• Title/Summary/Keyword: 아동미디어교육

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Development of Multimedia Educational System Using the Portable Embedded Machine (휴대용 임베디드 기기를 활용한 멀티미디어 교육용 시스템의 설계 및 구현)

  • Oh Se-Jong;Lee Sang-Bum;Kim Tae-Gui;Park Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.4
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    • pp.608-615
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    • 2006
  • Embedded System is one of important factor of ubiquitous computing, and it has various application areas. In this paper, we develop an educational contents for the education of young children using portable embedded machine; it shows embedded system can be applied to education area as well as to industry area. The system is similar to portable game machine, and it is easy to use everywhere. It also can download new contents from host computer or internet. The developed contents forms game and multimedia to derive children's interest.

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Effect of Neurofeedback based Robotic Invention Education on Attention Ability of ADHD Children (뉴로피드백을 이용한 로봇 발명 교육이 ADHD 아동의 주의집중력 변화에 미치는 영향)

  • Nam, Hyun-wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.6
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    • pp.273-283
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    • 2016
  • In this paper, the effect of neurofeedback training program on attention ability of ADHD children is studied. The main concept of a neurofeedback training program is a robot control with brain wave. To do this, Mindset(neurosky, ltd) was used as a brain wave measurement and lego NXT was used to a robot kit. The developed brain wave training program has a 12 chapter. Students meet a problem situation and they invent and make a problem solving robot with NXT kits. After that, they control the their own robot by their brain wave. Developed program was applied to 8 student who live in chunan area. To monitor a change of attention ability, attention behavior checklist, K-CBCL, CTRS-R, ADS were used. These checklist were recorded with before and after the program. The result shows that student attention ability is increase after the program in the most of the checklist.

A Study on the Kindergarten Teacher's Experience in the Child Violence (아동폭력에 대한 유치원 교사의 경험에 관한 연구)

  • Seo, Young-Min;Shin, Nam-Joo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.9
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    • pp.362-371
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    • 2019
  • The purpose of this study is to recognize kindergarten teachers' experiences of child violence for identifying the site's needs for the implementation of preventive education in early childhood and to provide basic data on child violence. To this end, nine teachers were interviewed in-depth. From the study results, first, child violence-related child behavior, which usually occurs in kindergartens, includes physical assault, aggression, verbal violence, threats and threats, and bullying. Second, teachers usually use direct intervention laws in cases of child violence, but were finding it difficult to intervene properly with many tasks or high teacher-to-child ratios. Teachers recognized the need for lower teacher-to-child ratios and placement of each class burden. Third, teachers were aware of the need for prevention education for child violence targeting infants, and instigated the following appropriate interactions immediately after problem behavior occurred: large group activities, specific multimedia education data and parent education. Fourth, teachers are concerned about the possibility of problem behavior being learned and imitated through education in the implementation of prevention education for children's violence. Therefore, this study proposed the need to develop various teaching methods that could be applied to infant education sites, focusing on the types of child violence-related problem behaviors that occur in kindergartens.

A Study on the Elementary Information Gifted Children through Production of Multimedia (멀티미디어 제작을 통한 초등 정보영재교육에 관한 연구)

  • Nam, Seung-Hyun;Bae, Young-Kwon;Kim, Do-Yun;Koo, Duk-Hoi;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.11-22
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    • 2005
  • We have found out that the value of multimedia production from this points of view that the elementary information gifted children is still in a development stage and the goal of the gifted program is development of creative problem solving ability. So, the following study suggests multimedia production education as an alternative plan to the current education of elementary Information gifted children which is becoming problematic. Its goal is to produce an educational system which included process-product model which is one of the educational program for gifted children. Especially, an aspect in technical education, common skill of multimedia software and skill of product was tried in due consideration of the property of information gifted children, it was applied for information gifted education institute by a form of remote-education and weekend education. Through this study, multimedia production education was proposed for elementary school IT genius education. By incorporating gifted education model, we tried to work out IT genius education from the gifted program's point of view.

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OnExpo HOT&COOL / COOL COMPANY 아이페이퍼즈

  • O, Suk-Hyeon
    • Digital Contents
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    • no.11 s.126
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    • pp.72-73
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    • 2003
  • 미취학 아동 대상의 교육용 웹 콘텐츠는 수없이 많다. 많은 교육 콘텐츠 개발업체 중에서 살아 남으려면 킬러 콘텐츠가 필요하다. 때문에 업체들을 킬러 콘텐츠를 개발하기 위해서 아이디어를 짜내고, 시장 조사를 통해 콘텐츠를 개발하고 시장에 내 놓는다. 하지만 수많은 콘텐츠 중 주목받는 몇몇을 제외하고는 소리없이 시장에서 사라지는 경우가 허다하다. 아이페이퍼즈는 e-비즈니스와 감성적 지식 사회를 창조하기 위해 디자인과 기술정보를 결합해 인간의 가치를 구현하는 휴먼웨어(Humanware)를 추구하는 회사로, 상호작용성을 고려한 새롭고 창조적인 다지인으로 디지털 멀티미디어 콘텐츠를 제공하는 기업이다. 주요 사업으로는 캐릭터 디자인, 교육용 콘텐츠 개발, 디지털 영상 편집, 웹 디자인 등이 있다.

