• Title/Summary/Keyword: 교육적 콘텐츠

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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.

An Analysis of Educational Contents Model and Development Strategy (스마트 교육 콘텐츠 모형 및 개발전략 분석)

  • Yoon, Young Beom
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.483-484
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    • 2016
  • 본 연구의 목적은 학습자 중심의 스마트 교육을 위한 융복합 학습 콘텐츠의 개발요소와 개별화되고 맞춤화 된 창의적인 교육콘텐츠 개발방안을 분석하는 것에 있다. 스마트교육환경에 적합한 어플리케이션의 개발방안은 전통적인 교수 학습 모델과 유기적으로 연계되어야 하며 학습을 위한 검색기능, 학습 자료를 추출하는 조사도구기능, 협력활동을 지원하는 기능, 문서저작기능, 심화학습을 위한 기능을 구현해야 한다. 향후 교육환경은 클라우드 교육서비스를 기반으로 네트워킹을 통한 국내외 학습자원의 지원과 협력학습 인프라를 통해 언제 어디서나 학습이 이루어지는 학습 선택권을 중심으로 이루어질 것이다.

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Development of Qualitative Inspection Guideline for Multimedia Education Contents (멀티미디어 교육용 콘텐츠의 정성적 평가지침 개발)

  • Park, Un-Kyoung;Kim, Hyung-Sun;Lim, Jae-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.758-760
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    • 2008
  • 현재의 지식 사회에 대응하기 위하여 교육인적자원부, 시 도 교육청 각종 교육관련 기관은 다량의 교육용 콘텐츠를 개발하고 보급하였다. 그러나 교육용 콘텐츠에 대한 질 관리에 대해서는 개념도 불명확하고 법이나 규정도 미비하여 국가수준의 질 관리방법이나 절차도 체계성을 가지지 못하고 있어 양질의 자료 선별과 품질이 관리된 특화된 정보를 사용자에게 제공하는 기회가 부족하였다. 본 연구는 양질의 콘텐츠를 선별 탑재하기위해 기존의 정량적 평가 방법에 정성적 평가 방법을 보완하여 콘텐츠 특성에 맞는 평가를 할 수 있는 지침을 마련하였다.

Development of History Education Contents Using VR (가상현실을 활용한 역사 교육 콘텐츠 개발)

  • Jang Sangmin;Cho Jae-cheon;Moon Tae-woong;Kwang-Hyuk Im;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.225-226
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    • 2024
  • 가상현실 기술을 활용한 역사 교육 콘텐츠 개발은 미래 교육 환경에 적응하고 학습 경험을 혁신하기 위한 중요한 도전이다. 이를 통해 시각적·체험적 학습을 강화하여 학생들의 흥미와 참여도를 높일 수 있으며, 다양한 교육 자료를 가상 현실에서 체험하면서 깊은 이해를 도모할 수 있다. 메타버스 기술은 역사적 사건들을 현실과 가상의 경계를 넘어 재현할 수 있는 독특한 기회를 제공하며, 이를 통해 학생들은 적극적으로 학습에 참여하며 창의성과 문제 해결 능력을 키울 수 있다. 따라서 이 콘텐츠의 개발은 교육의 미래를 모색하고, 새로운 학습 환경에서의 효과적인 교육 방법을 개발하는 데에 중요한 역할을 할 것으로 기대된다.

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An Authoring Strategy for Cyber Learning Contents-based on Ontology (온톨로지 기반의 교육 콘텐츠 제작 기법)

  • Chung Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.29-37
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    • 2005
  • Korean cyber universities now provide higher education service to learners but the courses suffer major limitations of low quality and inefficient format of their learning contents. Because of the absence of any standard authoring strategy for learning contents, tutors develop their own courseware with various formats and content structures. In addition, the lack of association between content learners causes them difficulties in finding and reusing related contents. In this paper, we propose an authoring strategy foradvanced learning contents based on SCORM and ontology. Our strategy improvesthe reusability and associativity of learning contents. We demonstrate the effectiveness of our proposed authoring strategy through developing learning contents such as understanding of digital contents.

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Components of On-line based Edutainment Contents (온라인 에듀테인먼트콘텐츠의 구성요소)

  • Ahn, Seong-hye;Song, Su-mi
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.126-130
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    • 2008
  • There is necessity to make theoretical structure through systematize pre-production process of edutainment contents to apply edutainment to university curriculum. This purpose to draw components of edutainment contents to make pre-production process of it. It is drew 4 component of on-line based edutainment contents-education, fun, interaction, visualization. Through this research, I expect to present design methodology, the way of transmitting learning information and verification standard of the educational effects of edutainment contents.

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Analysis of Teacher's Needs on a Life-cycle System of the Educational Digital Contents through a Case Study of EDUNET (에듀넷 사례를 통한 교육용 디지털 콘텐츠 수명주기에 대한 교사 요구사항 분석)

  • Cha, Hyunjin;Hwang, Yunja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.101-112
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    • 2019
  • This study aims to draw implications on a life-cycle system of digital contents through a case study about EDUNET in order to maintain the quality and efficiency of the service for educational digital contents in the primary and secondary education area. To achieve the objective, lead teachers in EDUNET service participated in requirements analysis about the life-cycle of the digital contents, for example, contents utilization periods, the periods for being updated, etc. From the results, it was found that a systematic life-cycle framework should be established to re-evaluate the contents in service and provide a quality of contents, responding to consistent changes for educational environments in teaching-learning and for educational topics/directions, or according to educational content's substance such as curriculum or extra-curriculum. This study contributes to suggesting needs to implement the systematic management of contents based on a life-cycle system by analyzing user's requirements in order to provide user-friendly service for the K-12 educational digital contents.

Designing the Archival Contents Sample for Education Based on Curriculum-standards Analysis (교육과정 분석에 따른 교육용 기록정보콘텐츠의 예시 설계)

  • Lee, Eun Yeong
    • Journal of Korean Society of Archives and Records Management
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    • v.11 no.2
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    • pp.165-188
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    • 2011
  • This paper suggests the methods of curriculum-standards analysis and collection analysis. This paper also designs the sample of archival contents for education based on this methods. This paper intends to verify the methods and to suggest a model of archival contents for education available in connection with the curriculum-standards by designing the archival contents for education on national unification in high school classrooms.

A Study on The Educational Utilization of Webtoons Theoretical and Practical Evidence Exploration (웹툰(Webtoon)의 교육적 활용가능성에 대한 이론적, 실천적 근거탐색)

  • Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.510-520
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    • 2020
  • This study attempts to explore the educational applicability of webtoons. Webtoons have very useful educational elements in educational environments. First, they are extremely popular among learners of the internet age and not only do webtoon images provide immersiveness and enjoyment to learners in class environments based on text but the narrativity and contextuality of webtoons can also provide abundant material in connection with the subject. Also, the interactivity of the Web 2.0, a space where webtoons are circulated, can also be utilized in educational environments. This study attempts to explore grounds for detailed approaches for the educational applicability of webtoons using theoretical and practical methods. It is hoped that through this study, assessments can be made of positive prospects regarding the educational applicability of webtoons.

A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.21
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    • pp.51-69
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    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

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