• Title/Summary/Keyword: 교육용 콘텐츠 분류

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Design of Educational Contents Meta-data for Military Human Resources Development (군 인적자원개발을 위한 교육용 콘텐츠 메타데이터 설계)

  • Jeong, Young-Sik;Kim, Young-Sik;Ahn, Seung-Hun;Kang, Byung-Gu
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.221-226
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    • 2007
  • 군 복무 중 이러닝을 통해 군 장병의 자기 계발을 돕기 위해 정부는 군 이러닝 포털시스템을 구축하였다. 본 연구에서는 군 이러닝 포털 시스템을 통해 다양한 교육용 콘텐츠를 제공하기 위해 교육용 콘텐츠에 대한 메타데이터를 설계하였다. 군 장병들이 원하는 콘텐츠와 이를 표현하는 방법에 대한 설문 조사를 통해 요구 분석하였으며, 이를 토대로 분류 체계와 분류 항목을 선정하였다. 이러한 분류 체계와 분류 항목을 KEM과 SCORM과 같은 국내 외 콘텐츠 표준화 규격을 참조하여 교육 콘텐츠 메타데이터로 설계하였다.

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A preliminary study for the development of educational IPTV contents (IPTV 교육용 콘텐츠 개발을 위한 탐색적 연구)

  • Leem, Jung-Hoon;Han, Seung-Yeon;Kim, Se-Ri
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.517-528
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    • 2009
  • As a convergence media, IPTV is expected to provide better learning experience with customized and individualized contents. Yet, little has been known in the are of contents development. Hence, the purpose of this study was to explore educational use of IPTV in terms of design and development perspective. First, this paper identifies the concept and characteristics of IPTV in an educational context. Second, it categorizes the types of IPTV contents. Lastly, the paper discusses guidelines for the design, development, and management of educational IPTV contents.

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Function derived through analysis of educational robot user (교육용 로봇 수요자 분석을 통한 기능 도출)

  • Kim, Myung-Seuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.667-670
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    • 2009
  • The users' needs are expanded because of developing of educational robot market. However, the technology development doesn't fully adopt customer needs. In general, the most products are followed not user needs but technology trajectory. In this paper, we try to define the educational robot functions from analyzing usage propensity and customer needs with Kano model. According to results, there are key functions based on customer needs such as remote student control, Internet search, educational contents search and study planner. If the four key functions are offered, user's positive attitude to robot will be increased.

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Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.128-136
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    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

A Web Manual Generator for Courseware Development using CAS and Web Connectivity Technology (컴퓨터 대수 시스템과 웹 연동 기술을 활용한 코스웨어 개발용 웹 매뉴얼 생성기)

  • Park, Hong-Joon;Jun, Young-Cook;Jang, Moon-Suk
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.97-108
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    • 2005
  • In this paper, we present our prototype of a web manual creator that is based on MSP technology embedded in webMathematica. This tool gives courseware authors more simple ways to make their own mathematical web contents. We first classified authoring models for creating mathematical content development and proposed an advanced model. The final application called phpMath can generate MSP-driven documents automatically using Mathematica commands typed by users. In other words, phpMath users can make interactive dynamic mathematical web contents even though they do not know anything about web server, HTML, and webMathematica. We illustrated the details of the prototype from the user's perspectives followed by comments on usefulness.

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Generation United News In Education Using Knowledge Sharing Service (지식공유서비스를 활용한 세대통합형 NIE)

  • Jang, Jae-Kyung;Kim, Ho-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.213-218
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    • 2007
  • 정보생산을 촉진하는 새로운 형태의 사이버공간이 나타나면서 지식의 창출과 지식을 얻는 형태가 변화하고 있다. 최종사용자에게 웹 애플리케이션을 제공하는 컴퓨팅 플랫폼인 web 2.0의 도입으로 손쉽게 자신이 필요한 정보를 분류할 수 있는 웹 컨텐츠가 활발히 제공되고 있으며 제공된 컨텐츠를 활용하여 수많은 정보 속에서 자신만의 보석을 찾아 손쉽게 지식을 쌓아 관리를 하고 있다. 이러한 지식공유서비스는 무분별한 정보, 중복된 지식, 그리고 단순한 관리로 인해 자신이 원하는 지식을 얻기란 쉽지 않은 것이 사실이다. 본 논문에서는 온라인상의 정보를 탐색하기 위해서 인터넷을 이용하던 네티즌들이 정보생산자로서 참여하는 공간으로 등장한 '지식공유서비스'를 기반으로 지식 창출 및 관리자로서 시니어를 활용하여 지식의 수용자로서 유아들을 위한 NIE (News In Education) 활용 교육 체계를 제안한다. 뉴스는 유아부터 성인까지 활용될 수 있는 좋은 교육 자료로서 NIE를 통하여 사고력, 논리력, 표현력, 창의력 등 여러 영역에 걸친 능력을 향상시킬 수 있다. 특히 유치원이나 학교의 교과과정에 맞추어 이러한 능력들을 더욱 배가 시킬 수 있다는 점에서 NIE가 더욱 각광받고 있다. 본 연구는 미디어 융합의 결과로 인터넷 뉴스를 활용해 생활과 분리되지 않은 통합교육을 할 수 있는 SCORM 기반의 유아용 콘텐츠를 생성하여 유아 교육에 활용하고자 한다. 또한, 유아용 NIE 교육 콘텐츠는 시니어들을 NIE 강사로 양성하였을 때 학습 자료로도 활용된다. 시니어들을 NIE 강사로 양성함으로써 시니어의 일자리 창출 및 지역사회 통합과 1세대인 여성시니어와 3세대인 아동 간의 세대통합을 이끌어 낼 수 있도록 하는 것에 목적을 두고 시니어 NIE 콘텐츠를 생성하고자 한다. NIE에 생성되는 지식을 생성하고 관리하기 위한 지식 솔루션으로 위키의 기능을 추가하여 개발하고자 한다. 위키를 사용하므로 개별적으로 존재하던 지식을 공동의 지식으로 공유할 수 있으며 의견을 하나로 통합하는 과정에서도 유용하게 사용될 수 있을 것이다. 위키를 이용한 시니어 NIE 콘텐츠에서는 교수 학습 계획안 및 NIE 아이디어를 공동 작업을 통하여 효율적으로 지식을 생성할 수 있으며 여러 사람들이 여러 단계를 거치면서 하나의 정제된 지식을 생성하게 되므로 양질의 교수 학습 계획안이나 NIE 아이디어를 창출할 수 있을 것이다.

