• Title/Summary/Keyword: Use of Educational Media

Search Result 212, Processing Time 0.024 seconds

Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.53-62
    • /
    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

A Study on the Recognition and Education of Food Additives in Middle School Students (중학생들의 식품첨가물에 대한 인식과 교육에 관한 연구)

  • Song, Hyo-Jin;Kim, Sung-Hee;Choi, Sun-Young
    • The Korean Journal of Food And Nutrition
    • /
    • v.25 no.4
    • /
    • pp.957-967
    • /
    • 2012
  • The purpose of this study is to offer youth with the basic materials for developing nutrition education programs and to help domestic science teachers in schools implement effective dietary education by examining their awareness of food additives. In the source of acquiring knowledges on food additives, the results were through mass media, technology and home economics teachers, and family members in order. The majority of students thought that they don't need the education about food additives. As effective teaching methods, they first selected the use of visual media, followed by experimental cooking classes, field trip, and inquiry lessons using processed foods. As a result of analyzing the education on food additives in accordance with demographic factors, more number of female students, compared to male students depicted the need for education on food additives. Further, the lower the cost students spend on purchasing processed foods per day, the higher the necessity of the education they indicate. The necessity of education content on food additives showed significant difference depending on the cost of buying processed foods, and the degree of interest and help real-life according to gender indicated significant differences. The satisfaction with education on food additives, which was implemented in home economics education revealed significant differences according to gender. This study aims to provide the basic data for the development and research of educational programs regarding good eating habits among the general youth. However, there are limitations to the presentation of the practical training program. For this reason, based on the results of this study, further studies should follow this study in order to develop and study educational programs related to food additives for teaching and learning purposes.

Information Sharing and Group Learing Using Electronic Communication Media (전자매체를 통한 정보공유와 공동학습)

  • Lee Jee-Yeon;So Mae-Sil;Paik Woojin
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.39 no.3
    • /
    • pp.105-119
    • /
    • 2005
  • With the introduction of Internet-based education such as online learning and virtual campuses. there are increased interests and demands for electronically delivering educational contents in comparison to the traditional educational methods. Our preilminary study showed that approximately $50\%$ of virtual groups formed online for the scope of collaborative learning encountered harriers that prevented them from forming an effective learning team and making satisfactory progress toward reaching the learning objectives. In this study, we asked the undergraduate students. who were the members of the online learning team, to work on the given discussion topics through the use of emails and threaded discussion boards. Then. we investigated the roles played by two electronic communication medium during the virtual discussion with respect to the learning outcome. We also studied how information was shared amongst the virtual learning team members. The results of our study showed that the email based online learning had the advantage of individualized and friendly information transfer. However. it also caused certain difficulty in exchanging ideas due to the one-sided nature of the email-based communication. On the other hand, the threaded discussion board provided easier information sharing and broadcasting. which enabled active participation by the virtual team members. However. It also had the disadvantage of difficulty in accurate information conveyance and duplication of the posted information. In summary, our study results showed that there was a high correlation between the characteristics of the electronic communication medium and the decision that the online learners made regarding which medium to use. There was a high correlation between the type of the electronic communication medium and the online learners' experiences in using these media.

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

  • Yun, Bong Shik
    • Smart Media Journal
    • /
    • v.8 no.4
    • /
    • pp.58-63
    • /
    • 2019
  • The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.

A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
    • /
    • v.14 no.1
    • /
    • pp.1-10
    • /
    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.

Art Therapy impact on the lives of the elderly study (미술치료가 노인의 생활에 미치는 영향에 대한 연구)

  • Kim, Sung-Min
    • Journal of Digital Convergence
    • /
    • v.11 no.9
    • /
    • pp.319-324
    • /
    • 2013
  • The old man has different characteristics than those which have ages. To experience a variety of different environments and has tendencies because. Therefore, all the old uniform to the progress of art therapy is not possible and when you feel the need for self-treatment is effective participation hayeoyaman looks. Art therapy through the medium of art to express the inner feelings that are kept on the image of the elderly because of the feelings that naturally help revealing, emotion plays a role in mitigating the crisis. Art therapy in the treatment of non-verbal means of means of self-defense, so receives less control is reduced. In addition, the opportunity to use art media sensation itself reduced stimulation of the elderly a sense of the way so you are valued as a very useful educational program.

