• Title/Summary/Keyword: 동영상 교육

Search Result 538, Processing Time 0.033 seconds

A Study on the Utilizing Method of Multimedia Data by Analysis of Academic Oganization Affairs in Elementary School (초등학교 교무분장 업무 분석을 통한 멀티미디어 데이터의 활용방안)

  • Yoo, Kyoung-Suk;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
    • /
    • 2004.01a
    • /
    • pp.538-547
    • /
    • 2004
  • 학교 업무의 효율화를 위해 조직한 교무분장업무가 담당교사의 전문성 부족과 업무관련 정보의 비체계적인 생산, 활용, 관리로 인해 많은 교사들이 업무처리에 어려움을 느낀다. 그리고 이러한 어려움으로 학습지도와 학급관리에 충분한 시간을 투자하지 못하는 경우도 생긴다. 하지만 지금까지 갖추어진 학교의 정보화 기반을 활용한다면 정보의 생산, 활용, 관리가 효율적으로 이루어질 수 있다. 이에 본 연구에서는 교무분장 부서에서 다루고 있는 업무를 세분화하여 멀티미디어의 어떤 유형이 사용되는지 알아보고, 이를 바탕으로 멀티미디어 데이터 중 이미지, 사운드, 동영상 데이터 제작방법을 제시하여 교사들이 학교업무에서 처리하는 정보들을 멀티미디어 데이터 제작의 기본방법에 맞게 제작하여 학교업무의 효율성을 높이도록 하였다.

  • PDF

A Design of Theme-Oriented History Learning System Using GIS Based on WWW (웹기반을 GIS를 이용한 테마지향 역사학습시스템의 설계)

  • 정소영;신창선;주수종
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.04b
    • /
    • pp.670-672
    • /
    • 2001
  • A Design of Theme-Oriented History Learning System Using GIS Based on WWW 초고속통신망과 웹 인터페이스의 발전은 교육환경에 많은 변화를 가져왔으며, 더불어 웹을 기반으로 하는 교육적 활용방법이 활발히 연구되고 있다. 본 논문에서는 기존의 정적지도를 이용한 획일적 역사학습방법을 지양하고, 동적인 학습이 가능하도록 클라이언트 중심의 웹기반 GIS를 이용한 테마지향 역사학습시스템을 설계하였다. 설계된 시스템은 크게 5가지 모듈로 구성되고 학습자 관리 DB, 학습 정보 DB, GIS DB와의 인터페이스 기능을 갖도록 기수라고, 이들 관계를 OMG 클래스다이어그램으로 보였다. 본 논문의 역사학습시스템은 학습자가 하는 주제를 선택하여 역사학습 정보를 요구할 때 지리적 위치를 지도상에 보여줌으로서 시각적이고 공간적인 이해를 가능하게 하였다. 또한 본 시스템은 텍 ;, 이미지, 사진, 동영상 등의 속성정보를 이용한 멀티미디어 정보와 효과적인 학습정보 검색을 위한 다양한 검색방법을 제공하여, 학습자의 흥미를 유발시키고 역사학습을 효율성을 높일 수 있도록 하였다.록 하였다.

  • PDF

Development of Interactive e-Learning Authoring Tool for Computational Engineering (인터랙티브 계산공학 이러닝 콘텐츠 저작도구 개발)

  • Shin, jung-hun;Ryu, gi-myeong;Jang, cheol-hoon;Lee, sik;Cho, kum-won
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2017.05a
    • /
    • pp.413-414
    • /
    • 2017
  • 계산공학 분야는 복잡한 수치이론과 계산 실행 및 분석 툴의 중요성이 높기 때문에 온오프라인 모두에서 효과적인 교육을 수행하는 것이 힘든 실정이다. 본 논문에서는 오프라인 저작도구와 EDISON 플랫폼을 두축으로 효과적인 웹기반 이러닝 환경을 구축하는 과정을 설명하였다. 특징으로는 웹기반이지만 데스크탑에서 오프라인으로 동영상/발표자료/외부링크 등의 이종 콘텐츠들을 조합하여 강의를 구성할 수 있는 저작도구가 있다는 것이다. 또한 계산과학공학 플랫폼인 EDISON의 계산실행 포틀릿을 활용하여 인터랙티브 실습교육 환경을 구성하였다는 것이다. 본 이러닝 시스템은 대학 및 현장에서의 즉각적인 이론습득 및 실습 요구에 대응할 수 있을 것으로 사료된다.

  • PDF

An Analysis on Instructional Strategies of Engineering Classes (공학 수업 동영상 분석을 통한 교수전략 활용 실태)

  • Shin, Younghwa;Kim, Dongik;Hong, Kyungsun
    • Journal of Engineering Education Research
    • /
    • v.15 no.6
    • /
    • pp.9-18
    • /
    • 2012
  • The purposes of this article are to analyze the conditions of using instructional strategies and using gender sensitive instructional strategies at engineering classes of K University. Qualitative analysis methods were adapted. To achieve the purposes, 35 hours of engineering classes from 11 professors from 9th to 20th of November 2009 were videotaped and analyzed. The research findings were discussed by the checklists for general and gender sensitive the instructional strategies which were recommended for the managing the better classes. Students are influenced by professors not only knowledge and skills but also values and attitudes. Professors who take gender sensitive instructional strategies are expected to give good influence the women students.