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Efficient Object Classification Scheme for Scanned Educational Book Image (교육용 도서 영상을 위한 효과적인 객체 자동 분류 기술)

  • Choi, Young-Ju;Kim, Ji-Hae;Lee, Young-Woon;Lee, Jong-Hyeok;Hong, Gwang-Soo;Kim, Byung-Gyu
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1323-1331
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    • 2017
  • Despite the fact that the copyright has grown into a large-scale business, there are many constant problems especially in image copyright. In this study, we propose an automatic object extraction and classification system for the scanned educational book image by combining document image processing and intelligent information technology like deep learning. First, the proposed technology removes noise component and then performs a visual attention assessment-based region separation. Then we carry out grouping operation based on extracted block areas and categorize each block as a picture or a character area. Finally, the caption area is extracted by searching around the classified picture area. As a result of the performance evaluation, it can be seen an average accuracy of 83% in the extraction of the image and caption area. For only image region detection, up-to 97% of accuracy is verified.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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Recommender System Design Using Multiple Properties In education UCC for Mobile Service (모바일 서비스를 위한 교육용 UCC의 다중속성을 이용한 추천시스템 설계)

  • Kim, Kyung-Rog;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.325-326
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    • 2010
  • Web2.0 서비스가 늘어나면서, 집단의 지혜를 바탕으로 한 개인화 서비스에 대한 관심이 증가하고 있다. 유튜브(youtube) 등 에서 태그를 공유함으로써 유용한 정보에 쉽게 접근할 수 있도록 하고 있다. 이에, 본 연구에서는 사용자가 생산한 학습콘텐츠를 바탕으로 개인화 서비스를 위한 추천시스템에 관한 연구를 진행하고자 한다. 이를 위해 교육용 UCC 사이트에서 정보추천을 위해 제공하는 속성들을 바탕으로 Tag와 Rating을 이용한 UCC분류기반 추천시스템을 제안하고, 이를 위한 메타데이터와 추천시스템을 설계하고자 한다.

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Elementary School Teachers' Perceptions and Demands on the Use of Realistic Content in Science Class (과학 수업에서의 실감형 콘텐츠 활용에 대한 초등 교사의 인식과 요구)

  • Cha, Hyun-Jung;Yoon, Hye-Gyoung;Park, Jeongwoo
    • Journal of Korean Elementary Science Education
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    • v.41 no.3
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    • pp.480-500
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    • 2022
  • In this study, the perception and demands on the use of realistic content were analyzed through in-depth interviews with elementary school teachers experienced in using realistic content in science classes. Specifically, the following questions were investigated: (1) What kind of realistic content and how do elementary school teachers use it in science classes? (2) What are the perceptions and difficulties of elementary school teachers regarding the use of realistic content in science classes? (3) What are the needs of elementary school teachers related to the professional development program for the use of realistic content in science classes? The study revealed the following results. First, elementary school teachers mainly used digital textbooks and realistic content provided by the "Science Level Up" site, and the content types could be classified into "exploration type," "visit type," and "production type," according to the purpose of use. Second, elementary school teachers mentioned the educational advantages of using realistic content to help students understand scientific content, induce interest and curiosity, and become immersed in a sense of reality. Several difficulties related to the use of realistic content were mentioned. Among them, the lack of high-quality educational content suitable for science classes and a lack of examples of specific class cases that use realistic content stood out. Thirdly, regarding the development of teacher expertise to use realistic content, elementary school teachers emphasized the need for information on quality realistic content; teacher training centered on specific class cases; instructional models that can be applied by realistic content type; and information on the purchase, use, management, and operation of necessary devices. Reflecting on these research results, implications for more effective use of realistic content in elementary science classes were discussed.