• Title/Summary/Keyword: 교육용 콘텐츠 개발

Search Result 351, Processing Time 0.025 seconds

Development of a Drug Dosage Calculation Learning Smartphone Application (약물용량계산 학습 스마트폰 어플리케이션 개발)

  • Kim, Myoung-Soo;Park, Jung-Ha
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.5
    • /
    • pp.2251-2261
    • /
    • 2013
  • The objective of this study was to develop and evaluate learning smartphone application for improving drug dosage calculation ability of nursing students. We evaluated the contents based on the sufficient teaching materials and developed the process for implementation of the educational system. The participants were 37 nursing students. After implementation during 4 weeks, data was analyzed with the SPSS WIN 18.0. There were significant differences of achievement of learning objectives(${\chi}^2$=10.90, p=.004), application to work(Z=2.86, p=.004), mathematical confidence (Z=3.07, p=.002), according to the frequency of program use, but there was no difference in academic self-efficacy. Based on the results of this study, developed smartphone application will help to strengthen the drug dosage calculation ability of nursing students. And also, the results suggest that more powerful application for improving academic efficacy and increasing participation should be developed.

Contents Development of IrobiQ on School Violence Prevention Program for Young Children (지능형 로봇 아이로비큐(IrobiQ)를 활용한 학교폭력 예방 프로그램 개발)

  • Hyun, Eunja;Lee, Hawon;Yeon, Hyemin
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.9
    • /
    • pp.455-466
    • /
    • 2013
  • The purpose of this study was to develop a school violence prevention program "Modujikimi" for young children to be embedded in IrobiQ, the teacher assistive robot. The themes of this program consisted of basic character education, bullying prevention education and sexual violence prevention education. The activity types included large group, individual and small group activities, free choice activities, and finally parents' education, which included poems, fairy tales, music, art, sharing stories. Finally, the multi modal functions of the robot were employed: image on the screen, TTS (Text To Speech), touch function, recognition of sound and recording system. The robot content was demonstrated to thirty early childhood educators whose acceptability of the content was measured using questionnaires. And also the content was applied to children in daycare center. As a result, majority of them responded positively in acceptability. The results of this study suggest that the further research is needed to improve two-way interactivity of teacher assistive robot.

Development of Korean Learning Content for Children based on Interactive Edutainment (인터렉티브 에듀테인먼트 기반 유아용 한글 학습 콘텐츠 개발)

  • Song, Mi-Young;Park, Soo-Bin;Kim, Woo-Yeon;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.55-56
    • /
    • 2019
  • 본 논문은 유아기 언어 발달 시기에 한글의 기초 단계를 학습하기 위해 기존의 교육 방식과는 달리 시각적, 청각적 효과로 몸의 감각을 통해 사물을 배우며 이러한 자극으로 정보를 기억하고 축적할 수 있는 에듀테인먼트 콘텐츠를 개발한다. 유아의 호기심을 자극할 뿐만 아니라 모바일 플랫폼과의 상호작용을 통해 재미와 즐거움을 키우며 나아가 지식을 얻을 수 있다.

  • PDF

Method Research For Contents Express Ratio Of Display To Improve Learning Effect Of Smart Phone education media contents (스마트폰 교육미디어콘텐츠의 학습효과 향상용 콘텐츠 표출 비율 제고 방안에 관한 연구)

  • Lee, Jaewoo;Cha, Jaesang;Choi, Seongjhin;Lee, Seonhee
    • Journal of Satellite, Information and Communications
    • /
    • v.9 no.2
    • /
    • pp.91-95
    • /
    • 2014
  • We could use a social networking service such as data communication, personalized service through smart devices as Tablet computers and smart phones. Because of these characteristics, suitable lectures are provided to mobile device. especially, in Korea Cyber University already had built a lot of infrastructures. But, many mobile devices are used in a small display environment. it could effect on reduce Students' efficiency from taking courses. Therefore, we need effectively in a small display content layout for overcome these problems. In this paper, proposed the platform for Improve learning effect in smartphone education. It studied based on golden section and golden spiral theory. and also, we developed layout for content development using vector method illustration program.

