• Title/Summary/Keyword: 아동미디어교육

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Scratch program For Programming Education at Elementary School (초등학교 프로그래밍 교육을 위한 스크래치 적용)

  • Kim, Suk-Hyeon;Park, Pan-U
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.119-123
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    • 2010
  • Nowadays it is required for a student to have the ability to select right things in quantity of knowledge and constructing those in the right way for the individual. Because memorizing a little bit of everything doesn't allow a person to work up to their potential and be the person society wants. In the basis on the revised Information and Communications Technology guidelines at elementary and middle school, it is demanded to start education in elementary schools. Meanwhile elementary school students usually feel bored or find it difficult in learing through the existing program. So I will plan the lesson by Scratch program for programming education and see the effect of this after using that method.

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The Effects of Multimedia Educational Program on Knowledge and Behaviors of Preschool Children in Preventing Respiratory Disorders (호흡기 질환 예방을 위한 멀티미디어 교육이 학령전기 환아의 지식 및 행위에 미치는 효과)

  • Son, Ji Young;Park, Yeon Hong;Park, Mi Hee;Son, Eun Sa;Park, Jin Young;Kim, Soon Hee
    • Journal of Korean Clinical Nursing Research
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    • v.14 no.1
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    • pp.173-185
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    • 2008
  • Purpose: The purpose of this study was to identify the effects of multimedia educational program of the prevention of respiratory disorders on knowledge and behavior of preschool children. Method: The research design used a nonequivalent control group pre-posttest. 32 subjects in the control group received no intervention, 33 subjects in experimental group received a multimedia educational program that consists of video, named 'The strong girl and weak girl', 5 different picture boards, method of hand washing, tooth brushing, and reinforcement. The data were analyzed by using $x^2$-test and t-test for determining of homogeneity and testing the hypothesis. Results: There were significant increases in knowledge and behavior in the experimental group compared to the control group. Conclusion: From the results of this study, the multimedia educational program significantly increased knowledge and behaviors of preschool children for preventing respiratory disorders. These findings suggest that a multimedia educational program can be used as an efficient nursing intervention of preschool children for preventing respiratory disorders.

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Web Course Ware Design and Implementation for Learning about Weather of Science class in the Elementary School. (초등학교 과학과 기상교육을 위한 웹 코스웨어 설계 및 구현)

  • Jo, Young-Mi;Seol, Moon-Gyu
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.267-275
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    • 2006
  • 과학교육의 특성상 가장 효과적인 교수 방법은 직접 실험하고, 탐구, 체험 학습을 하는 것이나 시간적, 공간적 제약, 환경 여건, 비용 등을 고려해 볼 때 항상 직접 체험 학습 환경을 제공해 주기는 어렵다. 또한 '지구과학' 영역의 학습은 교실이나 실험실에서 지도하기 어려운 문제점이 있고, 학습 내용들이 본질적으로 가지고 있는 초실험적인 내용이 많아 교수 학습과정에서 많은 어려움을 겪고 있는 실정이다. 이러한 제한점이 많은 초등학교 과학과 '지구과학' 영역에 대하여 직접 탐구하고 체험할 수 있는 환경과 가까운 멀티미디어 웹 기반 코스웨어를 설계 개발하여 이러한 어려움을 보완한다면 과학 교육의 학습 효과를 더욱 높일 수 있을 것이다. 이에 본 연구에서는 과학과의 지구과학 영역 중 기상 교육을 위한 웹 코스웨어를 설계 개발하여 수업현장에 적용해보고자 한다. 본 연구에서 제시한 웹 코스웨어 학습 프로그램은 단지 디스플레이 형식의 자료에서 벗어나 여러 가지 그림, 소리, 동영상 등의 애니메이션 자료를 제시함은 물론 아동들이 직접 컴퓨터를 조작함으로써 학습목표에 보다 쉽고 재미있게 도달할 수 있도록 제작하여 과학과 교수 학습 방법의 개선을 꾀하고, 학습자들의 과학적 사고력 발달을 도모하고자 한다.

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A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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A Pilot Study on Developing a Reading Competency Diagnosis Program to Strengthen the Reading Abilities of Disabled Children and Adolescents (장애 아동·청소년 독서역량 강화를 위한 진단 프로그램 개발 기초 연구)

  • Gum-Sook Hoang;Hee-Sook Bae;Sungune Yoon;Jung Hyun Hwang
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.1-30
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    • 2024
  • The purpose of this study is to develop a diagnostic tool to strengthen the reading competencies of children and adolescents with disabilities, analyze its validity and reliability, and present basic data for the development of a diagnostic program. For this study, it was conducted on literature and case studies, the Delphi Method, and a preliminary survey of actual disabled children/adolescents. As a result of the study, there were limitations in validity and reliability analysis due to the small number of samples, but basic data was secured along with the development of a prototype diagnostic tool for the reading ability of children and adolescents with disabilities. It was proposed to develop the future reading competency diagnostic program by expanding it to the web and mobile platforms, considering various variables such as the characteristics of each disability type, a plan for data collection and utilization through big data, diagnostic procedures, and precautions during the diagnosis.

