• Title/Summary/Keyword: 맞춤형 학습콘텐츠

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The Improvement of Digital Textbook Functions Required for Curriculum Reorganization (교육과정 재구성을 위한 디지털교과서 기능 개선 방안 연구)

  • Kim, Hongsun;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.23-34
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    • 2022
  • Teachers should be able to reorganize the curriculum according to the student level, reorganize textbooks freely, and distribute them to students. However, current paper-textbooks are difficult to modify or edit some contents and distribute them to students, also current digital textbooks are grouped into units, so the order or educational resources cannot be reconstructed. In addition, The digital textbooks are difficult to update external links or the latest resources, and to contain various multimedia materials or high-definition realistic content due to capacity limitations. Therefore, this study presented functions: teaching and learning and evaluation functions, resources search and sharing functions, learning records and analysis functions, screen showing and printing functions, so that teachers can provide customized learning by level to students using digital textbooks. Through the expert Delphi survey, detailed functions for each area were divided into teachers and students. We proposed expanding and developing digital textbooks to various subjects, and distributing various teaching and learning models using digital textbooks.

A Study on 3D Culture Character Modeling Tools for Establishment (창업을 위한 3D문화캐릭터 모델링 도구에 관한 연구)

  • Park, Hea-sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.372-373
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    • 2017
  • 본 논문에서는 도래한 4차산업사회 속에서 문화콘텐츠인 캐릭터를 무료 3D모델링 도구를 이용하여 디자인하고 3D 프린팅 기술을 접목하여 개인맞춤형 캐릭터를 제작 및 판매 하고자 하는 사업에 대한 로드맵을 제시해보고자 한다. 이를 위해 첫 단계로서 3D 모델링 도구의 전반적인 특성을 살펴보고 3D 캐릭터 모델링 도구들 중에서 무료로 사용할 수 있고 사용하기 편한 도구들을 정리하여 제시해보고자 한다. 제작하고자 하는 캐릭터의 특성에 맞는 도구를 선택하고 학습하여 성공적인 창업을 할 수 있도록 방향을 제시하고자 한다.

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The Effect of Academic Stress and ASE(Attitude-Social Influence-Self Efficacy) Model Factors on Academic Persistence of Online University Students (원격대학 학습자의 학업스트레스와 ASE 모델 요인이 학업지속의도에 미치는 영향)

  • Lee, Da Ye;Seo, Young Sook;Kim, Young Im
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.453-463
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    • 2018
  • An analysis including ASE model accessing based on the intention of behavior performance of online university students is a new approach to improve academic persistence considering the characteristics of students with extensive personal variables, a uniqueness of learning environment. This study aimed to identify the relationship between ASE model including academic stress and academic persistence, and the effect of these factors on academic persistence of online university students. Data were collected from 181 sophomores in K open university from March to June, 2018. Frequency analysis, ${\chi}^2-test$, t-test, F-test, Pearson's correlation analysis, and multiple regression analysis used for data analysis. For factors affecting academic persistence, academic stress (${\beta}=-.16$, p=.016), online learning attitude (${\beta}=.44$, p<.001), and social support among social influential factors (${\beta}=.16$, p=.045) were statistically significant and the prediction model of academic persistence showed 29% explanation power (F=15.76, p<.001). To enhance academic persistence of online university students, it is needed to develop programs to reduce academic stress, improve attitude toward online learning, and improve social support.

A Study on the Utilization of Open Learning Platform to Reduce Private Education Cost of Elementary Education (초등교육의 사교육비 절감을 위한 개방형 학습 플랫폼 활용에 관한 연구)

  • Shim, Jae-Young;Kwon, Mee-Rhan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.105-111
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    • 2018
  • STEAM and S / W education in public education are effective in fostering talented people and the talents of the 4th industrial revolution era. It is necessary to expand the teachers for this purpose, to find out and apply various learning materials, and to improve education environment for fusion talent education. An open learning platform is effective in reducing private education costs and supplementing public education. Especially, it is useful for flip learning combined with classroom (off-line). In this case, teacher's role can be transformed into active teaching activities and research activities, which can speed up normalization of public education and reduce private education.In particular, the core functions of the MOOC platform for elementary education are 'creative instructional design and contents development function', 'digital teaching and learning curation', 'big data based learner customization', 'learning participation' flip learning and social Learning function.Through this study, it is expected that discussion on the introduction of MOOC for career and admission education for adolescents including elementary education will be established and the Korean youth MOOC platform will be developed and developed as a global advanced model of education democratization.