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A Study On the system of class control for the concentration in computer class - Focused on the elementary school (컴퓨터 활용 교육의 수업집중을 위한 수업제어시스템 분석에 대한 연구 -초등학생을 중심으로)

  • 김혜영;장종욱
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.836-839
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    • 2003
  • 컴퓨터 교육은 2000년부터 실시되고 있는 7차 교육과정에 따라 그 중요성이 높아지고 있다. 컴퓨터 교육은 컴퓨터를 가지고 수업을 실시하는 실기 위주의 수업이지만, 교사가 모든 아동의 수업상태를 체크하거나, 효과적으로 학생들의 학업 진행을 제어 한 수가 없다. 이에 컴퓨터 수업제어 시스템을 도입하여 수업시간의 집중성과 능률을 높이는데 본 연구의 목적이 있다. 수업 제어 시스템은 모니터링 기능으로 학생들의 화면을 실시간으로 교사화면에 전송되며, 주목 기능으로 주어진 수업 이외의 다른 내용을 할 경우 해당 학생의 컴퓨터를 사용하지 못하도록 하는 잠금 기능을 사용할 수 있다. 본 연구는 수업제어 시스템을 적용하기전과 적용후의 수업 종류별, 성별, 학년별로 어떠한 차이가 있는지를 연구하였다. 수업제어 시스템을 도입하면 도입하기 전보다 학습자는 수업에 더 집중할 수 있으며 수업의 내용을 더 흥미롭게 여기고, 교사는 학생들을 효율적으로 관리 할 수 있다.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

Development of an Edutainment Contents using Wiimote Controller for Children with Visual Perception Disabilities (위모트를 활용한 시지각 장애아동 교육 콘텐츠개발)

  • Yoo, Sang-Jo;Han, Kyeong-Im;Kim, Bong-Seok;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1547-1556
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    • 2010
  • Until now, many Computer Aided Education(CAE) contents are developed for kids and children with disabilities The contents cover various types of training, including visual perception training, intelligence development training, and literature education areas. Major problems on those contents are those contents requires long training time on desktop machine, which deteriorates human activities. These problems also cause inaction syndrome for young kids and children with disabilities. Solving this problem, we require a human motion sensing contents on touch screen or touch board, which interacts with a trainees and enhancing activity, collaboration and immersiveness. We implement and develope an education contents interacts with a trainee using beam projector or screen and IR(Infra-Red) pens using wiimote controller sensing technology.

Usage and Analysis on Readability of Korean Typography in WBI for Children (효과적인 아동용 WBI를 위한 한글 타이포그래피의 가해성 분석과 활용)

  • Han, Jeong-Hye;Kim, Yong-Dae
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.328-337
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    • 2002
  • Looking at multimedia education contents from a design point of view, the instructor's design model may differ from the child's understanding model due to gap of the instructor's and child's knowledge. This fact implies it impacts the effectiveness of the education contents. The learning efficiency of Korean typography in WBI for children depends on the font-family, line space, font-size, the age of user, the output device such as the monitor, and other various factors. In this paper, we measured and analyzed on readability of Korean typography in WBI for children by reading speed method. The results of experiments show that readability depends on the font-family of typography, age(grade), and sex of children. In detail, "Goolymche" has the shortest time to be read, and girl and the highest grade students of elementary school have shorter time than boy and the lower grade students. Moreover, we consider the elegance of typography in WBI for holding children's interests because they prefer "Yopseoche". We provide some CSSs in WBI for children based on the experimental results, to used in school fields.

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Do Mothers' Educational and Ritualized Reasons for Allowing Their Children to Use Screen Media Affect Children's Screen Media Regulation Ability via Their Screen Media Time? (자녀의 영상미디어 이용에 대한 어머니의 교육적, 의례적 목적이 유아의 영상미디어 조절능력에 미치는 영향: 유아 영상미디어 시청시간의 매개효과)

  • Ho Jung Kim;Dongmee Lee;Bitna Kim;Seung Hee Seo;Ju Hee Park
    • Human Ecology Research
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    • v.61 no.2
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    • pp.169-182
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    • 2023
  • This study aimed to investigate the mediating effect of the screen media time of young children on the relationship between mothers' reasons for allowing young children to use screen media and their children's ability to regulate screen media. The participants consisted of 614 children aged 5-6 (312 boys and 302 girls), and all the survey questions were answered by their mothers. Descriptive statistics, Pearson's correlation, structural equation modeling, and bootstrapping analysis were employed to analyze the data using SPSS 25.0 and Mplus 8.6. The results were as follows. First, mothers' educational and ritualized reasons for allowing young children to use screen media and children's screen media time directly affected young children's ability to regulate screen media. Second, children's screen media time mediated the relationship between mothers' educational and ritualized reasons for allowing their children to use screen media and children's ability to regulate screen media. When mothers permitted their children to use screen media for educational purposes, their children were likely to spend less time on screen media usage which, in turn, increased their ability to regulate screen media. Conversely, the more mothers allowed their children to use screen media for ceremonial purposes, the more time their children spent on screen media and the less ability they had to regulate screen media usage. These outcomes suggest that, to improve children's screen media regulation ability, mothers must not routinely allow their children to use screen media and should manage their children's screen media time.