• Title/Summary/Keyword: 디지털 교육

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Development of a Digital Color Design Education Curriculum (디지털 색채 디자인 교육과정 개발)

  • Kim, Yu-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.246-250
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    • 2006
  • As a result of the rapid development in the digital content industry, designers have to visualize colors across a range of digital media in a relevant and sophisticated manner. The purpose of this study is to develop a new digital color design education curriculum for enhancing learners' capability of digital color management. This study presents an original university-level color design curriculum for digital color learning that includes traditional color learning. In order to develop interactive pedagogy that provides diverse color experiences to students, this study suggestes a blended learning method that combines face-to-face instruction and web-based instruction. Through two case studies at universities, this paper illustrate the effectiveness of the proposed digital color design curriculum.

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A Study of Building Digital Capacity of Museum Professionals through the Use of Virtual Museum (가상박물관 활용을 통한 박물관 전문인력의 디지털 역량 강화 방안 연구)

  • Kim, Seon-Mi;Lee, Jong-Wook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.39-46
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    • 2022
  • The overall digital transformation in society is rapidly progressing with the corona virus epidemic. In particular, in the field of cultural heritage and museums, digital transformation is taking place throughout the preservation, management, and utilization of cultural heritage. To respond to this, the importance of cultivating the digital literacy of museum professionals to select and utilize digital cultural heritage information is increasing. However, the current digital capacity education of museum professionals has not reached the cultivation of digital literacy due to one-way theory and one-way practical education. To overcome this, we propose a digital capacity building program using virtual museums. We propose a curriculum based on participatory museums, cooperative learning, and project-based learning theories. Learners experience the entire process of acquiring, selecting, and utilizing digital cultural heritage information through individual, cooperative, constant, exhibitions, and project-based learning programs. We were evaluated by experts in terms of education, museum education, and ICT technology education to prove its usability and derive improvements. This study will contribute to building the digital capacity of museum professionals.

A Study on the Development of the Digital Relay Simulator for Education (교육용 디지털 릴레이 시뮬레이터 개발에 관한 연구)

  • Kim, I.S.;Kim, H.J.;Ahn, S.P.;Lee, J.P.;Yeo, S.M.;Kang, Y.S.;Ahn, S.M.;Kim, C.H.
    • Proceedings of the KIEE Conference
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    • 2000.11a
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    • pp.98-100
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    • 2000
  • 디지털 릴레이 알고리즘을 교육시키는 것은 전력계통의 관심사중의 하나이었다. 그러나 전력계통의 보호계전 알고리즘의 비공개성 때문에, 디지털 릴레이 시뮬레이터에 의한 전력계통의 디지털 릴레이 알고리즘을 교육/훈련시키는 데 어려움이 있었다. 그러므로, 송전선로의 디지털 계전 알고리즘을 시뮬레이션 할 수 있는 새로운 디지털 릴레이 시뮬레이터가 필요하다. 본 연구는 이러한 요구조건에 맞는 교육/훈련용 디지털 릴레이 시뮬레이터를 소프트웨어(프로그래밍 언어)에 의해 디지털 릴레이의 물리적 이론적 메커니즘을 바탕으로 개발하는 것이 목적이다.

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A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era (비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구)

  • Kim, Na Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.311-317
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    • 2021
  • This study aims to propose an effective user experience of online class in the non-face-to-face through case analysis, focusing on school-linked education programs with art museums for elementary classes. To analysis domestic and international cases of school-liked education programs with art museum and to measure user experience, we were conducted with task test, in-depth interviews and surveys with experts. As a result, there were the pros and cons about the programs. Based on this, we propose a better method to increase the satisfaction of user experience for children. This study is significant in activating digital technology-based online education. This study expected to used as data on the user experience of a non-face-to-face online art education program in elementary schools in the future.

