• Title/Summary/Keyword: 어린이 체험 학습

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Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

클릭, e업체- 국내 최초 에듀테인먼트 체험관‘신나는 공부나라’

  • Sin, Jong-Hun
    • Digital Contents
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    • no.7 s.134
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    • pp.52-53
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    • 2004
  • 한국문화콘텐츠진흥원이 운영하는 역삼동 문화콘텐츠센터에 게임을 즐기며 학습효과를 올릴 수 있는‘에듀테인먼트 공부나라’가 지난달 7일 문을 열었다. 국내 최초의 에듀테인먼트 체험관인 공부나라는 한글.영어 등 8개 영역으로 구분된 70여종의 콘텐츠를 자유롭게 체험할 수 있도록 구성돼 어린이들에게 새로운 놀이문화를 제공할 전망이다.

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A Development of Traffic Safety Education Application Using Mixed Reality (혼합현실을 활용한 교통 안전교육 애플리케이션 개발)

  • Kim, Kang-Ho;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1602-1608
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    • 2019
  • In this study, we developed a "Zetton Children's Traffic Safety Education" application using mixed reality to help children experience a variety of traffic situations indirectly and to help them defend themselves from accidents. We analyze the types of high mortality child traffic accidents to set learning goal. And we developed the experience-oriented contents that players could acquire signal systems and traffic information naturally and funny in the course of playing scenarios according to designed various traffic situations. In order to verify the educational effectiveness of the developed application, children were given traffic safety education through after-school education activities. The result shows that the frequency of right answers to questions related to traffic safety awareness and learning objectives is increased.

A Study on the Preference and Introduction of the Outdoor Play Facilities for Children in a Metropolitan Area (대도시지역 어린이의 실외 놀이시설 선호와 시설도입에 관한 연구)

  • Kim, Gyeong-Su;Baek, Tae-Kyung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.1
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    • pp.13-24
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    • 2015
  • Busan Metropolitan City lacks leisure-oriented spaces for children compared to other cities. Furthermore, it is difficult to maintain the amusement facilities for children scattered around the city due to the fact that they were worn out. To set up a leisure-oriented park for children on the site for children amusement facilities, the present study is concerned about planning children amusement facilities for public use compatible with the new trend for children amusement facilities. For this purpose, a number of case studies, carried out domestic and abroad on developing children amusement facilities, were examined to choose appropriate facilities and feasible project plans were drawn up. Major findings of the study are as follows. First, it is strongly suggested that this project should be promoted because it is a leading pilot project for building children theme parks for each zone in Busan Metropolitan City. Second, it is suggested that field study programs should be run in connection with Busan Metropolitan City Office of Education.

Development of Costumes for Children's Experience Using Imperial Attire of the Daehan Empire (대한제국 황실 복식을 활용한 어린이 체험용 복식 개발)

  • Soon-Young Kim;Ju Ri Kim;Yun-Jeong Jang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.907-928
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    • 2023
  • This study selects imperial clothing items for experiential learning for children aged 5 to 7, presents the pattern design process for each, and proposes a production process. We chose costume items with evident characteristics and specific uses, ensuring they did not overlap. The selection considered the need for representative imperial clothing and the diversity of children's experiences. Ultimately, we produced four costumes : emperor, empress, prince, and princess. In terms of shape, color, material, and pattern, by referring to relics and photographic materials, we developed the costume for experience to emphasize the traditional beauty of the imperial costume of the Korean Empire. Moreover, we enhanced the convenience and efficiency of the clothing for children by developing sizes and details that considered various physique conditions.

A Study of the Physical Experience Using Serious Game Design Traffic Safety Education for Children applied using 3D Depth Gesture Recognition Technology (3차원 동작인식기술을 적용한 어린이 교통안전교육 체감형 기능성 게임디자인 연구)

  • Jang, Chang-Ik
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.5-14
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    • 2012
  • The purpose of this paper is to demonstrate how three-dimensional gesture recognition technology, in children's traffic safety programs, can be an effective solution for instructing children in the safest ways to interact with traffic. In terms of traffic accidents, walking unaccompanied is the most dangerous traffic related activity for children. By using a three-dimensional serous game training program that implements gesture recognition, more accurate real life scenarios can be implemented in existing children's traffic training programs. The implementation of this technology will increase the possibility of changing the habits and attitudes of children, which in turn will lower the amount of walking related traffic accidents in children.

Immersive Electronic Cooking System on Table Top Display (테이블 탑 디스플레이 기반 실감형 전자 요리 시스템)

  • Jang, Han-Byul;Kim, Song-Gook;Kim, Jang-Woon;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.561-566
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    • 2007
  • 본 논문에서는 실감형 요리 시스템의 제작에 대하여 기술한다. 실감형 요리 시스템은 요리를 만드는 과정을 컴퓨터를 이용해 가상적으로 체험해 볼 수 있게 한다. 증강현실 기술을 이용, 모의부엌에서 요리 재료 카드를 인식함으로써 요리재료를 요리 용기에 투입하고 투입된 요리 재료는 증강현실 부엌에 나타나게 된다. 또한 멀티 터치가 가능한 지능형 인터페이스 플랫폼인 테이블 탑 디스플레이를 기반으로 증강현실 오브젝트와 사용자가 서로 상호작용할 수 있도록 한다. 테이블 탑 디스플레이에서의 터치와 hand gesture를 인식하여 맨손의 손동작에 의해 상호작용을 구현한다. 이 시스템은 특히 어린이들을 대상으로 하여 실감나는 요리 체험을 할 수 있으며, 요리 과정을 보다 효과적으로 학습하는데 활용될 수 있다.

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Virtual Music System that use Touch-Face (Touch-Face기반의 가상 악기 시스템)

  • Song, Dae-Hyeon;Park, Jae-Woan;Lee, Chil-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.166-168
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    • 2008
  • 본 논문에서는 가상 악기 시스템의 제작에 대하여 기술한다. 가상 악기 시스템은 (이하 VMS라 칭한다.) 가상의 악기를 연주하는 것을 컴퓨터를 이용하여 체험해 볼 수 있게 한다. 또한 멀티 터치가 가능한 지능형 인터페이스 플랫폼인 Touch-Face를 기반으로 동시의 여러 사용자가 악기를 연주 할 수 있도록 한다. Touch-Face에서의 터치를 인식하여 맨손의 손동작에 의해 상호작용을 구현한다. 이 시스템은 특히 별도의 디바이스나 콘솔을 필요로 하지 않고 시스템 내에 가이드창이 있어 사용자로 하여금 쉽게 따라 할 수 있게 하고, 어린이들을 대상으로 하여 실감나는 연주 체험을 할 수 있으며, 악기를 다루는데 보다 경제적이고 효율적으로 학습하는데 활용될 수 있다.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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