• Title/Summary/Keyword: Educational content

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Educational Use of IPTV: Issues and Future Directions

  • LEEM, Junghoon;HAN, Seungyeon;KIM, Seri
    • Educational Technology International
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    • v.10 no.2
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    • pp.85-105
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    • 2009
  • National support for use of IPTV in school has increased for the purpose of enhancing public education. As a convergence media, IPTV is expected to create a better and more successful learning experience with individualized content and advanced technology. While the potential benefits of IPTV have been discussed in different perspectives, we cannot fully benefit from new media without careful preparation and pedagogical consideration. Therefore, purpose of this study was to investigate educational use and applicability of IPTV in Korea. First, it redefines the concept and characteristics of IPTV in an educational context. Second, it identifies the main issues and considerations in practice. Lastly, the paper discusses guidelines for future tasks to facilitate the educational use of IPTV in terms of educational application, technological issues (e.g., LMS, set-top box), and content development.

Journal Content Analysis of ETR&D and the Journal of Educational Technology of Korea

  • JO, Il-Hyun
    • Educational Technology International
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    • v.6 no.2
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    • pp.11-21
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    • 2005
  • The study analyzed the topics and the types of the selected articles from the 20-year-old Journal of Educational Technology(JET), flagship journal of the Korean Society of Educational Technology. Further the results were compared with those of the Educational Technology Research & Development journal. Results indicate that the JET has grown in terms of quantity and quality since its birth 20 years ago. The JET seems to be independent as a young adult. Some issues and concerns were also identified: The articles of the JET are more inclined to Experimental design in terms of research type, and to Design in terms of research topic. Balance across Types and Topics needs be kept for long-term, healthier growth. The emergence of e-Learning and high technology of Korea offered opportunities to the field. However, the monopoly of e-Learning that consumes most of the limited space of the JET raises a red flag. More balanced and quality-oriented endeavors were suggested for another 20 years coming.

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.72-79
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    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.

The Design of the Information & Communication Ethics Education Web Contents for Prevention of Internet reverse functions (인터넷 역기능 예방을 위한 정보통신 윤리 교육용 웹 콘텐츠 설계)

  • Lee, Yun-Bae;Kim, Hye-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.7
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    • pp.1604-1612
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    • 2011
  • This is the development of educational content that provides online ethical education to adolescents. Internet oriented education content is not only limited by time and place, but also enables students to do self-motivated study. In addition, it is not unilateral education in which teachers only give lectures but also requires students to seek for information so that they can interact with teachers. Therefore, in this paper, we are going to observe the basic concept and principle of information communication ethnical education, educational contents and how to do self-motivated study to reveal the necessity of implementing educational content. This course of education is compared and analyzed to preceding studies on which online educational contents are established.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.67-74
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    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

Analysis of Item Contents of 2010, 2011 National Assessment of Educational Achievement at elementary school for deduction of suggestions to the mathematics teaching-learning (수학과 교수.학습 시사점 도출을 위한 2010, 2011년 국가수준 초등학교 학업성취도 평가 문항 내용 비교 분석)

  • Jo, Yun Dong;Ko, Ho Kyoung
    • The Mathematical Education
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    • v.51 no.4
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    • pp.395-413
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    • 2012
  • National Assessment of Educational Achievement(NAEA) is important standard reference to become the basic data for confirming the effect of the curriculum administrated and the educational policies put in force presently and preparing the new curriculum and educational policies. In this paper, we looked into the mean and standard deviation of the calibrated score of whole group and male/female students, the correct answer ratio of each performance level and the correct answer ratio of each content domain, etc. in the results of NAEA at 6th elementary school. The analytic objects are 2010 and 2011 NAEA that are changed into complete enumeration survey and the standard reference prepared on the basis of the new calibrated score is applied to. And we analysed and compared correct answer ratio of the each content domain and each item to conform the difference between male and female students. On the basis of the these informations, we investigated that here is what kind of characteristics and trends to the whole group and what kind of suggestions to the teaching-learning. And we were going to provide the information of the needs to understand which content of mathematics is needed and which thinking methods are needed.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
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    • v.25 no.1
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    • pp.27-65
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    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

Analysis of SNE Learner's Performance Using NASA Scaling

  • Naveen, A.;Babu, Sangita
    • Journal of the Korea Convergence Society
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    • v.5 no.3
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    • pp.45-51
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    • 2014
  • Computer science and computing technologies are applied into mathematical, science, medical, engineering and educational applications. The models are used to solve the issues in all the domains. Educational systems are used top down, bottom up, Gap Analysis model in the educational learning system. Educational learning process integrated with Lerner, content and the methodology. The Learners and content are same in the educational system or similar courses but the teaching methodologies are differing one with another. The determinations of teaching methodologies are based on the factors related to that particular model or subject. The learning model influencing determinations are made by the surveys, analysis and observation of data to maximize the learning outcome. This paper attempted to evaluate the SNE learners cognitive using NASA Scaling.