대학생의 창의적 사고 활동을 위한 앱 인벤터를 활용한 안드로이드 앱제작 교육프로그램 개발

  • Bae, Ji-Hye;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.235-238
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    • 2016
  • 디지털 콘텐츠의 한 형태로 볼 수 있는 앱은 개발자들의 창의적 사고를 바탕으로 현재도 무수히 쏟아져 나오고 있으며, 많은 사용자로부터 선택되어 활용되고 있다. 이러한 변화는 교육분야에도 영향을 주어 앱을 활용한 교육환경과 교육방법에 대한 다양한 연구가 현재 진행되고 있다. 앱과 같은 디지털 콘텐츠의 개발은 창의적 아이디어를 기반으로 구현되며 이는 콘텐츠 사용자의 유용성과 경제적 가치를 결정하는데 중요한 요소로 작용하고 있다. 이러한 창의와 디지털 기술을 접목한 앱 프로그래밍 교육은 학생들의 창의적 사고와 문제해결력을 향상시키는데 중요한 역할을 하며 특히 교육용 프로그래밍 언어(EPL, Educational Programming Language)를 활용한 코딩 교육과 창의적 문제해결력 향상에 관한 관련 연구들이 활성화되고 있는 실정이다. 본 연구에서는 이러한 EPL을 바탕으로 비IT계열 전공의 대학생들에게 프로그래밍 교육을 실시하고 창의적 사고를 통해 디지털 콘텐츠인 앱을 제작하는 것에 초점을 두기 위한 안드로이드 앱제작 교육 프로그램 개발을 진행하였다. EPL을 위한 도구는 MIT 미디어랩에서 개발한 클라우드 기반의 안드로이드용 앱 인벤터2(App Inventor 2)를 사용하며, 제작한 앱을 스마트 기기에서 즉시 실행하고 확인할 수 있다는데 대해 학습만족도와 성취감이 높음을 수업관찰을 통해 확인할 수 있었으며 제작 과정에서도 활발한 사고력를 발휘하는 것을 확인할 수 있었다.

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A Study on "On-tact" Christian Education in the Post-Corona Era (포스트 코로나 시대의 "온택트(ontack)" 기독교교육에 관한 연구)

  • Yang, Kum Hee
    • Journal of Christian Education in Korea
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    • v.68
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    • pp.41-76
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    • 2021
  • This paper begins with the question of whether "on-tact" Christian education, which has become the most new-normal phenomenon since Corona 19, will remain as a decisive form of Christian education even in the post-Corona era. In order to answer that question, this study explored whether on-tact Christian education has its own domain of experience and educational elements that cannot be replaced by face-to-face education, specifically focusing on "types of on-tact Christian Education", "discussion of digital church" and "digital epistemology". Through research on "types of onn-tact Christian education," it confirmed that, when viewed on the basis of 'participation' or 'communication', on-tact Christian education has an independent field of experience and educational elements. Through contemplation on "digital ecclesiology", it found that on-tact education is the decisive channel for Christian education to reach digital generation. It also found a new metaphor from the "network" concept for the public church and the Kingdom of God. This paper also found that we experience the perception of the body that is expanded through the combination between the body and technology in the digital world, and that this is a unique epistemology that occurs only in the digital world. Based on the above points, it affirmed that on-tact Christian education is not simply a means of supplementing face-to-face education in the era of COVID-19, but is a Christian education that has an independent field of experience and educational power that face-to-face education cannot replace. Thus it foresees that on-tact Christian education will continue to expand as a center and form of Christian education even in the post-corona era.

The Development of the Digital Relay Simulator for Education and Training using GUI (GUI를 이용한 교육 /훈련용 디지털 계전기 시뮬레이터의 개발)

  • Kim, D.S.;Kim, I.S.;Yeo, S.M.;Kim, C.H.;Kim, U.M.;Lee, C.G.
    • Proceedings of the KIEE Conference
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    • 2001.05a
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    • pp.180-182
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    • 2001
  • 기존의 디지털 계전기 교육/훈련 방법은 적절한 교육용 소프트웨어 및 기기의 부재로 인해 교육을 받는 훈련생들을 단기간 내에 이해시키는데 어려움이 있었다. 본 연구의 목적은 GUI 환경에서 다양한 모의 고장 발생, 모의 고장 시나리오의 입력, 편집 수정, 삭제가 가능하고 디지털 계전기의 교육/훈련 기능과 함께 훈련 결과의 평가와 훈련일지의 작성 기능을 포함하는 디지털 계전기 시뮬레이터의 개발이다. 본 논문에서는 고장종류, 고장발생 각, 고장거리, 데이터의 샘플수에 따라 EMTP를 이용하여 모의한 후, 디지털 신호 처리를 이용하여 직류 성분과 고조파 성분을 제거하고, 기본파 성분을 추출한다. 그리고 추출된 데이터를 사용하여 임피던스 궤적을 도시하고. 그 결과를 사용자에게 보여주도록 하였다. 특히, GUI 환경으로 구성하여 알고리즘의 수행과정을 보다 쉽게 이해하고. 사용할 수 있도록 함으로써, 교육/훈련의 효과가 극대화되도록 하였다.

