• Title/Summary/Keyword: 문화의 교육 콘텐츠

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Association between Outcome Evaluation and Satisfaction of Culture and Art Education (문화예술교육 참여자의 교육성과 평가가 교육만족에 미치는 영향)

  • Yoon, Nina;Park, Jowon
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.597-605
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    • 2015
  • The present study investigated how culture and art education participants' outcome evaluation predicts the satisfaction of the education by performing the secondary analysis of the Korea Arts and Culture Education Service's (KACES) survey data. Exploratory factor analysis identified three dimensions(content, management, and resources) of education outcome evaluation, and the regression analysis revealed the factors of outcome evaluation influenced the education satisfaction positively. When the sample was grouped according to prior participation experience and companion [participated alone or with other person(s)], the regression analysis showed the differences of the influences between groups. On the basis of the findings, managerial implications for improvement of the culture and art education programs and suggestions for further studies were discussed.

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.831-837
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    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

A Study on the Traditional Culture and Tea Culture, for Reunification and Human Nature Education (청소년의 통일·인성교육을 위한 전통문화와 차문화(茶文化) 적용의 탐색)

  • Kwag, Mi-Sook;Ju, Young-Ae
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.272-286
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    • 2017
  • The division of the South and North of 70 years has occurred in the old generation, but the reunification is now handled by the youth generation. Therefore, it is necessary to train basic human nature as well as learning and research of rational political and economic theory in order for young adolescents as leaders in the unification era to carry out their own duties faithfully and responsibly. In this paper, I rediscover the value of traditional culture in the human nature education that aims for reunification, social and cultural integration, and propose tea culture as contents that can be applied to reunification and the human nature education of youth as reunification culture contents as a concrete program of traditional culture do.

Music Teacher Education for Multicultural Music Education: An Analysis of Multicultural Contents in Undergraduate Music Education Curriculum in USA (다문화 음악교육을 위한 음악 교사 교육의 방향: 미국 음악교사 교육과정의 다문화 교과목의 분석을 통하여)

  • Lee, Ka-Won
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.473-483
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    • 2013
  • In the 21th century, world citizens have more chances to meet and interact with people from different cultural or ethnic backgrounds than ever before. It is therefore inevitable that multiculturalism has become one of the integral part of music education. Educators in every field should make conscious efforts to provide opportunities and experiences for students so that they can adequately cope with these culturally diverse encounters. This study is to grasp the current state of multicultural education in the teacher education program in Korea and America. Also it is aimed to figure out the current multicultural music course offerings available for undergraduate music education majors at the selected 10 American Universities. It is expected that this study may suggest an idea of multicultural-world music education in teacher education.

Studies of Supporting Education Program Operation for the Starting-up Artists (예술인 창업교육 지원 사례연구 및 제언)

  • Song, jin-hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.297-298
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    • 2019
  • 본 연구는 예술인 창업 교육지원사업의 활성화를 위해 국내 예술인 창업 교육지원 사례와 해외 예술인 창업 교육지원 사례를 비교 연구하여 국내 예술인 창업교육 지원의 활성화를 위한 제언을 하였다.

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A Study on the Digital Content Development of Korean Kimchi Culture (한국 김치문화의 디지털 콘텐츠 개발에 관한 연구)

  • Kim, Je-Joong
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.105-114
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    • 2005
  • With the upcoming Digital age, it is time to develop digitalized contents based on cultural basis. in this respect, Kimchi is one of the most primal cultural content signifying Korean culture. It's no doubt the time to initiate the movement to digitalize the contents concerning Kimchi by gathering materials on the origin of Kimchi culturally and a great value to revive digital contents regarding Kimchi. Therefore, in this research, it is regarded that Kimchi is one of the most prominent cultural value that is possible to inherit from generations and should be stratified on the database. A method explaning Korean Kimchi culture is sought in this paper. And It is focused on the culture of Korean Kimchi profoundly and focus on detailed context and varied styles of he digital contents. It is organized on the basis of various aged volumes regarding Kimchi classified by seasons, ingredients, Jonga Kimchi (Kimchi inherited from the oldest family by generations), 24 seasonal divisions of the year, and 8 regional divisions of the nation. It is planned to set up digitally-focused library regarding cultural origin of contents and to present solidity and a feeling of being dynamic The results could be used in a variety of Industries in tourism, education, Kimchi and building basic infrastructure in entertainment industry. It is also applied to specialized industry by providing cultural contents and it could contribute to activation of Kimchi industry with e-Market and portal site regarding Kimchi. Moreover, it may re-establish the cultural value of Kimchi and provide the infrastructure in Kimchi-related industry such as Kimchi cyber museum, Kimchi Expo, Kimchi town by using educational materials in Education industry fields (regular curriculum and experience tour).

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Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

A Study on the Meaning and Quality Value of Family Integration through Family Education in Museum (박물관에서 가족교육을 통한 가족융합의 의미와 질적 가치에 관한 고찰)

  • Eom, hyel-yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.243-244
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    • 2018
  • 최근 여가 문화 비중이 날로 증가하면서 레저 관광 문화에 대한 관심 증대와 동시에 질 높은 문화 향유에 대한 기대치가 높아지고 있다. 초 중 고 자녀들의 견문 넓히기를 위해 주말이면 나들이를 떠나는 인구 비중 역시 문화 향유 기대치와 비례하여 계속 늘고 있는 추세다. 주말 가족 단위의 여행을 통한 체험은 휴식과 놀이는 물론 교육적인 목적을 포함한 활동이기를 기대한다. 최근 교육 프로그램은 과거 아이들만 현장에 맡기는 탁아형에서 벗어나 부모가 교육 활동에 개입하는 공유형으로 나아가고 있는 추세이며, 가족간 결속과 가족 탄력성이 은연중에 스며들도록 하는 잠재적 교육과정의 실현이 매우 중요해졌다. 본 고에서는 박물관에서의 가족 교육 프로그램 제공을 통한 온가족 참여 교육 결과를 가족 대상 설문과 인터뷰를 통해 분석해보고 보다 적극적인 가족 형태의 교육활성화를 제고하고자 한다.

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A Study on the Next Generation Education through the Use of Field Realistic Content (현장 실감형 콘텐츠 활용을 통한 차세대 교육에 관한 연구)

  • Sang-jung Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.69-70
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    • 2023
  • 본 논문은 디지털시대의 변화와 코로나 19로 인해 차세대 디지철 시대는 새로운 교육 환경으로 진화하고 변화하는 교육 페러다임이 바뀌고 있다. 최근 지속적으로 성장하고 인기 있는 AR, VR 현장 실감형 콘텐츠를 교육에 활용 할 때 더욱 학습 효과가 있다는 다양한 이론과 사례분석을 통해 교육과정, 비 교육과정에 직접 접목하여 활용하고 그 효과를 통한 모형을 제시하여 수업의 질적 양적 향상에 기여하고자 한다.

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