• Title/Summary/Keyword: 융합교육콘텐츠

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Study on ICT utilization contents for physical education (체육수업 ICT 콘텐츠에 관한 연구)

  • Kang, Sunyoung;Kang, Seungae;Jung, Hyungsu
    • Convergence Security Journal
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    • v.16 no.5
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    • pp.17-22
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    • 2016
  • This study examined the current state of ICT utilization in physical education and presented the available physical education ICT contents configuration model. Using ICT in physical education is expected to be an alternative of overcome the bad physical education facilities and environment, also highly utilized as a valuable material that can provide specific feedback in learning motor skill. The types of ICT use in physical education classes are being utilized divided by web-use learning and application program-use learning. In composing physical education ICT contents, the server presents a problem to be solved by each student and encourage cooperative learning. If one team determines the solving idea about learning problem through team discussion, they solve the problem by repeating the process of giving teacher and other team's feedback on determining opinion. On the other hand, the class begins after learning the principle of specific movement utilizing the VTR or computer S/W in the practical training lesson of physical education. If the good hardware and software environment combine with the transformation of the recognition on physical education which has been away from the ICT, it will be able expected a broad using of ICT in physical education.

A study on the effect of non-face-to-face online education according to the type of learner motivation (학습자 동기 유형에 따른 비대면 온라인 교육의 효과 연구)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.133-142
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    • 2021
  • This study aims to expand the effect of online education into the aspect of active exploration and sharing of class-related issues by learners. Based on theoretical discussions, Two types of motivation (personal and social) to explore issues, engagement, attitude toward issue content, and eWOM model were verified. As a result of the study, it was found that the impact of personal and social motivations that online education has on engagement on specific issues, and the positive(+) influence on attitudes toward issue content and word of mouth intentions on SNS, considering engagement as a parameter. In this study, the role of engagement in inducing the next learning by oneself was confirmed, and it can be seen that social and personal motives for issues and class content should be utilized to increase engagement.

Effects of STEAM(Science-Technology-Engineering-Art-Mathematics) Activities on Young Children's Scientific Process Skill Ability and Problem Solving Ability (STEAM(융합인재교육)활동이 유아의 과학과정기술과 문제해결력에 미치는 영향)

  • Lee, Suki;Yun, Eungyung
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.746-759
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    • 2016
  • The purpose of this study was examine the effects of STEAM(Science-Technology-Engineering-Art-mathematics) activities on young children's scientific process skill ability and problem solving ability. Subjects were 34 five-year-old young children from S and H child care centers located in G city. Subjects were divided into an experimental(n=17) and a control group(n=17). The experimental group took part in the STEAM activities during 8 weeks, while the control group took part in the traditional science activities. The procedure for this study consisted of a pre-study, a pre-test, the treatment, and a post-test schedule. The results of this study were as follows: First, the experimental group showed significantly higher score than the control group in total scientific process skill ability. Second, the experimental group showed significantly higher score than the control group in total problem solving ability. These findings suggest that the experience of STEAM activities for young children can be effective teaching-learning methods for young children's scientific process skill ability and problem solving ability.

A Review of Recent Digital Technology-Based Language Rehabilitation For Aphasia: Focusing on VR, AR, and Mobile Application (실어증 환자 대상 디지털 기술 기반 언어재활에 관한 최근 문헌 고찰: VR, AR, 모바일 애플리케이션을 중심으로)

  • Chung, Chae Youn;Hong, You Jeong;Kong, Seong Hyeon;Choi, You Jin;Lee, Kyogu
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.46-63
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    • 2022
  • With the rapid development of digital technology and the growing trend to integrate it into the medical field, recent studies suggest language rehabilitation for people with aphasia using virtual reality (VR), augmented reality (AR) and mobile applications. This study conducted a scoping review to summarize the features of digital technology-based language rehabilitation for aphasia in the last four years (2018-2021) and draw implications for future research. A total of 20 papers met the selection criteria among the documents retrieved from the Web of Science, CINAHL, and RISS. This review demonstrates that digital technology could offer unique treatment content by gamification, individualization, and creating a realistic communication environment, and by utilizing them in various ways. Therefore, we expect digital technology-based language rehabilitation for aphasia could supplement the limitations of conventional language rehabilitation and provide a novel perspective on development of treatment content.

