• Title/Summary/Keyword: 교육적 콘텐츠

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Analysis of usability factors for Educational Mobile application (모바일 교육 콘텐츠의 사용성 평가요인 분석: 사이버대학을 중심으로)

  • Choi, Eun-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.453-478
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    • 2018
  • Mobile learning, which provides educational services with a mobile platform, has been greatly expanding with the increasing spread of digital devices. The transition from PC-based online education to mobile-based education enables users to access online education anytime and anywhere. Despite this expansion of mobile learning, there is a lack of user-oriented content design. Therefore, this study intends to derive a measure to evaluate usefulness of the content design. We conducted a literature survey to reflect characteristics of existing measures, which evaluate usefulness and content of mobile learning. As educational mobile applications have both educational service and mobile device features, they can be representative of pedagogical usability criterion and can be divided into system and content areas to further develop effectiveness of learning. We conducted questionnaires on the use of these applications on 15 experts using the del phi technique. The analysis suggests the ease of use, learning efficiency, aesthetics, and ease of learning to be criteria of pedagogical usability. This study expects to serve as a basis to improve the usability of mobile learning users.

Development of Korean Music Multimedia Contents for Preschooler - With Priority to Animation - (유아용 한국음악 멀티미디어 콘텐츠 개발 연구 - 애니메이션을 중심으로 -)

  • Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.132-141
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    • 2007
  • Traditional music education for infants is the most important step of forming human knowledge. Since their rapid development of intelligence and emotion has an educational value not only it improves the human knowledge but also it makes infants understand the unique emotion of Korean people. Under the several circumstances, however, we have no enough contents for traditional music education. Thus, by researching and analyzing the existing educational contents and complementing them properly for multimedia environment as a form of animation, we perform a series of experiments to infants who are attending to the kindergarten with interactive animations which are familiar with infants. Infants become interested in the contents and after the lesson of the short bamboo flute content, they show the clear improvements for the playing on a musical instrument. This proves that the Korean music educational content realized with animation can be an alternative plan to improve the educational effect by causing enjoyment and interest of infants.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

Methods and strategies for cultural heritage education using local archaeological heritage (지역 고고유산 체험 교육의 활성화 방안과 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.54 no.3
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    • pp.106-125
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    • 2021
  • This paper presents several reasons for the necessity of archaeological hands-on training and strategies for its implementation. First, it is necessary to produce a specialized manual for local cultural heritage education that can enhance the specialization and educational effectiveness of archaeological experience education. In addition, in order to secure professionalism in hands-on education and conduct it systematically, the ability of instructors to conduct education is important, so instructor competence reinforcement education needs to be conducted regularly. In addition, hands-on education needs a strategy of planning and content development of archaeological education programs, with consideration given to the subjects of learning, and the establishment of a cooperative network. It is time to cooperate with various experts to establish an education system necessary for cultural heritage education in the region and develop customized content for local archaeological heritage supplementary textbooks. Finally, due to Covid-19, we agonized over effective education plans for online archaeological heritage education, which requires active interaction class design and a strategy to promote interaction between professors and learners. In addition, such archaeological heritage education should be compatible with the goal of providing customized lifelong education.

Design of ePub-based Digital Textbooks Integrated Solution for Smart Learning (스마트러닝을 위한 ePub 기반 디지털교과서 통합 솔루션 설계)

  • Heo, Sung-Uk;Kang, Sung-In;Kim, Gwan-Hyung;Choi, Sung-Wook;Oh, Am-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.873-875
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    • 2013
  • 정보기술 발전에 따라 정보 활용 및 처리 역량이 상승하면서 교육 환경의 지능화, 네트워크화로 기술간, 서비스 간 융 복합을 통한 다양한 학습 내용 및 방법이 출현하였으며, 최근 e-러닝 산업에서 스마트기기 보급 확산과 상황 적응적이고 자기 주도적 학습에 대한 소비자의 니즈가 증가하면서 새로운 형태의 교육시스템인 스마트러닝이 부각되고 있다. 이러한 교육 패러다임의 변화에 따라 기존의 교육 콘텐츠를 스마트기기에 적용하기 위해서는 콘텐츠 및 솔루션 구조의 개선이 요구되며, 또한 서비스 제공의 측면에서 다양한 교육 콘텐츠 연동과 교육 서비스 융합을 위한 표준 플랫폼 적용이 필요하다. 이에 본 논문에서는 JVM 환경의 PC 인터페이스를 통해 ePub 표준의 교육용 멀티미디어 콘텐츠 제작기능과 기존 서책형 파일 포맷의 자료 정보를 응용하기 위한 정보변환 모듈, 스마트 기기용 ePub 전자책 뷰어를 포함하는 통합 솔루션 소프트웨어인 ePub Solution을 설계하였다.

