• Title/Summary/Keyword: 문화의 교육 콘텐츠

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An Analysis of Cultural Contents in Elementary School English Textbooks for Grades 3 and 4 Based on the 2015 Revised Korean National Curriculum (초등학교 3,4학년 영어교과서 문화 내용 분석 : 2015 개정 교육과정을 중심으로)

  • Jang, Na-rae;Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.1-8
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    • 2018
  • The aim of this study was to analyze the cultural contents represented in elementary school English textbooks for grades 3 and 4 based on the 2015 revised Korean national curriculum. An analysis of cultural contents was conducted on the basis of Morgan(2001)'s five category criteria. Among the five aspects of culture, 'practices' relevant to daily life were presented most frequently in the textbooks followed by 'products'. English textbooks showed a relatively low frequency in 'perspectives' and 'communities' areas of culture. 'Persons' did not appear at all in all eight textbooks. It revealed that there was a serious imbalance in the representation of textbook about cultural contents. In conclusion, there should be balanced cultural contents for the students to have a balanced cultural awareness and to accept cultural diversity and differences. In addition, textbooks should include more various cultural materials and activities for the students to develop four key competencies suggested on the 2015 revised Korean national curriculum.

An Analysis of the Job and Competency of Healthy Family Supporter for Culture Work (문화사업 담당 건강가정사 양성 및 보수교육을 위한 직무와 역량 분석)

  • Lee, Yoon-Jung
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.485-496
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    • 2011
  • The aims of this article are analyzing the job of healthy family supporter for culture work and understanding their core and development competency. As a result, the primary job of healthy family supporter for culture work is planning culture and volunteer work with family program, their core competencies are understanding of daily life and culture, interpersonal skills, creative thinking, problem-solving and social skills and development competencies are planning and evaluation program, word processing skill, creative thinking and problem-solving.

우리나라 대학생의 창업인식 조사를 통한 창업교육 고도화 방안

  • Song, U-Yong;Gwon, Hye-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2017.08a
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    • pp.69-89
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    • 2017
  • 본 연구의 목적은 우리나라 대학의 도전적 창업문화 정착, 대학생의 창업역량 강화로 글로벌 경쟁력을 갖춘 창업 확대에 필요한 창업교육 방안을 제시하는 것이다. 4차 산업혁명 시대 창업의 국가경제적 의의와 함께 대학생의 진로 대안으로서 주목받고 있지만 우리나라 대학생의 창업인식은 낮은 수준에 머물고 있다. 대학생의 창업아이템이 글로벌 경쟁력을 갖출 만큼의 창의성이 뒷받침된 기술기반 창업과는 거리가 먼 경우가 많다. 최근 정부 및 대학에서 창업의 중요성을 인식하고 다양한 지원정책과 교육 프로그램을 운영하고 있다. 그러나 창업문화 확산을 통한 창업도전의 저변 확대, 시장과 산업 트랜드를 바꿀만큼의 시장 전환적이며, 창조적 파괴가 동반된 창업을 활성화하는 데에는 부족함이 많다. 이에 본 연구는 H대학교 신입생 1,092명을 대상으로 설문조사를 실시하여 대학생 창업인식을 분석하고 대학의 창업교육 고도화를 위한 유의한 사실을 발견하였다. 실태조사 결과를 이용하여 본 연구는 다음과 같은 창업교육 고도화 방안을 제시하였는데. 첫째, 생애주기적 진로대안으로서 창업의 의의 인식, 둘째, 학생의 개인적 특성에 기초한 맞춤형 창업교육 프로그램의 개발 운영, 셋째, 창업 전문성을 갖추면서 동시에 교육자로서의 역량을 갖춘 대학 내 외부 전문가들을 네트워킹하여 이론-실무의 우수한 창업 교육자 풀 구성 넷째, 효과적 창업교육 전략 및 프로그램 개발과 실행을 위한 구체적 대안으로 창업교육 목적의 명확화, 교육목적에 부합하는 실천적 교육 콘텐츠 개발 및 국내외 우수 창업교육 콘텐츠의 적극적 활용, 창의적 문제해결 능력 강화를 위하여 교육학적으로 효과적인 방법의 모색 등을 제시하였다.