Personalized Mobile Junk Message Filtering System (사용자 맞춤형 스팸 문자 필터링 시스템)

  • Lee, Seung-Jae;Choi, Deok-Jai
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.122-135
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    • 2011
  • Mobile spam message is a harmful factor which makes receivers to be annoyed and leads to unnecessary social cost. Unwanted junk messages flowing to a smart phone ruin main purpose of the smart work system to enhance the productivity, so we need to study on this area. In this paper, we proposed a novel spam filter on the smartphone in order to reduce computing process and improve the accuracy rate by feedback of error results to a training sample set. As the spam classifier operates on the smartphone independently with training on only user's received data, it could reflect user preference. The authorized personal computer takes on heavy works, such as preprocessing, feature selecting and training process, and the smartphone takes on light works to block junk messages. Experimental results showed reasonable accuracy rate of over 95%, and we found that the application occupied constant computing resources while running on the phone.

The Effect of Power Distance in School on Instructor-Student Interaction, Help Seeking, Critical Thinking, and Convergence Thinking (학교 내 권력거리가 교수-학생 상호작용, 도움요청, 비판적 사고, 융합적 사고에 미치는 영향)

  • Kim, Hannah
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.89-97
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    • 2020
  • The study aims to enhance the understanding of Korean learners concerning globalization and localization of educational contents. The study explores power distance in school, and examines its effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Four hundred sixteen students participated. Power distance in school is analyzed as aspects of course driver, instructor's role, and instructor-student equality. It is found that students have tendencies for large power distance and it has significant effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Considerations to localize international educational contents for Korean learners are discussed. Lastly, study limitations and future research direction are addressed.

A Study on Application of Machine Learning Algorithms to Visitor Marketing in Sports Stadium (기계학습 알고리즘을 사용한 스포츠 경기장 방문객 마케팅 적용 방안)

  • Park, So-Hyun;Ihm, Sun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.27-33
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    • 2018
  • In this study, we analyze the big data of visitors who are looking for a sports stadium in marketing field and conduct research to provide customized marketing service to consumers. For this purpose, we intend to derive a similar visitor group by using the K-means clustering method. Also, we will use the K-nearest neighbors method to predict the store of interest for new visitors. As a result of the experiment, it was possible to provide a marketing service suitable for each group attribute by deriving a group of similar visitors through the above two algorithms, and it was possible to recommend products and events for new visitors.

A Study on the Current Status and Qualitative Development of AI Midjourney 2d Graphic Results (AI미드저니 2d그래픽 결과물의 현황과 질적 적용에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.803-808
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    • 2024
  • As a service that creates graphic work images with AI, DALL-E2, Midjourney, Stable Diffusion, BING image generator, and Playground AI are widely used. It is that graphic also enables learner-led customized education. With this, it is worth studying detailed design customized learning materials and methods for designing efficient design in future 2D graphic work, and it is necessary to explore the areas of application. The current situation is that it is necessary to develop a design education system that can indicate the lack of AI technology through text security and questions. In this study, a successful proposal for a process that is produced through a process of creating AI design work through proxy work can be presented as a conclusion. Design, advertisement, and visual content companies are already using and adapting, and the trend is to reflect the AI graphic utilization ability and results in the portfolio along with interviews when hiring new employees. In line with this, detailed consideration and research on visual and design production methods for AI convergence between instructors and learners are currently needed. In this paper, proposals and methods for image quality production were considered in the main body and conclusions, and conclusive directions were proposed for five alternatives and methods for future applications.

A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.

A Study on Preference Attribute of Smart Learning for SMEs Work-Place Learning Innovation (중소기업의 직무교육 혁신을 위한 스마트러닝 선호 속성에 관한 연구)

  • Lee, Jung-Hwan;Chang, Hyun-Joon;Han, Yeong-Do
    • Journal of Korea Technology Innovation Society
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    • v.14 no.3
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    • pp.647-663
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    • 2011
  • Company's interest in the work place training and investment has been growing continuously because the talent of human resource is the competitiveness itself in the knowledge based society. However, corporate training programs mainly have focused on large companies and SMEs despite the economic business volume have been treated too lightly so far. This paper regards corporate training programs with one of the methods for SMEs innovation and proposes the smart learning in the smart device diffusion. Concretely, this paper analyzes the utilization intention, each attribute and level in smart learning characteristics using conjoint analysis. The result shows that SMEs have positive response for smart learning acceptance and SMEs consider significantly the usage fee type and location with the difference between regular employee and administrator. Specially, interactive communication and customized contents are preferred in the training type. Smart learning can be used as strategic means in supporting the value innovation and enhancing the absorptive capacity in SMEs innovation process.

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