성공요소와 실패요소에 대해 분석한다. 본 논문에서 제시한 성공요소와 실패요소는 웹툰 IP를 기반으로 게임을 개발할 때 고려할 요소로 활용할 수 있을 것이다.

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A Study on Analysis and Utilization of Public Sharing Bike Data - By applying the data of Ouling, Public Sharing Bike System in Sejong City (공유자전거 데이터 분석 및 활용방안 연구 세종특별자치시 공유자전거 어울링의 데이터를 적용하여)

  • An, Se-Yun;Ju, Hannah;Kim, So-Yeon;Jo, Min-Jun;Kim, Sungwhan
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.259-270
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    • 2021
  • Recently, interests in the use of Sharing Bike is increasing in consideration of eco-friendly transportation and safety from viruses. As the technology for collecting and storing data is improved with the development of ICTs, research on mobility using the Sharing Bike Data is also actively progressing. Therefore, this paper analyzes the properties of Sharing Bike Data and cases of researches on it through literature review, and based on the results of the review, data of Eoulling, the Sharing Bike System of Sejong City is analyzed as a way to utilize Sharing Bike Data. Most of the selected literature used structured data, and analyzed it through statistical methods or data mining. Through data analysis, it identified the current status, found out problems of the Sharing Bike System, proposed a solution to solve them, developed plans to activate the use of Sharing Bike. This provides basic data for efficient management and operation plans for Sharing Bike System. Ultimately, it will be possible to explore ways to improve mobility in urban spaces by utilizing Sharing Bike Data.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

A Study on the Illustration Content Used in Secondary School Textbooks : Focusing on the 'Society.Culture' Textbooks (중등학교 교과서에서 삽화 콘텐츠 활용 연구 : 고등학교 '사회.문화' 교과서를 중심으로)

  • Min, Il-Hong
    • Cartoon and Animation Studies
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    • s.18
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    • pp.57-72
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    • 2010
  • Textbooks used in Information Society need to use many illustrations and pictures which have positive effect in motivating and triggering students to study. "Pictures mean more than thousands of the word" says that it is significant to use media in class through visual materials. To meet the needs of the times, I examined one of the units, "IV Understanding Humans and Cultural Phenomena", among 7 authorized 'Society Culture' textbooks, so that there are 123 illustrations and 342 pictures that the percentage of them was 35.65% totally in the unit. On the examination of the frequency of using contents in each category, the illustrations are used 59 times (47.96%) in the research activity and the pictures 145 times (42.4%) in the context, which are most frequently used. Also on the examination into the actual states using contents among 'Society Culture' teachers by in-depth interviewing, they often use them when their class starts. And they require more increase in the illustrations than the pictures for easy and clear understanding and need more contents offering in the research activity to help students to study more interesting. Finally, on the result of the analysis of contents used in textbooks, exemplary cases were available to convey enough information without reading the context in the textbook because the proposed illustrations expressed the research activity's subject and the context's subject effectively. Even more, one illustration was able to indicate the sub-unit's subject while also presenting the content to be learned in the unit. However, improper cases included illustrations which are somewhat unrealistic or difficult to understand. Further, there are also some illustrations which are not related to the context. If these points are revised in the future, textbooks would be better.

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