• Title/Summary/Keyword: 미디어 교육 모형

Search Result 111, Processing Time 0.026 seconds

A Study on the Policy Implication on the Addiction of Social Media Service User : Focusing on the Proposal of Korean SNS Addiction Index (KSAI) (소셜미디어 사용자의 중독에 관한 정책적 함의 연구 : 한국형 SNS 중독지수(KSAI) 제안을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
    • /
    • v.11 no.1
    • /
    • pp.255-265
    • /
    • 2013
  • This study deals with the policy proposals focusing on the addiction for the rapidly growing social media service (SNS) and its diagnosis. Researcher intends to define the SNS addiction and develops a diagnostic measure, which is a valuable subject. The reason is why the SNS becomes more convenient with prevalence of smart phones and the SNS addiction becomes enough severe to suggest internet addiction policy. Researcher presents the subjects into three parts. Firstly, the SNS addiction variables are derived and validated. Secondly, the path model between the SNS addiction variables is verified and discussed. Thirdly, researcher proposes the diagnostic results and the group comparison. Therefore, the result of this study is that the SNS addiction can be measured by the four elements, which are the failure in stopping the use of the SNS, time tolerance, living disability, withdrawal and anxiety. Researcher verifies the sequential impact of each variable and figures out the SNS addict through the presentation of a realistic measurement for the addiction index and the determination of the level of the addiction. By the above result, the researcher proposes the public relations of the government policy for the sound usage of the SNS and the self management of user. Finally, various proposed in this study will help to prevent juvenile crime, social problems in the future.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
    • /
    • v.25 no.1
    • /
    • pp.103-114
    • /
    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

Design and Implementation of Web Based Instruction Based on Constructivism for Self-Directed Learning Ablity (구성주의 이론에 기반한 자기주도적 웹 기반 교육의 설계와 구현)

  • Kim Gi-Nam;Kim Eui-Jeong;Kim Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2006.05a
    • /
    • pp.855-858
    • /
    • 2006
  • First of all, Developing information technology makes it possible to change a paradigm of all kinds of areas, including an education. Students can choose learning goals and objects themselves and acquire not the accumulation of knowledge but the method of their learning. Moreover, Teachers get to be adviser, and students play a key role in teaming. That is, the subject of leaning is students. Constructivism emphasizes the student-oriented environment of education, which corresponds to the characteristics of hypeimedia. In addition, Internet allows us to make a practical plan for constructivism. Web Based Internet provides us with a proper environment to make constructivism practice md causes an education system to change. Sure Web Based Instruction makes them motivated to learn more, they can gain plenty of information regardless of places or time. Besides, they are able to consult more up-to-date information regarding their learning use hypermedia such as an image, audio, video, and test, and effectively communicate with their instructor through a board, an e-mail, a chatting etc. A school and instructors have been making effort to develop a new model of a teaching method to cope with a new environment change. In this thesis, with 'Design and Implementation of Web Based Instruction Based on Constructivism', providing online learner-oriented and indexed video lesson, learners can get chance of self-oriented learning. In addition, learners doesn't have to cover all contents of a lesson but can choose contents they want to have from a indexed list of a lesson, and they ran search contents they want to have with a 'Keyword Search' on a main page, which can make learners improve learner's achievement.

  • PDF

The Implications of the Animation Wall-E on Early Childhood Education (만화영화 <월-이(Wall-E)>가 유아교육에 주는 함의)

  • Kang, Shin Young;Cho, Eun Lae
    • Korean Journal of Childcare and Education
    • /
    • v.8 no.1
    • /
    • pp.85-107
    • /
    • 2012
  • The movie WALL-E shows the Earth which has been overrun with garbage and devoid of plant and animal life, and humans who try to restore the ecosystem. The aim of this study is to find the implications of children's education with a detailed analysis of the movie's theme. The analysis method is the interpretive analysis model that is one of the qualitative methods of data analysis based on the concept of Wolcott. First, the Earth is an abandoned planet covered in trash: the Axiom is a haven for morbidly obese and indolent people. The main area of the earth's destruction, and the captain's cabin is the place to find a clue to awakening and change. Second, with the lapse of time, the Axiom becomes a ship allowing their return to earth. The Earth, recognized as their homeland, turns in to the land of hope when people return. Third, the cleaning robot Wall-E, as a main agent of change, has changed humans as well as itself. The results showed that we found nature-friendly development, destruction of nature, the criticism of modern civilization, the sanctity of life, ecological consciousness, coexistence, symbiosis and a win-win principle in our research.

