• Title/Summary/Keyword: 학습자-콘텐츠 상호작용

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A Study on the Factors Affecting Learning Satisfaction and Continuous Use Intention of Real-Time Online Education Platform (실시간 온라인 교육 플랫폼의 학습만족도와 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Mei, Si-Yang;Lee, Dong-Myung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.342-353
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    • 2022
  • This study aims to help revitalize the real-time online education platform market by analyzing the instructor characteristics, content characteristics, and platform characteristics of real-time online education platforms for local learners in China. A total of 670 questionnaires were collected through an online survey and an empirical analysis was conducted. As a result of the analysis, first, except for attractiveness, which is the characteristic of the instructor, professionalism and sincerity had a significant positive influence on both learning satisfaction. Second, the usefulness, abundance, and appropriateness of content characteristics had a significant positive influence on learning satisfaction. Third, except for interaction, which is a platform characteristic, technology and convenience confirmed a significant positive influence relationship on both learning satisfaction. Fourth, learning satisfaction had a significant positive effect on the intention to continue using. This study presented practical implications for real-time online education platform and future research directions.

Design of Smart-Pergola System Based on Augment Reality (증강현실 기반 스마트퍼걸러(Smart-Pergola) 시스템의 설계)

  • Ji, Geun-Seok;Min, Byoung-Won;Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.11-12
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    • 2012
  • 현재 교육 융 복합 콘텐츠 서비스는 사용자의 용도와 목적에 대응하지 못하는 고정된 사용자 인터페이스를 제공하여 사용자의 필요에 의한 것이 아닌 제공자 기준의 단방향 서비스만을 제공함에 따라 서로 소통은 이루어졌으나 직접적인 커뮤니케이션이 불가능하다는 단점이 있다. 이러한 단점을 보완하고자 본 논문에서 제시한 스마트퍼걸러(Smart-Pergola) 시스템은 증강현실의 주요 기술인 디스플레이기술, 마커인식기술, 영상합성기술을 적용하여 사용자로 하여금 보다 친숙한 현실감 속에서 상호작용이 가능하며, 자발적인 학습참여 유도, 부모와 자녀사이의 교감학습증대 등 양방향 소셜 네트워크를 구축하여 적극적이고 활동적인 참여와 정보교류의 장이 될 수 있도록 시스템을 설계하였다.

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A Study on the Affordance Factors for Enhancing Safety Behavior in Safety Education App (안전교육 앱에서 안전행동 증진을 위한 어포던스 요인에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.489-497
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    • 2016
  • This study focused on the focus group interview based on the questionnaire. Prior to the interview, we used questionnaires from the previous researchers in order to select the questionnaires and interviews of the focus group. In order to measure the possibility, which is the expression characteristic of the safety education app, the items related to cognitive, sensual, physical, and safety behaviors were used as constituent factors. And the safety education app to analyze was selected 'Water Go GO!' App developed by the National Emergency Management Agency. The results of this study are as follows: First, the learner should help to participate in learning continuously in order to make meaningful learning activities in safety education app learning environment. Second, learners must interact with mobile devices in their apps to facilitate learning while reducing the number of factors that can interfere with learners' learning. This study is meaningful in that it can utilize this design principle as a guideline for enhancing safety behaviors.

A Study on the effect of Flipped Learning Program in Social Welfare Education (사회복지전공교육에서 플립러닝 교육방식의 효과)

  • Kim, So-Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.325-337
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    • 2017
  • The purpose of this study is to examine the effectiveness of flipped learning lesson on the human social behavior and social environment subject. In order to achieve this object, this study conducted qualitative analysis of class-evaluation and self-evaluation and quantitative analysis using the questionnaire. As a result, it was confirmed that flipped learning method works very effectively in the theoretical curriculum of social welfare. Participants assessed that their comprehension and presentation skills improved. In addition, their self-esteem improved after this class. However, this teaching may be rather negative for participants who had difficulties in pre-learning or a passive attitude. In order to improve this problems, the instructors should be prepared to make pre-learning better. As well as, they should prepare countermeasures for passive participants, and help interact well among the participants.

A Study on the Experience of Non-face-to-face Lecture by College Freshmen Using Focus Group Interview (포커스 그룹 인터뷰를 활용한 대학 신입생들의 비대면 강의 경험에 대한 연구)

  • Kang, Jin-Ho;Son, Sung-Min;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.397-408
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    • 2020
  • This study conducted a focus group interview with 15 college freshman from J college to find out their experiences in non-face-to-face lectures with COVID-19. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were 'Operation of non-face-to-face lectures in unprepared situations', 'Loss of orientation in lectures and departure from learning', 'One way listening', 'The convenience of taking a lectures'. The experience of 'Operating non-face-to-face lectures in unprepared situations' included the start of mixed non-face-to-face lectures, cumbersome and inconvenient online systems, and the demand for tuition refunds. The experience of 'Loss of orientation in lectures and departure from learning' has experienced difficulty in concentrating on lectures, Deficiency in the degree of recognition of learning content, and burden of assignments and exams. The experience of 'One way listening' has experienced lack of interaction between professors and learners and non reflection of liveliness in the field. Finally, participants experienced satisfaction with being able to lectures and repeat lectures at anytime and anywhere they wanted with the convenience of taking lectures. Based on this study, participants called for improvements in the quality lecture contents and interaction between professors and learners, and it is thought that universities will need administrative and financial support and education design and system construction to construct high-quality lecture contents.

