• Title/Summary/Keyword: 사례 프로그램

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A Case Study on Early Childhood Coding Education Program for Convergence of Human Resources (융합인재를 위한 유아 코딩 교육 프로그램 사례 연구)

  • Lyu, Ji-Hyun;Kim, Seung-in
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.129-135
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    • 2019
  • The purpose of this study is to propose the future development direction of the program which can apply the fusion education in the fourth industrial revolution era to the class and achieve creative problem solving ability. As a research method, we investigated cases of overseas coding education and conducted in - depth interviews with infants and parents. The results of the case study and in-depth interviews were as follows: First, the children were able to do their own preliminary and reviewing at home. Second, to provide an interesting play program for the young children to participate. Third, It is important that parents and children learn together. In future research, it is anticipated that there will be a positive effect by concrete proposal to secure the weaknesses and to combine existing coding education with interesting education in accordance with domestic characteristics.

공간수요에 대응하는 플로팅 마리나클럽의 스페이스프로그램 기준

  • Park, Seong-Sin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2012.06a
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    • pp.436-438
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    • 2012
  • 현재 국내 마리나시설은 법제도적인 제한으로 인해 공공이 개발주체가 되며, 해양레포츠 수요의 미온적 증가추이에 따라 독특한 공간구성 특징을 지니고 있다. 한국적 상황에 적합한 마리나클럽의 설게를 위해, 기존 마리나클럽의 사례분석과 플로팅 마리나클럽 설문조사를 토대로 한국형 마리나클럽 설계를 위한 스페이스프로그램을 기준을 정립한다. 이에 따른 스페이스프로그램 산정프로세스를 정리하고, 플로팅건축물 건립의 적지 중 하나인 새만금을 대상지로 한 마리나클럽의 스페이스프로그램을 제시한다.

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The status analysis of the Chinese television program for old people (중국 고령층을 대상으로 한 TV프로그램 현황 분석연구)

  • Liu, danya;Lee, donghun
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.377-378
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    • 2015
  • 중국의 고령화 사회의 현황을 연구배경으로 중국의 고령층 TV프로그램의 발전현황 및 노인층의 심리 및 생리적 수요를 중심으로 연구를 진행하였다. 문헌 검색, 인터넷 검색, 인터뷰 등 다양한 방식으로 중국의 노인층을 대상으로 한 TV프로그램의 현황에 관한 조사를 진행하였으며, 노인층을 대상으로 한 TV프로그램의 특징과 문제점, 중국이 고령사회로 발전하는 과정에서 나타나는 노인층의 생리 및 심리적 수요를 한중일의 성공적 TV프로그램 사례를 토대로 분석을 진행하였다.

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Analysis of Public Library Programs: U.S. Public Libraries' Practices (공공 도서관문화프로그램 유형 분석 연구 - 미국공공도서관을 중심으로 -)

  • Choi, Sanghee
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.351-374
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    • 2020
  • Public libraries provide information and cultural programs based on various collections as an information and culture hub in local communities. This study analyzed the cases of cultural programs of public libraries in the United States on "Programing Librarian," a website operated by the American Library Association to identify the trend of library programs. As a result of the analysis, the traditional program types such as hobbies, culture, and reading are major program types, but the new types as society and life are also appearing. New types of program activities such as social activities and experiences are also identified. In addition, it was analyzed that the tendency to effectively operate cultural programs with minimal cost is also occurring in the United States. As a marketing channel, Facebook was the most preferred method of promoting cultural programs.

e-Learning Contents Development as Social Negotiation Perspective: A Case Study of Program Development for the Public Sector Officials' Case Management (사회적 협상 관점의 e-Learning 콘텐츠 개발: 사례관리 담당 공무원을 위한 프로그램 개발 사례연구)

  • Kim, In-Sook;Jin, Sun-Mee
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.519-527
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    • 2011
  • The e-Learning program is a multimedia data program consisting of texts, images, animation, audio and video. The development of an e-Learning program requires time and is a complex process, requiring cooperation and open-communication between all parties involved, particularly in the event of a problem. This study will analyze the e-Learning contents development process from the Social Negotiation Perspective. An appropriate process for the development of the program and effective decision-making guidelines for those parties involved will be recommended. Participants' viewpoints regarding program development and guidelines were studied qualitatively, while the evaluation of developed content employed both qualitative and quantitative research. The study found the following results. First, the development of an e-Learning program requires a clear goal and purpose. Second, the target group must be clearly identified. Third, all parties involved must share in the development process and its outcomes. Fourth, the party requesting the program must allocate the appropriate time and budget for the development group. Finally, the project requires a strong, capable leadership for effective decision-making.

A Study on the Operation Cases and Usage Direction of Metaverse Cultural Programs in Domestic Public Libraries (국내 공공도서관 메타버스 문화프로그램 운영사례 및 활용방향성에 대한 연구)

  • Sangwon, Seo;Gyuhwan, Kim
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.259-284
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    • 2023
  • This study examined the primary features of cultural program operation instances on the metaverse platform. In addition, an interview was performed with librarians in charge of the public library culture program to get their perspectives on the viability of using the metaverse platform for each sort of cultural program. Ultimately, we intended to provide guidelines for organizing and administering a cultural program on the metaverse platform in a public library. The results showed that there are seven types of cultural programs using the Metaverse platform: library tours, education, reading, exhibits, performances, games, and events. librarians in charge of the public library culture program responded positively to the future use of library tours, exhibitions, games, and events. Education can be used depending on the character of the educational program while reading and performances are less likely to be used in the future. Regarding how to use the Metaverse platform, Zepeto was most likely to be used for tours, and Gather and Zep for education, exhibits, games, and events.