A Design of AR Science Experiment Application for Education of 6th graders (초등 6학년을 위한 교육용 AR 과학실험 애플리케이션 설계)

  • Ki-Eun Kwon;Do-Hui Kim;Kyung-Min Park;Do-Yeon Jeon;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.2
    • /
    • pp.193-199
    • /
    • 2023
  • The purpose of this paper is to solve the difficulties of experimental education by using AR science experiments in class, prevent safety accidents, and maximize immersion through multilateral experiences to induce active participation. The problems with educational realistic content currently being developed were (1) the lack of exploratory content practically available in class, (2) the end of most applications with one-time content, and (3) the inability to interact between teachers and students. To solve these problems, we develop AR experiments according to the curriculum. It is developed so that teachers and students can use it together through the function that teachers can manage students.

A Study on the Online Study Platform Using Gamification's Badge Rewards and Storytelling Method (게이미피케이션의 배지 보상과 스토리텔링 방식을 활용한 온라인 스터디 플랫폼 연구)

  • Chang, Ye-Jun;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.10
    • /
    • pp.145-150
    • /
    • 2021
  • The trend of learning as an online study platform continues, and motivation of learners for continued use of the platform is also becoming important. In addition to learning, various services use gamification techniques that excite users for continued use. This study analyzes successful service cases and proposes guidelines applicable to learning platforms to present ways to increase learners' interest and efficiency in online study platforms using reward systems and storytelling techniques among gamification elements. Based on the three guidelines drawn through this study, it can contribute to the digitization of educational infrastructure by increasing the immersion of learners within the online study platform that will be more commercialized in the future.

Awareness of health science students' use of virtual reality devices for learning (일부 보건계열 학생들의 VR 학습매체 활용 인식에 대한 연구)

  • Yong-Keum, Choi;Da-Young, Ryu;Hyun-Sun, Jeon
    • Journal of Korean Dental Hygiene Science
    • /
    • v.5 no.2
    • /
    • pp.61-72
    • /
    • 2022
  • Background: This study was aimed at surveying the health science students' interest, demand, and awareness of virtual reality (VR) devices for learning to accumulate data necessary to develop and implement a curriculum with VR devices. Methods: We investigated the perception of health science students regarding VR device application and utilization. Statistical analyses were performed using SPSS 25.0 (IBM SPSS Statistics). Frequency and descriptive analyses were performed for the perception level of VR device use for university education. An independent twosamples t-test was performed to statistically analyze the perception level according to the VR device experience. A p-value < 0.05 was set to indicate statistical significance. Results: To the question "Do you wish to use VR devices for educational purposes?," 73% of the participants answered "yes." To the question "Do you think VR is necessary for the course curriculum?," over 65% answered "yes." Conclusion: In this study, health science students reported a great need for VR devices for education. VR-based classroom curriculum is expected to improve students' concentration, interest, and motivation.

A Review about the Studies of Contraception (피임연구 동향에 관한 문헌 연구)

  • Kim, Mi-Jong
    • Korean Parent-Child Health Journal
    • /
    • v.3 no.1
    • /
    • pp.15-26
    • /
    • 2000
  • These days Women have repented their past when they were inactive in attaining their own rights and they've payed attentions in gaining their fundamental rights, especially health rights. The spread of contraception use is important to fulfill women's health right. There are a lot of meanings in the contraception use. It makes women can control their reproductive activities such as pregnancy, delivery, and raising children etc. It gives each woman has autonomy of her life. The review reveals high contraceptive rate and high experienced artificial abortion rate in Korea. It means Korean married couples use contraception inefficiently. From 1970's to 1980's, most of the researches in contraceptions were descriptive and survey studies. Since 1990's, the studies have researched in the feministic perspectives. In order to understand experiences of contraceptive behaviors, qualitative researches through indepth interview did. But the number of researches were limited. The relating factors to contraceptive behavior are knowledge, communication between couples, efficiency of contraceptives, self efficacy, attitudes toward contraception, national policy, mass media, public opinion, age, parity, abortion history, ever-used contraceptive method and educational level. Theses factors affect contraception directly and indirectly. Therefore. researches about contraceptives in the future must focus on development of contraceptive behavior assessment tools and further study should be comprehensive and multidementional.

  • PDF