Resolution Methods for Developer's Difficulties in the Serious Game Developing Process for Science Learning (과학 학습 기능성 게임 개발 과정에서 개발자가 겪는 어려움과 대처 방법)

  • Hwang, Hyunjung;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.121-132
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    • 2014
  • The main goal of this research is to invest the difficulties in the process of developing serious game for science learning to acquire the suggestion. We analysed the journals written by developers of game scenario on the procedure of the development and on the review of the accomplished game. Then we also interviewed the scenario developers as well as game developers. When interviewing the game developers, we passed them the thoughts and questions of scenario developers. The possible difficulties in developing serious game are form the difference of cognitions on the skills which can be embodied in the development process and interaction and communication problem between scenario developers and game developers. As a consequence of the research, we acquired some suggestions for developing serious game as follows; 1) Scenario developers and game developers must understand the concepts of serious game as well as learning theory; 2) Both scenario developers and game developers should be aware of secured technological capacity and allowed time period. 3) Scenario developer should take a part of game developer' role as using a learning contents authoring tool; 4) Scenario developers have to consistently interact with game developers in developing the games; 5) Scenario should be concretely described in detail; and 6) A Supervisor is essential to control both scenario developers and game developers.

University Professor's Experience and Demands of Online Teaching Method Content (대학 교수자의 온라인 교수법 콘텐츠 수강 경험 및 요구)

  • Min, Hyeree
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.744-758
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    • 2021
  • This study is aimed at identifying the possibility and effectiveness of teaching methods education for professors through the development of online teaching content and providing important implications for future online teaching content development and utilization strategies by looking at the differences in the experience and needs of professors who have taken online teaching content. A university surveyed 83 professors who took the seven teaching contents developed between 2015 and 2018, and took them from 2017 to 2019. As a result of the study, professors often took online teaching content for self-development purposes, were satisfied with the overall content, and cited the low psychological burden and resistance of education through personal learning, and the possibility of repeated learning online. The differences between importance and execution in content composition, the areas of statistically significant difference were easy-to-understand delivery, appropriate and sufficient examples, interest and motivation, facilitating interaction between learners, appropriate difficulty, reflection of current trends, appropriate presentation order and ethical composition. The importance level recognized by professors in the area was higher than execution level. In conclusion, opinions for improving online teaching content were appropriate and sufficient examples in the area of content composition, interest and motivation, and reflection of the latest trends. In the area of ease of use, there was stable playback, relay function, and location-independent.

A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms (메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.45-75
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    • 2022
  • The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.

Interactive Learning Tool Based on HTML5 Using Unplugged Contents (언플러그드 콘텐츠를 이용한 HTML5 기반의 상호작용적 학습 도구)

  • Park, Myeong-Chul;Park, Seok-Gyu;Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.73-79
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    • 2014
  • In the period of rising the importance of software education, unplugged activities has drawn attention as one of the various educational approaches. It has a good reputation in educational effectiveness and usefulness in an aspect of learning the principle of computer science. This paper proposes the tool that allows unplugged learning contents to be used in the web based on HTML5 in order to enhance its merits and accessibilities. The proposed tool is easy to access because it is operated on the level of web browser with no plug in or extra application programs. In addition, as a learner focused contents aiming at interaction on the web environment, it is well organized for school class room.

Effects of Pair Types on English Vocabulary Acquisition (짝 구성 유형이 영어어휘습득에 미치는 효과)

  • Jang, Yong-Seon
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.332-344
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    • 2016
  • This study aimed at investigating the effects of grouping participants in pairs according to their relative vocabulary proficiency on the incidental improvement of vocabulary knowledge. Forty six university students were divided into three groups (high-high(n=14), high-low(n=18), or low-low(n=14)) and took part in the study. They performed three vocabulary activities in pairs as extra-class works. Data were collected from one receptive vocabulary knowledge test scores before treatment and two posttest scores after treatment. The results showed that, unlike former study results, HL dyads acquired more vocabulary receptively and productively than HH or LL dyads did, which demonstrated that collaborative pair activity was conducive to the growth of vocabulary knowledge. Furthermore, not only higher proficiency participants in HL pairs made greater vocabulary gains than participants in HH pairs did but also lower proficiency participants gained more vocabulary than participants in LL pairs did. Based on these results, we discussed pedagogical implications.