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Future Scenarios of Arts and Culture Content with Artificial Intelligence Development (인공지능 발전에 따른 문화예술콘텐츠의 미래 시나리오)

  • Ko, Jeong-min;Jeong, Yu-na
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.47-57
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    • 2020
  • This paper aims to show the development pattern of the impact of artificial intelligence on the arts and culture according to the scenario analysis, and suggests the direction of the arts and culture content industry in the future. We assume four scenarios based on creativity of artificial intelligence beyond humans and controllability for them, then explore the path leading to each scenario. In addition, for the most ideal route to coexist with artificial intelligence, we propose the provision of safety system for human and artificial intelligence, innovation of the education system, and preemptive investment from now on.

Interactive Intangible Heritage Contents using Multiple Sensors: Focused on Bongsan Mask (다중 센서를 이용한 인터랙티브 무형유산 콘텐츠: 봉산탈춤을 중심으로)

  • Won, Haeyeon;Yu, Jeongmin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.373-374
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    • 2019
  • 2004년 이후로 무형유산의 중요성이 대두되면서 박물관의 설립 및 전시 콘텐츠의 수요는 증가하고 있으나, 그 콘텐츠를 활용한 ICT응용기술 발전이 미흡하였다. 본 논문에서는 국가무형유산중 하나인 봉산 탈춤을 기반으로 사용자의 상호작용이 가능한 교육형 인터랙션 콘텐츠 응용을 제안한다. 키넥트와 팔에 장착된 자이로 센서들을 활용한 향상된 동작 추적을 기반으로, 사용자는 봉산탈춤의 기본 동작 및 과정을 따라함으로써 봉산탈춤을 학습 할 수 있다.

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A Study on the Online Service of Cultural Heritage Contents (문화유산 콘텐츠 온라인 서비스에 관한 연구)

  • Park, Ok Nam
    • Journal of Korean Society of Archives and Records Management
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    • v.19 no.1
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    • pp.195-224
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    • 2019
  • Online service has been emphasized in various studies for content uses and diffusion of cultural heritage domain. This study purports to investigate the status of contents organization and information services for online cultural heritage services and to suggest improvement directions. This study conducted case studies and expert interviews based on contents, search systems, additional services, and expansion services. It also suggested an integrated information retrieval service for cultural heritage contents as well as the provision of high-quality content and various types of contents. The flexibility of the search function through the content hierarchy, the expansion of access points through the construction of controlled vocabulary, and authority data were also focused. As an additional service, the study proposed a curation-based, user-customized service, data sets open and share, and user participation.

Korean to Korean Translation Based Learning Contents Management System for Parents of Multi-Cultural Family (다문화 가정 학부모를 위한 한한변환 기반 학습콘텐츠 관리 시스템)

  • Kang, Yunhee;Kang, Myungju
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.1
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    • pp.45-50
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    • 2017
  • One of the main reasons of information divide of multi-cultural family is caused by language barrier that is associated with low education level. In addition the social problem can be triggered by the information divide that may increase the gap of economic inequality. With respect to the overall capability of accessibility of digital devices and the level of data utilization, the parent of muiti-cultural family's level is inferior to that of the parents of an ordinary family. However the traditional learning contents management system for those parents is not appropriate to decease the gap of the information divide. To handle this problem, it is necessary to construct a customized learning contents management system that is used to support the education of the parents of multi-cultural family depending on the level of understanding the learning contents written in korean. In this paper we design the korean to korean translation based learning contents management system and show the result of its prototype.

Suggestions for Integrating Foreign Language Teaching with Culture Education (외국어 교육과 문화 교육 통합을 위한 제언)

  • Kim, Yong-Seop
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.1069-1078
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    • 2013
  • The paper is about teaching culture in a language learning. There are many teachers who are afraid of teaching foreign language with culture. They are delighted to teach politics, economics, history, art and literature as objective culture. But they are hesitant to teach subjective culture which is connected with a communication competency. The paper suggests three stages to instruct culture in a schoolroom. The first stage, it is growing out of the self-centered view. The second step, be developing self-consciousness through comparing mother culture with target culture. The last stage, it has to response to appropriately target culture. The teaching materials for the model suggested are two movies. Because the cultural aspects in the moves are subjective culture, so it has something in common with target cultural situations in a language learning. This method which is teaching culture in a the language learning has the advantage of being easy to teachers and learners. Most students like to watch a movie. The teaching material is The Chronicles of Narnia : The Lion, the Witch and The Wardrobe와 Guess Who?. I hope that this suggestion for cultural teaching is helpful for understanding each other.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.