• 제목/요약/키워드: Korean Media Educational Model

검색결과 70건 처리시간 0.032초

DEA와 AHP를 이용한 대학의 성과 평가 (The Performance Evaluation of Universities using DEA and AHP Model)

  • 한유정;한창희
    • 산업경영시스템학회지
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    • 제37권3호
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    • pp.51-63
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    • 2014
  • Because of the changing educational environments, Korean universities have to stand up to the challenge of enhancing their performances in educational activities. Therefore, Korean universities should seek ways to improve its competitiveness. The evaluation of Korean universities has been conducted by the Government and other media agencies like JoongAng's Daily to promote the development of universities. The purpose of this study is to evaluate and compare the relative efficiency of Korean universities using DEA (Data Envelopment Analysis) and AHP (Analytic Hierarchy Process) models. To produce reasonable results, major input and output variables have been determined in a step using a Profiling method, Spearman correlation analysis and AHP model. Also, this study shows that the relative efficiency for Korean universities is obtained not only based on quantity of output, but also on the basis of the quality of the output. Drawing upon the results of the analysis, this study provides a comprehensive and practical method for evaluating the performance of universities in terms of efficiency.

고등학교에서의 가정과교육 -고등학교 가정과 단시수업 설계- (1990년도 제 2차 학술대회) (Lesson Design of Upper Secondary Home Economics education)

  • 전귀연;서영숙
    • 한국가정과교육학회지
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    • 제2권1호
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    • pp.123-142
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    • 1990
  • The aim of this study is to apply lesson design of high school home economics to model which consists of six steps of instructional procedure among various models for instructional design, Through thesis, central content of each step was written as follows; 1) At the step of establishment of terminal instructional objectives, educational objectives, terminal instructional objectives was analyzed and specific instructional objectives was extracted. 3) At the step of diagnosis of entering behavior, ability of prior learning and ability of preliminary learning were evaluated, which was used as establishing instructional strategy and doing individual guidance. 4)At the step of determining instructional strategy, instructional strategy should be extracted by considering instructional event which is adequate to content of instruction. Instructional strategy consists of five main factor, factors, those are, activity of introduction of instruction, presentation of content of instruction and information, participation of learner and learning activity, identification of learning result, and subsequent treatment after evaluation. 5)Specific activity at the step of selection and development of instructional media consists of reidentification of instructional objectives determination of learning type, drawing up instructional media analysis sheet, synthesis of selected media, and explanatory note of selected media. In order to increase efficiency of instruction at the step of determining instructional strategy, this step should be considered simultaneously. 6)The step of try-out and evaluation of instructional design should be efficient when designed instruction was inputted at class after evaluation of each step of instructional design.

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Comprehensive Analysis of Chicken Vessels as Microvascular Anastomosis Training Model

  • Kang, Bo Young;Jeon, Byung-Joon;Lee, Kyeong-Tae;Mun, Goo-Hyun
    • Archives of Plastic Surgery
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    • 제44권1호
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    • pp.12-18
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    • 2017
  • Background Nonliving chickens are commonly used as a microvascular anastomosis training model. However, previous studies have investigated only a few types of vessel, and no study has compared the characteristics of the various vessels. The present study evaluated the anatomic characteristics of various chicken vessels as a training model. Methods Eight vessels-the brachial artery, basilic vein, radial artery, ulnar artery, ischiatic artery and vein, cranial tibial artery, and common dorsal metatarsal artery-were evaluated in 26 fresh chickens and 30 chicken feet for external diameter (ED) and thicknesses of the tunica adventitia and media. The dissection time from skin incision to application of vessel clamps was also measured. Results The EDs of the vessels varied. The ischiatic vein had the largest ED of $2.69{\pm}0.33mm$, followed by the basilic vein ($1.88{\pm}0.36mm$), ischiatic artery ($1.68{\pm}0.24mm$), common dorsal metatarsal artery ($1.23{\pm}0.23mm$), cranial tibial artery ($1.18{\pm}0.19mm$), brachial artery ($1.08{\pm}0.15mm$), ulnar artery ($0.82{\pm}0.13mm$), and radial artery ($0.56{\pm}0.12mm$), and the order of size was consistent across all subjects. Thicknesses of the tunica adventitia and media were also diverse, ranging from $74.09{\pm}19.91{\mu}m$ to $158.66{\pm}40.25{\mu}m$ (adventitia) and from $31.2{\pm}7.13{\mu}m$ to $154.15{\pm}46.48{\mu}m$ (media), respectively. Mean dissection time was <3 minutes for all vessels. Conclusions Our results suggest that nonliving chickens can provide various vessels with different anatomic characteristics, which can allow trainees the choice of an appropriate microvascular anastomosis training model depending on their purpose and skillfulness.

