• Title/Summary/Keyword: 게임교육 분석

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Implementation and Application of a Web-based Courseware for Learning Elementary School Sociology ′Cultural property and Museum′ (초등학교 사회과 ′문화재와 박물관′ 학습을 위한 웹기반 코스웨어의 구현 및 적용)

  • 정희열
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.799-806
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    • 2001
  • 정보화 사회에서는 자기 학습력 신장이 강조되고 있다. 초등사회과 교육에서 자기 학습력을 신장시키기 위해서는 다양한 학습자료의 제공을 통해 개개인의 특성에 맞게 탐구할 수 있는 탐구능력의 육성이 중요하다. 본 논문은 웹 기반 코스웨어를 개발 제작하고 이를 수업에 활용함으로써 개별학습이나 탐구학습에서 바람직한 효과를 거두는데 그 목적이 있다. 본 시스템은 단순히 텍스트와 정지된 그림만을 보여주는 기존의 웹을 활용한 학습과는 달리 Flash를 이용하여 학습자와 상호작용하여 많이 일어나도록 게임학습 위주로 구현하였으며, ASP를 이용하여 자료실, 게시판을 만들어 학습자 상호간에 적극적인 인터페이스가 이루어지도록 하였다. 연구대상은 초등학교 4학년 학생이며, 웹 기반 코스에서 활용 집단과 전통적인 방식의 학습 집단으로 구분하여 연구하였다. T검정과 분산분석을 통해 성적의 변화패턴에 차이가 있다는 것을 알 수 있었다. 이는 '문화재와 박물관' 단원을 학습하는데 있어 웹 기반 코스웨어를 활용한 학습자의 흥미와 호기심을 유발시켜 학습의욕과 교수 학습 방법을 개선하는데 기여하리라 기대되며, 전통적인 방식의 학습보다 효과적이라는 결론이다.

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IDE(Integrated Development Environment) for WIPI Contents Development (위피 콘텐츠 개발을 지원하기 위한 통합개발환경)

  • Lee, Dong-Su;Park, Ki-Chang;Park, Seung-Beom;Kim, Byung-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.160-163
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    • 2007
  • 현재 사용되고 있는 위피(WIPI) 콘텐츠 저작 도구는 위피 코드 개발의 편의성이 부족하고, 각 이동통신사 위피 에뮬레이터를 유연하게 지원하지 못한다. 이로 인해 위피 콘텐츠 개발 시 개발 비용이 증가하고, 개발자는 개발 편의성을 제공받지 못하고 있다. 따라서 위의 문제점과 단점을 보완해 줄 수 있는 위피 콘텐츠 저작 도구, 즉 위피 통합개발환경이 필요하다. 본 논문에서는 기본 위피 코드 및 각 이동통신사 에뮬레이터를 WPM(Wipi Platform Management) 에 적용하고, WPM을 기능 요구사항에 반영한다. 그리고 분석된 기능 요구사항을 토대로 시스템 구성을 제안한다. 제안한 도구는 위피 코드 관리 및 각 이동통신사 위피 에뮬레이터와의 유연한 연동을 지원함으로써 개발의 편의성을 높일 수 있다. 또한 제안한 위피 통합개발환경을 이용하면 모바일 게임, 교육 등의 콘텐츠 제작에 효율적이다.

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Development and Validation of Artificial Intelligence Education on the Environmental Education Based on Unplugged (언플러그드 기반 환경교육 주제 인공지능교육 프로그램 개발 및 타당성 검증)

  • Song, Jeongbeom
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.847-857
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    • 2021
  • Recently, domestic schools are increasingly interested in environmental education related to COVID-19 and the severe climate crisis, as well as artificial intelligence education related to the 4th industrial revolution that is rapidly approaching us. In particular, AI education is highly likely to be applied to 5th to 6th graders of elementary school, so measures related to connection with 1st to 4th graders are needed. There are many students who are not proficient in computers in the lower grades of elementary school, so there may be many restrictions in using the currently used teaching aids. Therefore, this study tried to develop an artificial intelligence education program for the lower grades of elementary school to secure the linkage of artificial intelligence education. The theme of the program was developed based on the topic of environmental education, which has recently increased in interest. As for the educational method, considering the developmental stage of the lower grades of elementary school, the STEAM education method was used, which was fused with various subjects and unplugged using play and games without a computer. of the program. For validity verification, Lawshe (1975)'s content validity ratio (CVR) calculation formula was used. The verification results were analyzed to be suitable for the purpose of development of all programs. In the future, it is necessary to measure the degree of effectiveness by applying the program proposed in this study to the lower grades of elementary school.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

What Did Elementary School Pre-service Teachers Focus on and What Challenges Did They Face in Designing and Producing a Guided Science Inquiry Program Based on Augmented Reality? (증강현실 기반의 안내된 과학탐구 프로그램 개발에서 초등 예비교사들은 무엇에 중점을 두고, 어떤 어려움을 겪는가?)

