• Title/Summary/Keyword: 교육용콘텐츠

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2004년 2분기 디지털콘텐츠 대상

  • Sin, Jong-Hun
    • Digital Contents
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    • no.8 s.135
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    • pp.37-42
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    • 2004
  • 정보통신부가 주최하고 한국소프트웨어진흥원과 한국데이터베이스진흥센터가 공동으로 주관하는 2004년 디지털콘텐츠 대상 2분기 시상식이 지난달 15일 정보통신부 14층 대회의실에서 개최됐다. 김창곤 정통부 차관, 최준영 정통부 정보통신정책국장, 고현진 한국소프트웨어진흥원장, 원영희 한국데이터베이스진흥센터 전무 등이 참석한 가운데 진행된 이번 시상식에서는 디지털영상, 온라인게임, 교육용콘텐츠, 모바일콘텐츠, 차세대콘텐츠 등 5개 부문에서 각 1개의 작품이 수상의 영예를 안았다. 이번 2분기 디지털콘텐츠 대상 수상작들은 국내 및 해외시장 출시를 앞두고 있는 성공가능성 높은 작품들로 선정됐다. 디지털영상 부문에서는 시네픽스의 두 번째 작품‘아쿠아키즈’가 수상했고, 온라인게임 부문에서는 씨알스페이스의‘디오’가, 교육용콘텐츠 부문에서는 이니엄의‘짱구교실’이 각각 선정됐다. 모바일콘텐츠 부문에서는 그래텍의‘이카리아2’가 선정됐고, 차세대콘텐츠 부문에서는 포인트아이의‘M-Navi’가 선정됐다. 이번디지털콘텐츠 대상 수상업체들은 향후 정통부의 해외 진출과 마케팅을 위한 각종 활동에 우선적으로 참가하는 혜택을 누릴 수 있으며, 연말에 열리는‘디지털콘텐츠페어 2004’전시회에 참가하고, 대통령상 후보에 오르는 자격을 얻게 된다.

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A Study on developing procedures of an archival contents for education (교육용 기록정보콘텐츠 개발 절차에 관한 연구)

  • Lee, Eun-Yeong
    • The Korean Journal of Archival Studies
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    • no.29
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    • pp.129-173
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    • 2011
  • Standards-curriculum based archival contents for education is the best effective teaching and learning units for historical thinking abilities. This paper purposes a developing procedures of an archival contents for education that is theoretical instructions of developing an archival contents for education by the National Archives of Korea. This paper can be used of the theoretical bases for the National Archives of Korea by proposing the methodology of development of an archival contents for education. The developing procedures of an archival contents for education is the same with the procedures of developing an e-learning contents that has planning, analyzing, designing, developing and assessing steps but it is characterized by an archival contents for education that is curriculum standards analysis, collection analysis, and detailed design for structured formats in effective-accomplishments for teaching-learning objectives. I propose the procedures for determining teaching-learning subjects that enable the development of an archival contents for education by curriculum standards analysis. I also propose the procedures for deriving the key words from the teaching-learning subjects. Collection analysis methods analyze key records that correspond to the learning subjects according to the selection criteria of primary sources. In the steps of designing, titles of contents and contents structures have to be determined and storyboards based on flowchart of learning have to be made of according to the results of analyses. In the steps of developing contents, making a copy of primary sources like a original is the key points. And also in the steps of assessment, products of teaching-learning contents to effectively achieve the teaching-learning objectives have to be estimated by the appraisal board. Finally I propose that user's survey research after the services have to be reflected on contents updates and new developments of contents.

Research of Evaluation Method According to learning Type for Educational Web Contents (학습 유형에 따른 교육용 웹 컨텐츠의 평가 방안)

  • 안성훈
    • The Journal of the Korea Contents Association
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    • v.2 no.3
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    • pp.22-30
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    • 2002
  • In this paper, I propose and prove the evaluation standard for educational web contents. I divide the evaluation standards into five types -drill and practice, tutorial, simulation, educational game, presentation. It is proved the propriety of evaluation standards by experts. The evaluation standards presented in this paper can hep teachers to choose and to develop the educational web contents. Therefore it will contribute to decreasing a burden to prepare instruction used ICT for teachers and increasing the effect of Information-Oriented Education.