Design and implementation of web courseware applying ARCS model for Problem Solving Learning (ARCS 이론을 적용한 문제해결학습 코스웨어 개발 및 적용)

  • Lee, Hae-Woo;Han, Kyu-Jung
    • 한국정보교육학회:학술대회논문집
    • /
    • 2007.01a
    • /
    • pp.287-292
    • /
    • 2007
  • 본 연구는 켈러의 ARCS(Attention, Relevance, Confidence, Satisfaction) 동기화 이론을 수학과 문제해결학습에 적용하여 학생들의 지적 수준과 능력에 맞는 동기유발 요소로 실제 학습동기를 유발시키고, 수학과 학습에 흥미와 관심을 갖도록 하는 코스웨어를 개발 및 적용하여 그 효과를 입증하는 데에 목적이 있다. 이를 위하여 ARCS 이론을 적용하여, 실생활 속에서 문제를 인식하고 동기화를 촉진시킬 수 있는 동영상 자료와 플래시 자료를 포함한 '동기유발자료'와 문제해결과정을 다양한 형태와 방법으로 연습할 수 있는 '스스로 공부해요' 메뉴를 포함한 코스웨어를 개발하였다. 개발된 코스웨어는 학생들의 관심과 흥미를 충분히 반영하여 스스로 조작하며 학습할 수 있도록 학습자 중심형태로 개발하였다.

  • PDF

A Traffic Analysis for Web based Distance Education (사이버 교육 컨텐츠에 따른 트래픽 측정)

  • Cheon, In-Hyuk;Eum, Tai-Rang;Kwon, Lan;Lee, Kyung-Geun;Song, Jung-Hee
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2003.04a
    • /
    • pp.857-859
    • /
    • 2003
  • 본 논문에서는 웹 기반의 사이버 강의 시스템을 이용하여 사용자가 인터넷을 통해 교육을 제공 받을 때 발생하는 트래픽을 측정 분석하고 강의에서 제공되는 동영상, 음성 및 문서 등의 멀티미디어 컨텐츠들이 대역폭에 미치는 영향을 분석한다. 또한 강의형태에 따라 트래픽 모델을 제시하고 강의 컨텐츠의 구성에 따라 달라지는 전송대역폭과 사용자수에 따른 영향을 분석한다.

  • PDF

Case Study of Flipped-learning on a Signal Processing Class (신호처리 교과목에 대한 플립러닝 적용사례)

  • Yoo, Jae Ha
    • Journal of Practical Engineering Education
    • /
    • v.9 no.2
    • /
    • pp.125-132
    • /
    • 2017
  • This paper is a study on the application of flipped learning, which is known as a teaching method that provides effective learning, to signal processing subjects. The teaching - learning model used for the class and the implementation examples for three years are described. In-class can be judged to be a relatively successful class, but organization of the video data provided in the pre-class and evaluation of whether or not to study pre-class video have to be improved.

An Analysis of Pre-service Science Teachers' Reflection of Questions During Science Instruction in Teaching Practicum (예비과학교사의 교육실습 과학수업에서의 발문에 대한 반성 분석)

  • Kim, Sunghoon;Jeon, Yousun;Kang, Hunsik;Noh, Taehee
    • Journal of The Korean Association For Science Education
    • /
    • v.42 no.1
    • /
    • pp.97-109
    • /
    • 2022
  • In this study, we investigated pre-service teachers' reflection of questions during science instruction in teaching practicum from the perspective of productive reflection. The productive reflection used in this analysis has four aspects of learners and learning, subject matter knowledge, instruction, and assessment. Five pre-service teachers participated in this study. They reflected on their questions with one class video by using think-aloud method. Semi-constructed interviews were also conducted. The analyses of the results reveal that the aspect of 'instruction' and the 'learners and learning' were frequently included in their reflections. 'subject matter knowledge' was often included in their reflection while 'assessment' was hardly included. The integrations of the two aspects appear most often, those of three aspects appear only sometimes. However, four aspects appear very rarely. The integrations of 'learners and learning' and 'instruction' with the other aspects were most frequent, and the integrations of 'content knowledge' with the other aspects were often. However, the integration of 'assessment' was very few. There were more productive reflections from pre-service teachers who reflect on several questions in context than who reflected on questions one by one. In addition, they exhibited some difficulties in suggesting alternatives to improve their questions. They tried to modify the teaching method related to the questions rather than revise the form of questions. Based on the results, practical implications to improve expertise related to the questions of pre-service teachers were discussed.

Preceding Research for Developing Floral Design Education Contents (화예디자인 교육 콘텐츠 개발을 위한 선행연구)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.42
    • /
    • pp.97-116
    • /
    • 2020
  • In this paper, the need for lifelong education and distance education is increasing due to the decrease of population and the increase of life expectancy. In addition, the popularization and everydayization of education, which combines daily life and learning, is an educational feature. Individuals can more easily access knowledge, and video plays an important role. Video content is the most basic medium that leads to the popularization and daily life of education. With the development of information and communication technology, popularization of media content production and editing technology, anyone can easily create and share. The video education contents business is expected to increase globally through SNS. Especially, the video contents education industry related to flower design is regarded as a suitable content field in an era where environment is essential. In the modern era, characterized by the "one-person household, one-person media" era, the environment of plants protects people from stress by restoring human emotional efficiency, environmental comfort, and stability. In other words, because humans have a preference for nature, plants play an important role for humanity recovery. Against this backdrop, flower design is expected to be a promising industrial sector with high growth, high value added and high job creation effects. In the era of the fourth revolution of the human race, competitive video contents are expected to influence the growth of the future country. will be.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
    • /
    • s.43
    • /
    • pp.285-320
    • /
    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.