Validity and Reliability of the Perceived Elderly Stigma Scale and the Relationships between the Stigma and Demographic Factors (지각된 노인 낙인 척도의 타당도 검증 및 인구통계학적 특징에 따른 낙인 인식)

  • An, Soontae;Kang, Hannah;Chung, Soondool
    • 한국노년학
    • /
    • v.38 no.1
    • /
    • pp.203-223
    • /
    • 2018
  • This study examined the validity and the reliability of the perceived elderly stigma scale. Moreover, we investigated the relationships between the perceived elderly stigma and demographic factors (age, gender, education, and income). The initial scale consisted of 5 factors (ability, personality, appearance, authoritarian dependency, and child-obsession) and 28 items. In order to test the validity and the reliability of the scale, this study conducted a survey with 693 adults aged 18 to 65. Based on the confirmatory factor analysis (CFA), the scale was modified to 5 factors (ability, personality, appearance, authoritarian dependency, and child-obsession) and 15 items and its convergent validity and discriminant validity were confirmed. In terms of the relationships between the perceived elderly stigma and demographic factors, age had a negative relationship with the "ability" stigma, and education was a negatively associated with the "appearance" stigma.

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.119-128
    • /
    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

  • PDF

Measuring Effects of Senior Programs in Art Muiseums (미술관 시니어 프로그램의 효과 측정 방법 연구)

  • Kwon, Eun Yong
    • Trans-
    • /
    • v.7
    • /
    • pp.49-80
    • /
    • 2019
  • As ageing society rapidly unfolds, it is becoming an even more important issue to secure wellbeing and happiness of senior citizens and the society as a whole. Growing talks on how culture and art positively affect the elderly led to more demands from the public on culture and art institutions to increase their social participations. Art museums too, as an art and cultural institution and a social education entity, are requested to play a bigger role in the effort to tackle the concerns derived from the ageing society. Korean art museums came up with senior programs since 2000, which makes it a relatively recent phenomenon. The consensus on the importance and needs of such programs has been around for a while in our society. However, effect measurement of these programs needs further research and discussion. This thesis examined the effect of senior programs using the Museum Wellbeing Measures Toolkit published in 2013. With the service quality research model, correlations were analyzed among program components, wellbeing effect, participant satisfaction and their willingness to re-enroll in order to produce a practical guidance on how to plan and operate the programs. To measure effect of senior programs and to analyze influencing factors would provide us with important data to prove the social responsibility and benefit art museums offer in our society. At the same time, such researches would contribute to enhancing the quality of current programs run by museums and give methodological suggestions on how to assess and improve senior programs.