Influence of creative activities using multimedia materials of children's songs to personality in elementary school (동요방송을 활용한 창의적 활동이 초등학생의 인성에 미치는 영향)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.55-61
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    • 2019
  • Multimedia materials were developed to creative children's songs to elementary schoolers so as to improve favorable personality. To this end, we selected elementary school students to select appropriate songs for the cultivation of humanity, and produced multimedia including various image materials such as animation, documentary, chorus, dance performances, and interviews. Above all, we have created a teaching - learning process and presented the program so that teachers can easily guide students to agitation. As a result, the change of personality of elementary school students was positively shown through sway broadcasting, and I tried to give practical examples of practical application for cultivation of creativity and personality that should be emphasized at elementary school.

A Study on the Ideology Education of Children during the Asian Pacific War (아시아태평양전쟁기 아동의 사상교육에 관한 연구)

  • Kwon, Hee-Ju;Sung, Yun-A
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.225-232
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    • 2020
  • In This paper examines how "Kamishibai" was used for ideological education of children during the war. "Kamishibai" was proposed by the Ministry of Education as a methodology to "cultivate children's right concentricity. In particular, , which was produced based on a true story, highlights the father's love sent to children by obtaining chocolate wrappers from comrades, and the children's envy for chocolate. Kazuo's interview, saying, "I will succeed my father," showed that he has a continuous personality that comes with another sacrifice. After the Sino-Japanese War, the war situation intensified, and in 1940, a new edict decided to enact the "Army Support Corps". This is a measure to select eligible youth applicants from 15 to 17 years of age, after training for 4 years, and then appoint them to aviation soldiers and sergeants. This is a legal maintenance that can be put into the battlefield at any time according to the trend of the war. Just as Kazuo, a real character in "Chocolate and Soldiers", also became a "boy flight soldier" after his father's death, flying airplanes to boys at the time was also a dream that Japan's great citizens should have. In the , it is suggested that "the father enshrined in Yasukuni" is a great person, and that "I" will also grow and become a "good citizen". In particular, the two brothers in the work show the value of eternal sacrifices in Yasukuni as a typical model of the "great people".

The Effects of Maternal Monitoring, Shared Activities, Education-Oriented Behavior, and Allowing Children to Own Smart-Phones on the Smart Media Usage Patterns of Elementary School Children (어머니의 감독, 활동공유, 교육지향행동, 스마트폰 허용여부가 초등학교 저학년 아동의 스마트 미디어 이용패턴에 미치는 영향)

  • Kim, Yoon Kyung;Park, Ju Hee;Oh, So Chung
    • Korean Journal of Childcare and Education
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    • v.17 no.3
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    • pp.65-87
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    • 2021
  • Objective: This study aimed to examine the effects of maternal monitoring, shared activities with children, maternal education-oriented behavior, and allowing children to own smart-phones on smart media usage patterns based on smart-phone usage time and purposes among elementary school children. Methods: The participants were 1,315 second-grade elementary school children from the 9th wave of PSKC. Latent profile analysis and the three-step estimation approach were used to examine the determinants of the latent profile and the effects of maternal parenting on the profile. Results: Four latent profiles were identified: 'High-level usage & Entertaining oriented,' 'Moderate-level usage & Social/entertaining oriented,' 'Moderate-level usage & Learning oriented,' and 'Low-level usage.' Additionally, results showed that each profile can be predicted by maternal monitoring, education-oriented behavior, and permitting children to own smart-phones. Conclusion/Implications: Our outcomes suggested that it would be necessary to understand the smart media usage patterns of elementary school children, considering both the amount of time spent with smart media and purposes of uses. Further, it is helpful for mothers to monitor children's daily activities, support their educational activities, and take the role of gatekeeper for smart media as a way of appropriate guidance for their children's use of smart media.

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.

An Emotional-Shadow Playing Tool for Casual Environment (기본환경에서의 그림자 놀이 도구 연구)

  • Lim, Yang-Mi;Hwang, Ji-Yeon;Park, Jin-Wan
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.513-518
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    • 2006
  • 본 논문에서는 특별한 스튜디오 조명이 아닌 가정용 혹은 학교용 조명 하에서 동작하는 감정 표현이 가능한 그림자 놀이 도구를 소개한다. 이 놀이는 사용자의 실사로부터 추출된 가상 그림자에 사용자의 동작에 따라 실시간으로 반응하는 가상 표정 애니메이션 캐릭터를 투영한다. 이 놀이 도구는 행위전시 등의 공연 환경뿐만 아니라 가정, 학교 등의 일상 환경에서도 동작이 가능하도록 설계되었다. 따라서 가장 일반적인 조명의 하나인 가정용 형광등과 백열등 환경을 가정하였고, 배경에 대해서는 어떤 제약도 가정하지 않았다. 사용자의 실사를 구분하는 과정에는 배경 차분화 기법을 사용하였고, 빛의 산란 및 실제 그림자의 영향 등으로 인한 잡음을 최소화하기 위해 몇 가지 잡음 제거 알고리즘을 결합하여 적용하였다. 이 도구에서 가상 그림자의 표정 애니메이션은 사용자의 손동작에 따라 변화하며, 손동작 및 머리 위치의 추적을 위해 새로이 고안한 자질 기반 추적 기법을 적용하였다. 이 도구는 공연장에서의 인터렉티브 미디어 아트 전시 또는 공연, 아동 대상의 미술 교육, 예술치료 등의 분야에 활용될 수 있을 것으로 판단된다.

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