Design and Implementation of Education Globe System Based on Multimedia (멀티미디어 기반 교육용 지구의 시스템의 설계 및 구현)

  • Cho Soo-Hyun;Kim Young-Hak;Lee Jae-Ho
    • Journal of the Korea Society of Computer and Information
    • /
    • v.11 no.4 s.42
    • /
    • pp.127-135
    • /
    • 2006
  • In the existing education using the globe. teaching contents are very simple and the relationship among learning units lacks a little bit because teaching materials are composed individually with the globe. Therefore, in this study, we developed the education glove system based on multimedia that is closely connected with teaching materials and the globe. This system is composed of the globe device and the learning software based on computer control. The globe device rotates itself on its axis as the solar center, and provides more efficient and visual education environment to students through the link between computer and the globe. The learning software provides the multimedia contents such as parallax, climate, culture, and education information about each country, and this software also can simulate the revolution of the earth around the sun. The globe device can be operated in off-line without the computer link. This system was developed by the industry cooperation and was displayed in the principal exhibitions. We have obtained positive results through the exhibitions and will promote the product in the future.

  • PDF

The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
    • /
    • v.12 no.10
    • /
    • pp.557-562
    • /
    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

A Design and Implementation of Game Ranking Service Using Parse Server Platform (Parse Server 기반의 게임 랭킹 서비스 설계 및 구현)

  • Lee, Sang-Min;Lee, Yeun-Su;Kim, Cheong Ghil
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2019.05a
    • /
    • pp.26-28
    • /
    • 2019
  • Parse Server는 오픈소스 백엔드 서비스를 제공함으로 IoT 최적의 서비스 플랫폼이며, 개발자에게 프론트 엔드 개발 집중이 가능하도록 일련의 도구를 제공한다. 본 논문에서는 교육용 활용 사례 개발을 위해 Parse Server를 오픈소스 기반의 게임과 연동하여, 게임 랭킹 서비스 시스템 구현을 통해 IoT 시스템 프로그래밍 교육 콘텐츠로의 가능성 확인을 목표로 한다. 구현 결과는 게임 랭킹의 변화를 Parse Dashboard를 통하여 확인하였다.

Analysis of Educational Effects in Augmented Reality Combined Marker System (증강현실 조합형 마커시스템의 교육효과분석)

  • Ko, Youngnam;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.3
    • /
    • pp.373-382
    • /
    • 2012
  • Of computing skills in the field of multi-media, particularly augmented reality technology contents may provide realistic learning experiences with 3D pictures through the learners' manipulation activities. However, the marker systems in the existing studies were not well developed as to maintain the students' interest and concentration. In this study, we have designed the first lesson ("Earth and Moon") of 5th graders' science with augmented reality combined system so that we could deal with manipulation activities of the relationship between augmented objects, From the experimental study, using combined augmented reality contents made a significant difference in their learning achievement and motivation. Thus augmented reality combined system can be utilized for a variety of topics to maintain students' learning motivation.

  • PDF

The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
    • /
    • v.19 no.5
    • /
    • pp.845-852
    • /
    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.

A Study on the Effectiveness of the Image Recognition Technique of Augmented Reality Contents (증강현실 콘텐츠의 이미지 인식 기법 효과성 연구)

  • Suh, Dong-Hee
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.337-356
    • /
    • 2015
  • Recently augmented reality contents are variously used in public such as advertisements or exhibits as well as children's books. Therefore, it is certain that the market, development of augmented reality contents, is gradually growing. Those who are the producer of augmented reality may be familiar with the skill where those images are used as a marker which is created by image recognition technique. In case of using image recognition technique, they usually use the augmented reality marker platform from Qualcomm since it is able to recognize self-produced images and 3-dimensional figures at no cost. This study was started when undergraduate students began to use those general techniques in their contents producing process. AR majoring students in Namseoul University applied image recognition technique to 3 AR contents exhibited in Sejong Center. Creating 3 different images, they have registered images at Image Target Manager provided by Vuforia to use as a marker. Moreover, they have modified the image producing method to raise the recognition rate by research. The higher recognition rate brings the more stable use of augmented reality contents. To achieve the satisfied rate, they have compared the elements of color contrast, pattern and etc. in the use of platform. Thus, the effective image creation method has been drawn. This study is aiming to suggest the production of stable contents by recognizing smart devices' limitation and producing educational contents. The purpose of this study is to help practically augmented reality contents developers by illustrating the application of augmented reality contents which are based on image recognition technique and also its effectiveness at the same time.