A Serious Game Development for Historical Education Using OGRE Engine (OGRE 엔진을 이용한 역사 교육용 기능성 게임 개발)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.385-392
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    • 2010
  • At present, educational serious games which are designed for educational purpose including funny element have been developed in korea. This paper proposes a history educational game and describes how to make history educational game using OGRE engine. The OGRE engine is public, and widely used in many universities. Methods of the proposed game's development include development environment, desired plan, game scenario, game interface, method to cooperate with physics engine and so on. The proposed game is played in performing a mission that is based on historical event of our country in itself. And discrimination of the proposed game is to set a quest with actual historical events, in order to learn history beyond the simple fun in the existing history educational games. This paper should be helpful to discrimination of history educational serious game and developers to create history educational serious game with OGRE engine.

A Effective LMS Model Using Sensing System (센싱기술을 이용한 효과적인 LMS 모델에 관한 연구)

  • Kim, Seok-Soo;Ju, Min-Seong
    • Convergence Security Journal
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    • v.5 no.4
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    • pp.33-40
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    • 2005
  • As e-learning studying is activated, learner's requirement increased. Therefore, need correct e-learning model augmented requirement of learner and new ubiquitous surrounding. In this treatise when, proposed to supplement studying contents relationship conversion service and cooperation studying service function to LMS that analyze existing e-learning model's limitation for ubiquitous environment e-learning model that can study regardless of, ubiquitously some contents and do based on SCORM ubiquitous-network and next generation sensor technology etc. Learning form conversion service senses a learner's surrounding situations and recognize his/her body condition using smart sensor technology and provides the learner with contents in the optimal form. Using sensing projects like Orestia and SOB, users can more effective collaborative learning service.

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Research on the Diversification of the Development Direction of Traditional Dance in China's Intangible Cultural Heritage (중국 무형문화재 전통무용 전승 발전 방향의 다양화 연구)

  • Wang, Mengjia;Kim, Kyung-Hoi
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.141-151
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    • 2022
  • Taking the different inheritance methods of representative successors, dance education at university, and convergent media as a research object, this research discusses the changes in the development direction of inheritance of traditional dances of China's intangible cultural heritage, analyzes the inheritance and development path of traditional dances. The purpose of this research is to realize the inheritance of dance culture and strengthen the influence of Chinese traditional dance culture in the world.

A Study on the e-Learning Revitalization Plan to Improve the Quality University Education : Focused on the YouTube Learning Contents (대학교육의 질 제고를 위한 이러닝 활성화 방안 연구 : 유튜브 러닝 콘텐츠 사례를 중심으로)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.309-317
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    • 2020
  • The purpose of this study was conducted in two stages for university students at K and Y universities in Gyeongsangbuk-do to examine the factors affecting their use intention to use YouTube learning contents due to any of the factors of YouTube learning contents characteristics. Based on the results of the first survey, the measurement items were organized and based on this, second survey was conducted on the use intention of YouTube learning content learners. As a result, it was found that content diversity, content simplicity, content quality, interactivity, and ease of use influenced use intention. Among them, content diversity was found to have the most influence on use intention than others. This study is expected to be used as a basic research data necessary to activate e-learning in the current university and to enhance the learning effect by researching YouTube which is a new learning trend of university students.

A Exploratory Study on the Introduction Plan of an Open Platform for Health and Welfare Human Resource Education of the Digital Convergence (디지털 융합시대의 보건복지 인력 대상 직무교육 오픈 플랫폼 도입방안에 관한 탐색적 연구)

  • Choi, Young-Soon;Noh, Kyoo-Sung
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.169-178
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    • 2021
  • It is the post-corona era that we will soon face. It is time to achieve the original purpose of job training for health and welfare personnel operated by the Korea Human Resource Development Institute for Health and Welfare and to innovate change to maintain educational consistency. This study reviewed literatures to find alternatives for efficient and effective curriculum operation by integrating contents of health and welfare job education. Through this, we decided to check the possibility of building an open platform and suggest it as a sufficient alternative. It is expected that the establishment of the open platform for job education in the health and welfare sector will enable the education accessibility and the management of the learning management system of the subjects. Above all, it will contribute to the duplication of the education experts and the efficiency of the budget.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.