호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육 (Media Literacy Education in the Australian Curriculum: Media Art)

  • 박유신
    • 만화애니메이션 연구
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    • 통권48호
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    • pp.271-310
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    • 2017
  • 이 논문은 호주의 국가교육과정 ACARA의 예술교육과정인 미디어 아트 과목의 구성 및 그 내용을 살펴보고, 한국의 교육과정에 주는 시사점을 논의한다. 미디어 아트과목에서 다루는 미디어는 TV, 영화, 비디오, 신문, 라디오, 비디오 게임, 인터넷 및 모바일 미디어 등을 포괄하는 복합 양식적 미디어 전반과 그 콘텐츠이다. ACARA에 나타난 미디어 아트 교육과정의 목표는 일반적으로 다양한 목적과 청중을 대상으로 한 의사소통기술의 창조적 사용, 지식, 이해, 기술을 발전시키는 데에 있다. 미디어 아트 과목을 통해 학생 개인과 공동체는 자신들을 둘러싼 풍부한 문화와 실제적 의사소통에 참여하고, 이를 실험하면서 언어, 기술, 제도, 청중, 재현의 5개 핵심개념에 대한 지식과 이해를 발전시키게 된다. 본 연구의 시사점은 다음과 같다. ACARA의 미디어 아트 교육과정은 독립적 예술교육과정으로 개발되어 호주 교육과정 내에서 특별히 중요성을 지니고 있음을 알 수 있다. ACARA의 미디어 아트 교육과정은 독립적인 교과로 구성되어 있으나, 그 실행에 있어서 다른 과목들과 긴밀하게 연계되어 지도되도록 교육과정상에서 제안되고 있다. 교육과정 구성상의 체계성과 정교함은 교사 차원의 교수 학습 설계 및 평가 측면에 있어서 매우 효과적으로 구성되어 있다. ACARA의 미디어 아트 교육과정은 미디어 리터러시 교육을 국가 및 주 차원에서 선도적으로 실행해 온 호주의 사례라는 점에서 한국 미디어 리터러시 교육과정 구성에 있어서 향후 많은 도움이 될 것으로 생각된다.

디지털 환경에서의 제품 디자인 프로세스 모형 연구 (A Study of Product Design Process Model for Digital Environment)

  • 조성근
    • 기술사
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    • 제35권5호
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    • pp.78-84
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    • 2002
  • From designers' viewpoint, today, the major environmental change can be found in the digital environment. Especially, more than the development of physical product which can be characterized as the backup of old function and realization of new function in the field of product design, as the digital product development of program style that exists without substance is deepened, the development of the digital design media has been accelerating. However, it is the recent matter that the link with educational system about the added value which could be embodied by digitech, and the interdisciplinary research about producing goods become regular. The construction of the industrial design development process based on the digital environment must be the major research object. Therefore, the goal of my research is to present the concept of the product design process model required in the digital environment.

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어린이 영어교육을 위한 컴퓨터 게임 모형 (A model of computer games for childhood English education)

  • 정동빈;김주은
    • 영어어문교육
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    • 제10권2호
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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건축설계에서 융합설계를 위한 디지털 모델과 물리 모델의 역할과 상호보완성 - 건축설계 회사와 교육환경의 사례를 중심으로 - (Synergies between Digital Models and Physical Models in Convergence Design - Case Studies using Projects of Architectural Firms and Educational Environments -)

