• Title/Summary/Keyword: 융합교육콘텐츠

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Exploring the Effect of SW Programming Curriculum and Content Development Model for Non-majors College Students : focusing on Visual Representation of SW Solutions (비전공자 SW 프로그래밍 교육과정 및 콘텐츠 개발 모형의 효과성 탐색: SW 해결안의 시각적 표현을 중심으로)

  • Lee, Minjeong
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1313-1321
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    • 2017
  • In the future society where ICT-based digital convergence creates new value, collaborative skills among experts in various fields and SW based problem solving ability is more emphasized. Non-SW specialists are required to have SW based communication skills to effectively collaborate with SW experts to solve their problems. Therefore, SW programming curriculum for non-major college students should be different from the existing programming education for SW-majors aiming at a high level of coding ability. It is also known that diagram-based visual representation is helpful for productive communication and collaboration. In this study, we defined the SW education objectives for the non-majors as cultivating the visual programming ability for SW based problem solving. In order to accomplish this, we explored SW programming curriculum and content development model for non-majors focusing on visual representation of SW solutions. The results of this paper will help to provide appropriate SW learning model for non-majors and to cultivate practical SW capabilities.

Public Outreach of Science with Big History

  • Kim, Gahye;Kim, Sungsoo S.
    • The Bulletin of The Korean Astronomical Society
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    • v.39 no.2
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    • pp.72.2-72.2
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    • 2014
  • 빅 히스토리(거대사)는 빅뱅부터 생명과 인류의 등장, 그리고 문명에 이르기까지 인문학과 자연과학을 모두 아우르는 융합 학문분야로, 최근 들어 중등 및 고등 교육기관 교육자들의 관심을 차츰 받고 있는 분야이다. 미국에서는 현재 빌 게이츠의 지원 아래 '빅 히스토리 프로젝트'를 운영하며 중등학교 교사들이 이용할 수 있는 자료를 구축하고 제공하는 등 활발한 교육 및 연구가 이루어지고 있지만, 아직 우리나라에서는 관련 연구가 교육이 활발히 이루어지고 있지는 않다. 이번 연구에서 우리는 1) 빅 히스토리 프로젝트, 2) 새로운 모습으로 올해 소개된 다큐멘터리 '코스모스', 3) 빅 히스토리 관련 서적들의 콘텐츠를 정리하고, 이들을 시대별, 주제별, 그리고 소주제별로 분류하여 얼마나 다양한 방법으로 접근할 수 있는지 보일 것이다. 향후에는 이 콘텐츠를 대학의 교양교육과정에서 어떻게 이용할 수 있는지를 제시하는 것이 목표이다.

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Education content development for Computing thinking Utilizing Arduino and humanoid robot (아두이노와 휴머노이드 로봇을 활용하여 컴퓨팅 사고력 교육을 위한 융합 콘텐츠 개발)

  • Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.684-687
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    • 2016
  • This paper proposes education content for computing thinking that using Arduino and active humanoid robot. The hardware and software convergence activity can be Problem-solving skills enhancement and increase the systems thinking.

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Convergence Education Content Development Utilizing S4A (S4A를 이용한 융합형 교육용 콘텐츠 개발)

  • kim, Hye-Sung;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.693-697
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    • 2016
  • Recent Software education topic is GUI programing language 'Scratch' and the open source computing platform plus microcontroller boards 'Arduino'. S4A means a program that controls the Arduino to the scratch. In this paper, development for education content that using S4A and combination the Arduino sensors. and we developed the game in the form of training content by using a variety of tools.

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교육기술과 전자출판 기술의 융합 - EDUPUB 추진 현황과 발전 가능성 연구

  • Kim, Hyeon-Yeong;Jo, Yong-Sang;Im, Sun-Beom
    • Information and Communications Magazine
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    • v.31 no.12
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    • pp.97-105
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    • 2014
  • 단행본, 소설, 잡지, 만화 등 다양한 형태의 전자출판물에 공통적으로 적용 가능한 표현 기술과 콘텐츠 유통을 위한 패키징 기술로 구성된 표준인EPUB3가 국제표준기구인 ISO/IEC에서 국제표준으로 채택됨에 따라 시장 표준이 공적 표준으로 통합되는 현상이 전자출판 분야에서도 뚜렷이 나타나고 있다. 본고에서는 전자출판 표준인 EPUB3을 교과서 등 교육용 교재, 참고서, 학습서 등 교육 분야에 확대 적용하기 위하여 온라인 평가 서비스, 학습용 소프트웨어 연계, 교육용 메타데이터 활용 등 이질적인 기술 들 간의 융합이 어떻게 이루어져야 하는지에 대한 방향을 제시한다. 이러한 노력은 지난 2013년부터 국제 표준화 단체인 IDPF(International Digital Publishing Forum), IMS Global Learning Consortium, World Wide Web Consortium이 구성한 EDUPUB Alliance를 통해 구체화되고 있다. 따라서 향후 어떠한 구체적인 주제의 논의가 국내에서도 필요한지 알아본다. 또한 디지털 교과서와 학습 교재는 모바일 및 온라인 학습환경에서 다양하게 활용될 수 있으며, 학습자가 생성하는 학습 데이터를 체계적으로 수집하고 분석한다면 학습결과를 향상시키는데 큰 기여를 할 수 있을 것으로 기대한다.