  • Chang, Jina;Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.725-739
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    • 2022
  • This study aims to analyze what elementary school pre-service teachers focused on and what challenges they faced in designing and producing a guided science inquiry program based on augmented reality (AR) and to provide some implications for teachers' professionalism and teacher education. To this end, focusing on the cases of pre-service teachers who designed and created AR-based guided inquiry programs, the researchers extracted and categorized the pre-service teachers' focus and challenges from the program design and production stages. As a result, in the program design stage, the pre-service teachers tried to construct scenarios that could promote students' active inquiry process. At the same time, drawing on the unique affordances of AR, the pre-service teachers focused on creating vivid visual data in a 3D environment and making meaningful connections between virtual and real-world activities. The pre-service teachers faced challenges in making use of the advantages of AR technology and designing an inquiry program due to a lack of background knowledge about CoSpaces, a content creation program. In the program production stage, the pre-service teachers tried to make their program easy to handle to improve students' concentration on inquiry activities. In addition, challenges of programming using CoSpaces were reported. Based on these results, educational implications were discussed in terms of the pedagogical uses of AR and teachers' professionalism in adopting AR in science inquiry.

Malicious Application Determination Using the System Call Event (시스템 콜 이벤트 분석을 활용한 악성 애플리케이션 판별)

  • Yun, SeokMin;Ham, YouJeong;Han, GeunShik;Lee, HyungWoo
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.4
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    • pp.169-176
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    • 2015
  • Recently smartphone market is rapidly growing and application market has also grown significantly. Mobile applications have been provided in various forms, such as education, game, SNS, weather and news. And It is distributed through a variety of distribution channels. Malicious applications deployed with malicious objectives are growing as well as applications that can be useful in everyday life well. In this study, Events from a malicious application that is provided by the normal application deployment and Android MalGenome Project through the open market were extracted and analyzed. And using the results, We create a model to determine whether the application is malicious. Finally, model was evaluated using a variety of statistical method.

Properties of Human Cognitive Learning in a Movie Scene-Dialogue Memory Game Using EEG-Based Brain Function Analysis (EEG 기반 뇌기능 분석을 이용한 영화 장면-대사 기억 게임에서의 인지 학습 특성)

  • Lee, Chung-Yeon;Kim, Eun-Sol;Lee, Sang-Woo;Ko, Bong-Kyung;Kim, Joon-Shik;Zhang, Byoung-Tak
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.210-213
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    • 2011
  • 기억 인출 단서는 학습을 통해 장기기억 공간에 저장된 정보를 인출하는 과정에서 중요하며, 서로 다른 종류의 기억 인출 단서에 따른 기억 인출 결과 및 이에 대한 인지 학습적 특성 규명은 교육, 범죄 수사, 그리고 인간의 뇌 기능을 모방한 기계학습 연구 등에서 중요하게 다루어져야 할 문제이다. 본 논문에서는 비디오 데이터를 이용하여 학습한 내용을 인출하는 과정에서 텍스트와 이미지가 각각 인출 단서로서 기억인출 결과에 미치는 영향을 분석하고, 기억 정보 및 시각 정보 처리와 관련된 뇌 영역에서의 뇌전도 분석을 이용하여 이를 해석하였다. 실험 결과를 통해 기억 인출을 위해 이미지-텍스트를 제시할 경우 전전두엽의 기억인출 관련 부위와 시각 피질이 위치한 후두엽의 인터랙션이 높게 이루어지면서 암묵적인 시각적기억 표상의 인출이 발생하는 것을 알 수 있었다.

A Content Analysis of Webtoon Advertising: Focused on Narrative and Expressive Characteristics (웹툰 광고 내용분석 : 내러티브와 표현 속성을 중심으로)

  • Kim, Woon-Han;Kim, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.293-301
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    • 2017
  • This study collects 112 webtoon advertisements by Google extended search to reveal the narratives of webtoon in persuasive communication context. The results of content analysis are as follows. First, product categories are found relatively more in number such as content and game, cosmetics, public service announcement than other products. Second, the number of webtoon advertisements has increased these seven years; rather drastic increase is found in 2013. Third, as for the origin, brand webtoon is the largest number of all types. Fourth, there is a significant difference between public interest products and commercial products in absurdity advertising number. Commercial products use a variety of genres such as romance, drama, everyday life, including absurdity, while public interest products focus mainly on everyday life.

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

A Study on the Development and Application of Family Math Program (가족단위 수학공감 프로그램의 개발 및 운영 연구)

  • Chang, Hyewon;Lim, Miin;Yu, Migyoung;Park, Haemin;Nam, Jihyun;Kim, Hyejin;Lee, Hyewon;Shin, Saeme;Jeong, Jinhwan;Lee, Sangeun
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.4
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    • pp.427-451
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    • 2018
  • This study aims to develop a family math program that can be experienced by the families in accordance with the 2nd Mathematics Education Comprehensive Plan and to spread the positive attitude and perception of mathematics to the people by applying the family math program for the family units. And this study aims to suggest some concrete ways to develop and apply family math sympathy programs. For this purpose, we developed over 24 activities for math tour, mathematical games, math activities, my home math, historical math, and e-world mathematics, which can be enjoyed by infants and students in the levels of elementary school and secondary school. And we applied these programs to 175 families eight times and surveyed them using a questionnaire. Based on the results, some implications related to the development and application of a family math sympathy program to disseminate a positive culture of mathematics were derived.

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