  • 김도영
    • 한국BIM학회 논문집
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    • 제9권2호
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    • pp.29-44
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    • 2019
  • This paper is to explore examples of complementary use of digital and physical models. The reason for this is to suggest a method for commercializing architectural design considering high technology. These cases are the practical and educational environment in which design processes based on digital computation technology are performed. Also, in this environment, analog design media (eg, physical models) still being used in the design process using digital computing. Indeed, in this environment, designers are exploiting digital and physical models to address the types of risks that can be discovered when designs are implemented and these risks. By analyzing these cases, we define the roles of digital and physical models to visualize and resolve risks. This paper focuses on one of method as "prototyping", which is used in the field of machinery and is a difficult method to carry out in the conventional design process. In particular, designers look for benefits that encourage designers in utilizing current digital computation technologies (eg, parametric design, simulation, building information models, and digital fabrication). Among the roles of the physical model, roles that can not be replaced by the digital model are explored. It is clear that this case-based study has difficulty in generalizing the design method. However, it helps the designers of today's practical and educational environment to verify and design the actual details of construction and operation when applying and developing unfamiliar materials and methods in the field of architecture.

대학생들의 학습 매체에 대한 만족 및 불만족 요인에 관한 연구: 태블릿PC와 디지털 펜을 중심으로 (A Study of Undergraduate Students' Satisfaction and Dissatisfaction Factors with the Learning Media: Focusing on Tablet PCs and Digital Pens)

  • 이준영
    • 실천공학교육논문지
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    • 제15권2호
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    • pp.389-400
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    • 2023
  • 정보통신 분야의 기술적 진보를 통해 다양한 종류의 스마트 기기들이 등장하고 활용되면서 사람들의 사용 행태와 환경에도 많은 변화가 발생했다. 이러한 변화는 학습 환경에서도 적용되어, 다양한 스마트 기기들이 학습 환경에 등장하고 있으며 학습자의 학습 행동 양식 또한 달라지고 있다. 이 연구에서는 학습 매체 및 필기 도구로 활용되는 스마트 기기 중 최근 등장한 디지털 펜과 태블릿PC를 중심으로, 이를 활용한 디지털 필기 행동에 대한 학습자의 인식을 알아보고자 한다. 기대 일치 모형을 활용하여, 대학생들의 태블릿PC와 디지털 펜에 대한 사전 기대 및 이후 사용 경험과의 비교를 통해 기대 (불)일치 및 (불)만족 요인에 대한 연구를 수행하였다. 이를 위해 국내 C 대학교의 학생들을 대상으로 개방형 설문을 진행하고, 해당 응답을 질적 내용 분석을 통해 분석하여 네 가지 기대 일치 및 만족 요인과 세 가지 기대 불일치 및 불만족 요인을 도출하였다. 이후 결과를 바탕으로 학술적 및 교육적 시사점을 제공하였다.

형태적 관점의 콘텐츠 UI구조 분석 방법 설계 (Design of method to analyze UI structure of contents based on the Morphology)

  • 윤봉식
    • 스마트미디어저널
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    • 제8권4호
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    • pp.58-63
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    • 2019
  • 모바일디바이스시장의 성장은 교육시장의 변화를 가져왔고 다양한 미디어 교육의 양적 성장으로 이어지고 있다. 특히 기존 PC나 콘솔에 비해 인터렉션이 우수한 태블릿 등 스마트디바이스는 사용자의 사용성을 높일 수 있는 콘텐츠 양산에 이바지하고 있고 다양한 유형의 교육형 콘텐츠들이 개발되어 소비자들의 전통적 교육방법에 변화를 유도하고 있다. 최근 많은 연구들이 콘텐츠의 유력한 개발방법이나 마케팅 요소를 제안하고 있으나 아직까지는 교육형 게임 개발을 위한 사용성을 개발기업이나 개발자의 감각에 의존하고 있어 실제 사용자의 스마트디바이스기반 사용성과 경험환경에 대한 연구가 필요하다. 본 연구는 사용자 경험환경 분석을 위한 기반 연구로 기 출시된 인기 게임을 대상으로 게임형 교육콘텐츠의 사용성 분석을 위한 직관적 통계처리방법을 형태적 관점에서 제안하고자 한다. 특히 게임산업은 충분한 시료를 가지고 있어 빅데이터기반 연구가 가능한 유사 범주의 시료가 확보 가능하여 본 연구에서 제시하는 분석기법을 통해 다수의 공동 개발인력 간 즉각적인 의사결정을 위해 사용이 가능하며 반복되는 개발과정 간 누적된 데이터를 활용할 수 있는 긍정적인 자료원 확보에도 긍정적이어서 이업종 간 소통이 가능한 분석모델로 기대된다.

The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.