• Title/Summary/Keyword: 어린이 체험전시관

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A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

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  • Korean Associaton of Information & Telecommunication
    • 정보화사회
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    • s.168
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    • pp.34-37
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    • 2004
  • 정보통신부는 지난 3월 18일 광화문 교보문고 옆 정보통신부 청사 1층에 'Ubiquitous Dream 전시관(약칭 U-Dream관)'을 개관하고 다가올 디지털 정보화 사회의 모습과 우리나라의 우수한 IT 기술을 한자리에서 체험하고 관람할 수 있는 상설 전시관을 마련했다. 유비쿼터스란 '언제 어디서나 네트워크에 접속할 수 있다'는 뜻으로, 이 유비쿼터스 드림관에는 300평 규모의 전시관에 가정.사무실.자동차.카페로 꾸며져 네트워크를 통해 연결된 첨단 정보통신 기술을 경험할 수 있다. 미래의 사회가 궁금하다면 한 번 직접 시간을 내어 방문해 보자. 특히 한참 호기심이 많을 나이의 어린이들이 방문한다면 특별한 경험이 될 듯 싶다.

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3D Racing Game for Education and Publicity of Resource Recycling (자원재활용 교육.홍보를 위한 3차원 레이싱 게임)

  • Jun, Byung-Hwan;Kim, Young-Won;Phan, The-Hung;Hyun, Ai-Ryun
    • Proceedings of the Korean Institute of Resources Recycling Conference
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    • 2003.10a
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    • pp.85-89
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    • 2003
  • 본 연구에서는 어린이들이 따분하고 어렵게 느낄 수 있는 재활용 교육 방식을 지양하고, 재활용품의 수집 및 분류 그리고 재활용 공정을 자연스럽게 체험할 수 있도록 하기 위해 어린이들의 흥미를 유발시키고 과학적인 호기심을 충족시키는 방식으로 3DMax와 DirectX를 이용하여 3차원 재활용 레이싱 게임을 개발한다. 결과적으로, 재활용 관련 전시관에서 어린이들이 직접 사용해 볼 수 있는 자료로 활용되거나 교육기관 및 관련 관공서에서 홍보 및 교육용 매체로 활용될 수 있을 것으로 기대된다.

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A Case study on Storytelling Experiential Exhibition at the National Lighthouse Museum (국립등대박물관 스토리텔링 체험전시 연출 사례연구 -<등대와 과학> 상설전시를 중심으로-)

  • Song-Yi Kim
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.11a
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    • pp.162-165
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    • 2023
  • This paper examines the approaches to science operational exhibitions and storytelling to enhancing visitors of the National Lighthouse Museum of Korea. Through this case, our museum aims to share its directions of the scientific exhibition and development direction of the Aids to Navigation Heritage Museum. The exhibition content was storytelling to naturally guide the flow along the story, and the exhibition coordinating was designed as an experiential exhibition so that visitors could interestingly experience the scientific principles applied to navigation signs.

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A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium - (디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 -)

  • 고도재;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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