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Development of Evaluation Indicators and Analysis of Usability on Learning with a Robot for the Elderly - the case of Content using the Humanoid Robot 'LiKU' (장노년층을 위한 로봇 활용 교육의 사용성 평가 지표 개발 및 평가 분석 - 휴머노이드 로봇 'LiKU'의 콘텐츠 사례)

  • Sin, Eun-joo;Song, Joo-bong;Lim, Soon-bum
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.56-63
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    • 2021
  • To solve the digital divide of the elderly, various institutions are educating how to use various smart devices for the elderly. However, it cannot be expected to have a great effect due to the disadvantages of instructor-to-face education and the learning characteristics of the elderly. Accordingly, educational contents using digital devices using robots for the elderly were developed. In this study, Evaluation Indicators were developed to evaluate the usability of digital education using robots. Also, by using usability evaluation based on the developed Evaluation Indicators, we tried to verify the usability of education using robots and to confirm the possibility of expanding the application area. In order to successfully apply the developing robot technology to various fields, it is essential to verify the usability of contents using robots, and this study on Evaluation Indicators and Evaluation methods is expected to serve as a foundation.

Big Data Education Contents for Healthcare Officials (보건의료담당 공무원을 위한 빅데이터 교육콘텐츠)

  • Kim, Yang-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.236-242
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    • 2020
  • Big data technology has been rising as a leading technology in the healthcare paradigm. As a world-class big data nation including National Health Insurance data, Korea has been focused on health policies and sustainability through database forecasting and policy establishment. So the need for education of big data by public officials in healthcare sector is increasing. However, there has not yet been National Competency Standards(NCS) or education modules, in this study, healthcare big data education module and content have been developed for the public servants with confidence.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

Development of Scratch Learning Contents using Webcam for Enhancing Interest in Programming (프로그래밍 흥미 향상을 위한 웹캠 기반 스크래치 교육 콘텐츠 개발)

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.121-124
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    • 2017
  • 초등 교육과정에 소프트웨어 교육 내용이 포함되는 2015 개정 교육과정의 시행을 앞두고, 학교 현장의 교사들은 이에 대한 지도 준비 수준이 낮으며 소프트웨어 교육 관련 교수 학습 자료도 부족하다고 느끼고 있었다. 이에 본 논문에서는 체험을 주 내용으로 하는 초등학교 프로그래밍 영역에 활용이 가능한 웹캠 기반 스크래치 프로그래밍 교육 콘텐츠를 개발하였다. 이 때 프로그래밍 흥미를 높일 수 있는 방법으로 웹캠을 사용하여 사용자의 움직임과 상호작용이 가능한 콘텐츠를 제작하였으며 총 10차시로 구성하였다. 추후 본 논문에서 제안한 교육 콘텐츠를 초등학생들에게 적용하여 교육적 효과를 검토할 것이다.

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The VOD realization that used Moving Image Contents development and free CGI for an ICT Utilization Instruction (ICT 활용 수업을 위한 동영상 콘텐츠 개발과 공개CGI를 활용한 VOD구현)

  • Kim, Sang-Baek;Moon, We-Sik
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.495-504
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    • 2004
  • 학습자에게 학습의 자율성 및 유연한 학습활동 제공, 자기 주도적 학습환경 제공, 창의력 및 문제해결력 향상, 다양한 교수학습 활동 촉진, 교육의 장 확대를 위하여 범국가적인 차원에서 ICT교육을 실시하고 있다. ICT소양 교육에는 교사들에 대한 연수기회가 많고 멀티미디어 콘텐츠가 많이 개발되어 효과를 보고 있지만 ICT활용 교육은 다양한 멀티미디어 콘텐츠의 부족으로 교사들이 부담감을 가지고 있다. 이와 같은 문제점을 인식하여 ICT활용 교육에 바로 투입할 수 있는 2분 이내의 짧은 동영상 콘텐츠를 개발하고 이를 공개 CGI를 활용하여 VOD로 구현하였다. 아울러 10분 내외의 다큐멘터리 형식의 VOD로 방송학습이 이루어지도록 했으며, 동영상 콘텐츠 개발에 필요한 사전 지식 및 방송학습에 대한 올바른 인식을 갖게 하고자 텍스트 연수 자료도 함께 탑재하여 교실 수업 개선에 이바지하고자 하였다.

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