• Title/Summary/Keyword: 교육적 콘텐츠

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

Rhythm Education Contents Using Number of Cases (경우의 수를 활용한 리듬 교육 콘텐츠)

  • Lee, Chang Ku;Lee, Seungyon-seny
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.201-202
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    • 2015
  • 이 연구는 리듬이 만들어지는 원리를 수학적 관점인 경우의 수로 해석하여 얻어진 사각형 모양의 한 박자 단위를 16가지 리듬패턴과 이 리듬패턴들을 이어주는 두 박자 단위의 225가지 리듬패턴으로 제시한다. 기존의 리듬교육에 새로운 지각적 인지 방법으로 시범 적용하여 리듬교육 방법을 증명하고 결과를 도출한다.

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Development of Computational Thinking Education Content (컴퓨팅적 사고 교육용 콘텐츠 개발)

  • Choi, Hyo Hyun;Lee, Seon Yeong;Lee, Dong Su
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.305-306
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    • 2018
  • 본 논문에서 하드웨어 위주의 교육에서 벗어나 알고리즘을 고민할 수 있는 콘텐츠를 개발하였다. 지시박스와 신호등을 이용한 간단한 알고리즘을 시작으로 조건문과 함수를 만들어서 코딩을 할 수 있는 복잡한 알고리즘까지 생각해 볼 수 있도록 한다. 각각의 알고리즘에서 조금씩 다른 상황들을 제시하여 익히도록 교육용 콘텐츠를 개발하였다.

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A Design of Korea Literature house Maps (한국문학관지도 콘텐츠 기획)

  • Kim, Kum-Mi;Lee, Young-Koo
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.215-216
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    • 2012
  • 애플(Apple)의 스마트폰(smart phon)은 우리의 여가생활을 바꿔놓았다. 개인과 개인, 혹은 개인과 단체, 단체와 단체의 커뮤니케이션의 방법에 있어 시 공간을 넘어 계층 간 장애 없이 글쓰기가 가능해졌다. 인터넷 가상현실에서 집단지성(swarm intelligence)의 활동이 늘어나고 있다. 집단지성들이 활동 가능한 확장된 교육프로그램이 논의 되어야 할 것이다. 문학관의 학교 교육의 시각적인 지도활용에 있어서 적극적인 도입이 필요하다. 또한 전국 5일제 시행 이후 체험환경은 교육, 관광 등 연계성을 들 수 있다.

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Analysis of SW basic education contents for non-majors (비전공자를 위한 SW기초교육 콘텐츠 분석)

  • Lee, Seunghyun;Kim, Jaehyoun
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.121-124
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    • 2018
  • 본 논문에서는 비전공자 대상의 학습자 눈높이에서 흥미와 재미를 유발하고, 실제 비전공자의 컴퓨팅사고력(Computational Thinking)을 향상시키는데 콘텐츠에 따라 학생의 관심도가 달라질 수 있다는 분석결과를 보여준다. 기존의 SW교육 시스템(EPL: Education Programming Language)의 단점인 실행 중심의 SW교육 시스템에서 벗어나 실제 생활에서의 기초적인 컴퓨팅 사고 관련 예제로서 모델별 단계적 접근을 시도하면서, 실제 생활 속 컴퓨팅 사고력 기반의 문제해결력을 높일 수 있도록 피드백 방식이 비전공자 SW교육에 끼치는 영향력을 확인하였다.

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3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

Application of Online Contents of Presidential Archives in Elementary Education (대통령기록물 온라인 콘텐츠의 초등교육 활용방안)

  • Kim, Sol
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.59-79
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    • 2013
  • The president of the country has a very significant political role, but the study of the history about the presidency has not really been emphasized. This study is to examine how to apply the online contents about presidential history to elementary education. The documentaries presented in elementary social studies have a great effect on elementary students because their cognitive development is accelerated by understanding modern Korean history along with the presidential history and political issues through historical records. Therefore, this study focuses on investigating the method of application of the presidential history by having the presidential historian build online contents and provide this information to teachers and students.

A Study on Visual Contents for Korean Passive Verbs and Causative Verbs Education (한국어 피동·사동 교육용 시각 콘텐츠에 관한 연구)

  • Son, Joo-Hee;Kim, Eun-Jeong;An, Hee-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.348-358
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    • 2022
  • The purpose of this study is to produce visual content for effective education of Passive verbs and Causative verbs in Korean language education for foreigners. Passive verbs and causative verbs are contents that must be taught to intermediate level learners. However, it is recognized as a difficult item for both learners and Korean teachers because the realization pattern is complicated, and there is no rule to explain the combination relationship between the action and the instruction by suffix. In this article, the use of nonverbal information that can improve the learning effect was considered. Providing verbal and non-verbal information together in language education can be expected to improve learners' communication skills. In particular, visual content is non-verbal information that can positively affect memory enhancement, playback, and transition. Therefore, this study attempted to plan and produce picture cards as visual materials. The picture card, produced with a focus on the correct education of Korean Passive verbs, will efficiently and significantly make Korean Passive verbs and Causative verbs teaching and learning by suffixes.

Survey on Informatization level for developing Customized Contents enhancing ICT capability - focused on Life University in Cambodia (맞춤형 ICT역량강화 콘텐츠개발을 위한 정보화 실태조사 - 캄보디아 라이프대학을 중심으로)

  • Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.471-477
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    • 2016
  • ICT capacity building education in developing countries with poor infrastructure is a solution to help solve ICT gaps and improve economic performance. However, there is a clear difference between countries' geographical and industrial level in terms of geographical and industrial aspects. Therefore, it is necessary to design customized educational contents for each country according to the status of various industries in each country rather than uniform and unilateral ICT capacity building education. This should be followed by a basic understanding of the current situation. The purpose of this study is to identify the level of ICT technology and curricula for female students at Life University of Cambodia among developing countries, and to find out the subjects related to industry in that region and to propose policies for continuous operation.

The Development of Web-based Self-directed Learning Contents for Information and Communication Ethics Education (정보통신윤리교육을 위한 웹 기반 자기주도적 학습 콘텐츠 개발)

  • Kim Eun-Ju;Bae Yong-Geun;Chung Il-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.813-816
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    • 2006
  • 정보화 역기능 현상에 대한 근본적인 대처 방안은 사용자의 정보 윤리적 관점에서 다각적으로 침해 사고에 대해 예측하고 평가하여 정보화 사회가 인간 중심의 바람직한 사회가 될 수 있도록 건전한 윤리 의식을 확립하는 것이다. 하지만, 현재의 정보통신윤리교육은 교육 목표와 내용에 있어서 균형성을 상실하여, 역기능 측면에만 치우치고, 학습자인 학생에게 자율적으로 선택하여 행동할 수 있는 능력을 키워주기보다는 일방적으로 설정된 내용을 전수하는 학습 형태를 벗어나지 못하고 있다. 따라서, 본 논문에서는 정보통신윤리교육에 대한 자기주도적 학습 방법을 웹 기반에서 적용될 수 있는 학습 콘텐츠 모형을 구현한다. 이를 위해 웹 콘텐츠를 이용하여 학습자 스스로가 개별 학습을 수행할 수 있고, 학습내용에 대한 보충 심화 반복 등의 자기주도적인 학습이 가능하도록 설계하였다.

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