• Title/Summary/Keyword: Learning Media

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Possibility of Intergenerational Exchange in Corporations: A Case Study of Reverse Mentoring on its Purpose and Success Factors (기업 내 세대 교류의 가능성: 국내외 리버스멘토링 (Reverse Mentoring)프로그램 도입 및 성공요소 사례연구)

  • Kim, Ju Hyun;Lee, Ahyoung;Chung, Soondool
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.457-475
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    • 2021
  • As Korean society enters an aged society, there is an increasing situation in which various generations coexist in the workplace. This study aimed to analyze corporate reverse mentoring in light of generational exchange. Through the case study methods using literature research and interviews, we categorized the objectives of starting reverse mentoring programs in domestic and foreign companies, and analyzed the possibility of generational exchange with the cases of company A in the US and B in Korea extracted by purposive sampling. Based on social exchange theory, organizational age theory, and generational solidarity theory, the analysis framework presented three propositions: 1) mutual benefit 2) balanced contribution, and 3) sustainability. As a result of the case analyses, there were three main objectives of introducing reverse mentoring: learning IT/social media, promoting corporate diversity, and understanding new trends in the younger generation. In the case of A company in the US and B company in Korea, there was a similarity in mutual benefit and balanced contribution. However, regarding sustainability, there was room for improvement in company B in Korea unlike company A in the US. We expect that reverse mentoring will provide important criteria for success in terms of generational exchange within organizations where various generations coexist in the future.

Comparison of Artificial Intelligence Multitask Performance using Object Detection and Foreground Image (물체탐색과 전경영상을 이용한 인공지능 멀티태스크 성능 비교)

  • Jeong, Min Hyuk;Kim, Sang-Kyun;Lee, Jin Young;Choo, Hyon-Gon;Lee, HeeKyung;Cheong, Won-Sik
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.308-317
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    • 2022
  • Researches are underway to efficiently reduce the size of video data transmitted and stored in the image analysis process using deep learning-based machine vision technology. MPEG (Moving Picture Expert Group) has newly established a standardization project called VCM (Video Coding for Machine) and is conducting research on video encoding for machines rather than video encoding for humans. We are researching a multitask that performs various tasks with one image input. The proposed pipeline does not perform all object detection of each task that should precede object detection, but precedes it only once and uses the result as an input for each task. In this paper, we propose a pipeline for efficient multitasking and perform comparative experiments on compression efficiency, execution time, and result accuracy of the input image to check the efficiency. As a result of the experiment, the capacity of the input image decreased by more than 97.5%, while the accuracy of the result decreased slightly, confirming the possibility of efficient multitasking.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.53-61
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    • 2022
  • Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.

A Study on Problems and Improvement Plans of Non-Face-to-Face Midi Classes (비대면 미디 수업의 문제점과 개선 방안 연구)

  • Baek, Sung-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.267-277
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    • 2021
  • Both teachers and learners should participate in non-face-to-face class due to COVID-19. The non-face-to-face class has brought about many problems, where they made adequate preparations for such abrupt situation. This study attempted to understand and improve problems occurring during non-face-to-face midi class. The findings are as follows: First, there were differences in equipment available to contact and non-face-to-face class. Such a problem could be improved by using Reaper, DAW which can be installed and freely utilized without any functional limits, regardless of the types of operating systems. Second, latency could not be reduced, when the screen share function of Zoom was used, since it was impossible to select audio interface's drivers in DAW. This problem was improved by again receiving audio output as input and sending it, from the perspectives of teachers. In addition, learners who used the operating system of Windows and have no audio interfaces usually suffer from latency during practices. The latency can be reduced by installing Asio4all. Third, image degradation and screen disconnection phenomena occurred due to the lack of resource. Two computers were connected by using a capture board and the screen disconnection phenomena could be improved by distributing resources and maintaining high-resolution. The system for allowing non-face-to-face midi class could be successfully established, as one more computer was connected by using Vienna Ensemble Pro and more plug-ins were used by securing additional resources. Consequently, the problems of non-face-to-face midi class could be understood and improved.

Analysis of public opinion in the 20th presidential election using YouTube data (유튜브 데이터를 활용한 20대 대선 여론분석)

  • Kang, Eunkyung;Yang, Seonuk;Kwon, Jiyoon;Yang, Sung-Byung
    • Journal of Intelligence and Information Systems
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    • v.28 no.3
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    • pp.161-183
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    • 2022
  • Opinion polls have become a powerful means for election campaigns and one of the most important subjects in the media in that they predict the actual election results and influence people's voting behavior. However, the more active the polls, the more often they fail to properly reflect the voters' minds in measuring the effectiveness of election campaigns, such as repeatedly conducting polls on the likelihood of winning or support rather than verifying the pledges and policies of candidates. Even if the poor predictions of the election results of the polls have undermined the authority of the press, people cannot easily let go of their interest in polls because there is no clear alternative to answer the instinctive question of which candidate will ultimately win. In this regard, we attempt to retrospectively grasp public opinion on the 20th presidential election by applying the 'YouTube Analysis' function of Sometrend, which provides an environment for discovering insights through online big data. Through this study, it is confirmed that a result close to the actual public opinion (or opinion poll results) can be easily derived with simple YouTube data results, and a high-performance public opinion prediction model can be built.