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How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.3
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

Virtual Lecture Contents for Assembling Educational Robots Using Multimedia (멀티미디어를 이용한 교육용 로봇 제작 원격 교육 콘텐츠)

  • Lim, Dong-Kyun;Yoon, Eun-Young;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.1
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    • pp.20-27
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    • 2007
  • In this paper, we presents virtual lecture contents to study educational robots assembling focused on the beginners with little or no background about electronics. Considering the target students, we developed 'virtual laboratory' using flash animation and the students can assemble the robots virtually with mouse and keyboard. Also, the contents includes lectures about some basic electronics theories. electronic devices, and the electronics tools for the beginners. With the features described above, this contents would be useful for the beginners and elementary school students who want to assembling their own robots.

A Study on the Development of Educational Digital Media in Brewing Coffee Using 3D Animation (3D 애니메이션을 이용한 커피 추출 교육용 디지털 콘텐츠 개발 연구)

  • Seo, Hye-Seung;Baek, Hyeon-Gi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.359-371
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    • 2012
  • The coffee market has been rapidly growing up recently as well as the coffee industry which makes the number of educational institutions increasing in Korea. On the other hand, the classes lean too much on the practical exercise so the coffee education is urgently needed to define precisely and systematize academically. This study is accomplished on the basis of the teachers and students requirement analysis. The features that sets this study apart from the existing educational digital media is that the definite teaching-learning methods and teaching strategies were developed first. Furthermore, the physical and chemical phenomenon of coffee brewing were simulated by 3D animation software based on the visual languages. The general process of this media production was composed by the mutual relationship of the teacher's needs, educationist's strategies and media producer. After applying the digital media to students in the lesson of coffee science theory it was effective to increase their concentrativeness, interesting and learning motive. This media is also receiving the positive evaluation by the teachers to help the students in understanding the coffee science.

Design and Implementation of Educational Content Authoring Tool for Smart Devices (스마트 디바이스를 위한 교육용 콘텐츠 저작 도구 설계 및 구현)

  • Kwon, Sun-Ock;Kim, Jong-Oh;Ju, Seong-Yeon;Jeong, Ji-Seong;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.1-8
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    • 2013
  • Teachers, who are the subject of on-site training, cannot create education content easily reflecting their experience for themselves, and also cannot distribute the content to leaners. Even though the content is distributed, there are limited in available devices as well as representable content features. So, an applicable authoring tool is needed at the user level. In this paper, we propose an authoring tool by which users and teachers can make education content easier based on WYSIWYG interface, and can distribute that. The proposed authoring tool supports various media education content of XML format so that viewers on various smart devices can see the content regardless of operating systems. And not only we conduct survey of users to evaluate convenience and expression of proposed authoring tool, but also we check whether the content can be equally visualized on various smart devices.

Development of an Edutainment Content for Comprehending the Traditional Architectural Structure (전통건축 목구조에 대한 이해를 돕기 위한 게임형식의 교육용 콘텐츠 제작)

  • Ahn, E.Y.
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.314-315
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    • 2012
  • 최근에 전통건축에 대한 우리의 관심이 높아지면서 한옥마을 조성 등으로 인한 관련 산업의 수요가 활성화 되고 있으며 이에 따라 전문가 육성에 대한 요구가 증가하고 있는 추세이다. 그러나 설계전문가라 하더라도 전통건축을 처음 접하는 경우에는 부재간의 연결 관계를 명확하게 인지하는데 많은 어려움을 겪게 된다. 본 연구는 이러한 어려움을 해소하기 위한 방안으로 현재의 발달된 인터넷 환경과 급속히 확산되고 있는 모바일 단말기의 장점을 충분히 활용할 수 있는 교육용 콘텐츠 개발에 관한 것이다. 부재의 결합규칙을 분석하고 이를 토대로 전통건축의 목구조 방식을 이해할 수 있는 교육용 콘텐츠를 개발한다. 디지털화된 전통건축 정보를 활용하여 부재간의 연결과 이음방식을 점진적으로 이해할 수 있도록 단계별 인터페이스를 제공하며 플랫폼에 자유로운 교육용 콘텐츠를 제작한다.

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Marine Contents Use and Service Plans for the Educational Purpose (교육용 해양 콘텐츠 활용 및 서비스 방안)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.480-486
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    • 2012
  • There has been an increasing interest in new industry and demand creations by the convergence and integration between IT and infrastructure and BT, NT, and CT and the convergence of IT and spread of cloud computing have changed the IT service environment. Even in the educational field, the convergence and integration of contents with various IT have rapidly emerged and learning equipments for the educational purpose have expanded to the mobile media platform from PCs so that learning without limitations to time, place and equipment has become possible. Contents necessary for the smart education are under way by research development utilizing cyber reality and simulation, and 3D technologies. The purpose of this study is to propose marine contents use and service plans for the educational purpose in order to produce various types of contents for the marine life and environment, to improve the school achievement by stimulating interest and to provide individually customized learning.