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Development of a Logical Circuit Education Method for an Elementary School Information Science Education (초등학교 정보과학 교육을 위한 논리회로 교육방법 개발)

  • Lee, Jun-Hyuk;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.109-115
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    • 2006
  • 오늘날 IT의 급속한 진보는 사회적, 경제적 변화를 가져왔다. 그리고 많은 나라들이 정보화시대에 선두를 차지하려 노력하고 있다. 이에 미래의 IT산업을 선도할 인재들의 첫 출발점이라고 할 수 있는 초등학교에서의 정보영재교육의 필요성이 더욱 중요시되고 있으며, 현대 디지털 사회 전 분야에 걸쳐 없어서는 안 될 필수적인 요소로 사용되고 있는 디지털 시스템의 동작 원리를 이해하는 것이 요구되고 있다. 이에 디지털 시스템의 동작 원리를 이해하는 데 기초가 되는 디지털 논리 회로에 대한 내용을 초등학교 아동들이 쉽고 흥미롭게 이해할 수 있는 교육방법을 개발하여 실생활에서 필요한 디지털 시스템을 창의적으로 설계하고, 이를 통한 문제해결능력을 향상하고자 한다.

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Proposal for an improvement direction of curriculum of online design class in accordance with the stream of digital times (디지털 시대적 흐름에 따른 온라인 디자인 수업의 교육과정 개선방향 제안)

  • Lee, In-Sook
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.13-24
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    • 2015
  • Online design education, started with the establishment of cyber universities in Korea in 2001, has been operated with the development of online classes for various subjects until present and is predicted to be expanded both quantitatively and qualitatively as the concept of remote education is gradually generalized along with the growth of cyber universities and the development of digital technologies. However, regardless of such quantitative growth and possibility of development, the current online design classes are operating curriculum that is not much different from that of design department at the existing offline universities, while the concepts and roles of design and designer are changing according to the stream of digital times. Moreover, although complex elements are required to be considered since online design education is influenced by digital technological trend as being a form in which digital technology, contents, and design are all combined and advantages and features of online are required to be reflected to the maximum, the reality is different from what has been expected due to many circumstances. Online design education needs to be changed in accordance with the stream of digital times and new online design curriculum suitable for the current of future digital times and online environment are required to be developed and prepared at this moment. Accordingly, this research aims to look into the concepts and roles of design and designer changing in accordance with the stream of digital times by researching the existing literatures as well as the advantages and features of online class and to analyze the current state of curriculum of digital design and related departments at cyber universities in Korea to suggest an improvement direction of curriculum of online design class suitable for the future digital times.

Types of Educational Ministry for The Post Digital Generation (포스트 디지털 세대에 대한 교육목회 유형)

  • Lee, Wonil
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.11-35
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    • 2022
  • The purpose of this article is to suggest nine types of educational ministry based on the practical theology in Christian Education. For the purpose this article emphasizes an individual dimension including church, society dimensions. An individual dimension is based on the spirit of post digital era within sociocultural area in different with personal-existential area of the philosophical and theological perspective and life cycle theology area of the developmental psychological perspective. Post digital era means the humanization of digital, digital friendly, and emotional digital cultural characteristics. Post digital generation means child, youth, young adults those who are accustomed with post digital cultural of the post digital era. The educational ministry for the post digital generations categorized into nine types according to correlation with individual, church, and society as a field of ministry and critical scientific method, critical confessional method, and critical correlational method as an interdisciplinary which are composed of Christian tradition and contemporary science. Representative key competencies of nine types in the educational ministry are media literacy, relational identity, communication, high touch, discipleship, making and using media, integrative vocation, collaboration abilities, and home, school, and social resilience in relation with multicultural generations.