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.

The Effect of Power Distance in School on Instructor-Student Interaction, Help Seeking, Critical Thinking, and Convergence Thinking (학교 내 권력거리가 교수-학생 상호작용, 도움요청, 비판적 사고, 융합적 사고에 미치는 영향)

  • Kim, Hannah
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.89-97
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    • 2020
  • The study aims to enhance the understanding of Korean learners concerning globalization and localization of educational contents. The study explores power distance in school, and examines its effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Four hundred sixteen students participated. Power distance in school is analyzed as aspects of course driver, instructor's role, and instructor-student equality. It is found that students have tendencies for large power distance and it has significant effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Considerations to localize international educational contents for Korean learners are discussed. Lastly, study limitations and future research direction are addressed.

The Possibility of Social-cultural Creativity Education: A Case Study of "Imaginative Innovator" at H University (사회문화적 창의력 교육의 가능성 제안 : H대학교 '상상력 이노베이터' 교과목 개발 및 운영 사례)

  • Lee, Jee-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.448-458
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    • 2021
  • As the fourth industrial revolution accelerates, universities have made great efforts to develop and reform creative convergence courses for improving the students' creative convergence capabilities. Although various subjects such as "Capstone" and "Design Thinking" to the improvement of students' creative convergence competences, many courses focus on creativity education in the direction of creating new products or outputs such as engineering, design, and art, so there is still a lack of systematic education and subjects on creative convergence capabilities from a humanities and sociological perspective. In order to overcome their limitations of creative courses, "H" University developed a 'Imaginative Innovators' class with the purpose of solving creative problems on social issues related to sciences, culture, politics, economics, and so on. In this study, we introduced the purpose, methodology, students' best practices etc. of the "Imaginative innovator" course. In addition, we discussed the limitations and complements as well as the advantages and possibilities of the course. These findings are expected to contribute to the development and expansion of creativity education.

A Study on the Tales related to the Creation of 'Humninjeongeum' of Sinmi and the Way of their culture-convergence contents (신미의 '훈민정음' 창제 관련 설화와 문화융합의 콘텐츠 방안)

  • Baek, Won-gi
    • Journal of the Korea Convergence Society
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    • v.8 no.2
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    • pp.127-135
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    • 2017
  • So far, it has been a general opinion that 'Hunminjeongeum' creation was made only by King Sejong himself under Jiphyeonjeon scholars' help. However, this paper stresses that 'Hunminjeongeum' was made not only by King Sejong but also by Sinmi's positive effort on King Sejong's secret order, and examines the possibility of the culture-convergence contents related to these tales as well. To reveal the ground, the method of this research was proceeded particularly focusing on following texts: Sejongsillok, Munjongsillok, Hangukbulgyojeonseo, etc. The result was as followings. 1) King Sejong's absolute trust in Sinmi, 2) Sinmi's outstanding linguistic talent in Sanskrit. 3) King Sejong's donation of Amitaba-Triad Buddha images to Bokcheonsa Temple and Sejong's granting a respecting title of 'Wugukise Hyeogakjonja' to Sinmi. 4) Sinmi's vow to educate and spread 'Hunminjeongeum' based on Buddhism, and 5) Sejo's visit Sinmi at Bokcheonsa Temple. Furthermore, if the tales related to 'Hunminjeongeum' creation are activated into a type of national or regional events or festivals without remaining simply in a story level, it would be a good way to spread the excellence of convergence K-culture with various culture contents.

A Study on the Convergence Contents of Projection Mapping in China (중국에서 프로젝션 맵핑을 활용한 융합콘텐츠 사례 연구)

  • Shi, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.311-316
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    • 2018
  • Projection mapping is one of the convergence contents combined with digital technology. After entering the Chinese market, with its fantastic shock of visual impact, it becomes China's most shocking, most popular, and most commercial value of marketing means, to be widely used in advertising, construction, tourism and other fields. But in China, the lack of projection mapping professionals and professional will affect the development of the entire industry. The study analysed the case of projection mapping in China, and discovered the future direction development of projection mapping. Projection mapping will keep going based on local cultural environment, and combined with other intelligent technologies, and spreading to daily life, also expanding the using area, creating the manifestation pattern then contributing greatly to the entertainment content industry.