An Analysis of the Teacher Librarian's Duties and Competencies Embedded in the IB International School Job Advertisement (IB 국제학교 구인광고에 담긴 사서교사의 직무 및 역량 분석)

  • Eun-Hae, Kim;Gi-Ho, Song
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.4
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    • pp.5-25
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    • 2022
  • The purpose of this study is to analyze the duties and competencies of the teacher librarian required by schools as consumers to operate the curriculum, and to suggest ways to improve their professionality. To this end, the duties and competencies included in 20 job advertisements posted by IB schools to select teacher librarians were analyzed based on the IFLA School Library Guidelines. As a result of the analysis, it was found that the duties and competencies of IB schools are based on the IB curriculum guidelines and this guideline is based on the educational philosophy and learner image that IBO curriculum aims. And the job that schools want the most from the teacher librarian is teaching through library collection management and collaboration, and the main competencies for this are communication and collaboration skills, teaching-learning·curriculum·education design and operation, and digital & media literacy. The results of this analysis show that the professionalism should be based on the vision for the educated person and learner capabilities presented in the curriculum. Based on this results, in this study the ways for developing teacher librarians' professionalism were presented in the following aspects. First, including the educational responsibilities of the school library in the Arrangement and Implementation Guideline of National Level Curriculum. Second, Classifying human resources' duties through revision of the Enforcement Decree of the School Library Promotion Act. Third, reorganizing of basic courses to acquire teacher librarian qualifications and introducing a demonstration of collaborative teaching in the eduactional practice and the certification examination.

Digital color practice using Adobe AI intelligence research on application method - Focusing on color practice through Adobe Sensei - (어도비 AI 지능을 활용한 디지털 색채 실습에 관한 적용방식 연구 -쎈쎄이(Adobe Sensei)을 통한 색채 실습을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.801-806
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    • 2022
  • In the modern era, the necessity of color capability in the digital era is the demand of the era, and research on improving color practice on the subdivided digital four areas that are not in the existing practice is needed. For digital majors who are difficult to solve in existing paint color practice, classes in digital color practice in four more specialized areas are needed, and the use of efficient artificial intelligence was studied for classes in digitized color and color sense. In this paper, we tried to show the expansion of the color practice area by suggesting digital color practice and color matching method based on Photoshop artificial intelligence and big data technology that existing color and color matching were practice that only CMYK could do. In addition, based on the color quantification data of individual users provided by the latest Adobe Sceney program artificial intelligence, the purpose of the practice was to improve learners' predictions of actual color combinations and random colors using filter effects. In conclusion, it is a study on the use of programs that eliminate ambiguity in the mixing process of existing paint practice, secure digital color details, and propose a practical method that can provide effective learning methods for beginners and intermediates to develop their senses through artificial intelligence support. The Adobe program practice method necessary for coloration and main color through theoretical consideration and improvement of teaching skills that are better than existing paint practice were presented.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

A Study on the Development and Validation of Digital Literacy Measurement for Middle School Students

  • Hee Chul Kim;Ji Young Lim;Iljun Park;Myoeun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.177-188
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    • 2023
  • The purpose of this study is to develop and validate a scale for measuring digital literacy by identifying the factors consisting of digital literacy and extracting items for each factor. Preliminary items for the Delphi study were developed through the analysis of previous literature and the deliberation of the research team. As a result of two rounds of the expert Delphi study, 65 items were selected for the main survey. The validation of the items was carried out in the process of exploratory and confirmatory factor analyses, reliability test, and criterion validity test using the data collected in the main survey. As a result, a 4-factor structure composed of 31 questions(factor 1: digital technology & data literacy- 9 questions, factor 2: digital content & media literacy- 8 questions, factor 3: digital communication & community literacy- 9 questions, factor 4: digital wellness literacy - 5 questions) was confirmed. Also, the goodness of fit indices of the model were found to be good and the result of reliability test revealed the scale had a very appropriate level of Cronbach's alpha(α=.956). In addition, a statistically significantly positive correlations(p<.001) were found between digital literacy and internet self-efficacy and between digital literacy and self-directed learning ability, which were predicted in the existing evidence, therefore the criterion validity of the developed scale was secured. Finally, practical and academic implications of the study are provided and future study and limitations of the study are discussed.