  • PDF

News Article Analysis of the 4th Industrial Revolution and Advertising before and after COVID-19: Focusing on LDA and Word2vec (코로나 이전과 이후의 4차 산업혁명과 광고의 뉴스기사 분석 : LDA와 Word2vec을 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.149-163
    • /
    • 2021
  • The 4th industrial revolution refers to the next-generation industrial revolution led by information and communication technologies such as artificial intelligence (AI), Internet of Things (IoT), robot technology, drones, autonomous driving and virtual reality (VR) and it also has made a significant impact on the development of the advertising industry. However, the world is rapidly changing to a non-contact, non-face-to-face living environment to prevent the spread of COVID 19. Accordingly, the role of the 4th industrial revolution and advertising is changing. Therefore, in this study, text analysis was performed using Big Kinds to examine the 4th industrial revolution and changes in advertising before and after COVID 19. Comparisons were made between 2019 before COVID 19 and 2020 after COVID 19. Main topics and documents were classified through LDA topic model analysis and Word2vec, a deep learning technique. As the result of the study showed that before COVID 19, policies, contents, AI, etc. appeared, but after COVID 19, the field gradually expanded to finance, advertising, and delivery services utilizing data. Further, education appeared as an important issue. In addition, if the use of advertising related to the 4th industrial revolution technology was mainstream before COVID 19, keywords such as participation, cooperation, and daily necessities, were more actively used for education on advanced technology, while talent cultivation appeared prominently. Thus, these research results are meaningful in suggesting a multifaceted strategy that can be applied theoretically and practically, while suggesting the future direction of advertising in the 4th industrial revolution after COVID 19.

A Study on Follow-up Survey Methodology to Verify the Effectiveness of (<인생나눔교실> 사업의 효과 검증을 위한 추적 조사 방법론 연구 - 2017~2018년도 영상추적조사를 중심으로 -)

  • Lee, Dong Eun
    • Korean Association of Arts Management
    • /
    • no.53
    • /
    • pp.207-247
    • /
    • 2020
  • is a project for the senior generation with humanistic knowledge to become a mentor and communicate with them to present the wisdom and direction of life to the new generations of mentees based on various life experiences. has been expanding since 2015, starting with the pilot operation in 2014. In general, projects such as these are assessed to establish effectiveness indicators to verify effectiveness and to establish project management and development strategies. However, most of the evaluations have been conducted quantitatively and qualitatively based on the short-term duration of the project. Therefore, in the case of continuous projects such as , especially in the field of culture and arts where long-term effectiveness verification is required, the short-term evaluation is difficult to predict and judge the actual meaningful effects. In this regard, tried to examine the qualitative change of key participants in this project through the 2017 and 2018 image tracking survey. For this purpose, we adopted qualitative research methodology through interview video shooting, field shooting, and value coding as a research method suitable for the research subject. To analyze the results, first, the interview images were transcribed, keywords were extracted, value encoding works were matched with human psychological values, and the theoretical method was used to identify changes and to derive the meaning. In fact, despite the fact that the study conducted in this study was a follow-up survey, it remained a limitation that it analyzed the changed pattern in a rather short time of 2 years. However, this study systemized the specific methodology that researchers should conduct for follow-up and provided the flow of research at the present time when there is hardly a model for follow-up in the field of culture and arts education business in Korea as well as abroad. Significance can be derived from this point. In addition, it can be said that it has great significance in preparing the detailed system and case of comparative analysis methodology through value coding.

How Does Smart-device Literacy Shape Privacy Concerns: The Moderation of Privacy and the Mediation of Online Social Participation and Information Veracity (스마트기기 활용역량과 프라이버시 우려: 온라인 사회참여 활동과 정보 사실성 판단 능력의 매개효과 및 프라이버시의 조절효과)

  • Hyeon-jeong Kim;Beomsoo Kim
    • Knowledge Management Research
    • /
    • v.24 no.1
    • /
    • pp.51-72
    • /
    • 2023
  • Digital literacy is vital knowledge and ability of an individual in the information society. As the level of digital literacy increases, the interest in privacy protection increases. This change may hinder the use of digital technologies and services. This research examines (1) the mediating effect of online social participation and information veracity on smart device literacy and privacy concerns, and (2) the moderating effect of privacy literacy. Using Korean media panel survey data reported in 2020 and in 2021, this study analyzes the responses of 7,737 people who use smart devices and participate in online activities. SPSS and PROCESS Macro are used to test the research model and hypotheses. In the analysis of 2020 and 2021 survey, this research shows that smart device literacy has major effects on privacy concerns; confirms that the mediating effect of online social participation; moderated meditating effect of privacy literacy. Although information veracity is not significant in 2020, mediating and moderated mediating effects are found in 2021.