• Title/Summary/Keyword: 융합교육콘텐츠

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Trend Analysis of Science-Art as Convergence Contents (융복합 콘텐츠로서 미디어아트 트렌드 분석)

  • Shin, Sungsik
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.325-326
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    • 2013
  • 미디어아트의 최근 흐름을 살펴보면, 과학적인 성과 자체를 예술로 표현하는 사이언스아트가 부상하고 있다. 본고에서는 Ars Electronica, ZKM, IRCAM, NTT ICC 등 대표적인 미디어아트 센터와 MIT 미디어랩, Le Fresnoy 등 연구교육기관의 사례에서 사이언스아트의 트렌드와 특징을 분석하였다. 우리나라도 하루빨리 미디어아트 센터나 연구교육기관을 설립하여 창조와 융합의 활성화를 통해 창조경제의 기반을 다져야 할 것이다.

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Contents Recycling using Mobile Device (모바일 기기를 이용한 콘텐츠 재활용)

  • Han, Eun-Jung;Park, An-Jin;Jung, Kee-Chul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.911-914
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    • 2005
  • 기존 오프라인 콘텐츠는 텍스트 중심의 정보량과 신속성 등의 한계로 교육 발전에 역부족이다. 그러나 최근에는 시 공간의 제약을 탈피한 열린 학습을 제공하여 교육의 장을 확대할 수 있으며, 또한 교육의 기회를 넓힐 수 있는 무선 단말기 학습 시스템의 사용범위를 확장시키고 있다. 본 논문에서 모바일 기기를 이용하는 영어 학습 콘텐츠는 기존의 다양한 오프라인 콘텐츠에 온라인 정보 태그를 첨가함으로써, 기존의 콘텐츠에 동적인 인터랙션과 다양한 멀티미디어 정보를 융합할 수 있는 장점으로, 정적인 2차원 시각 정보만을 제공하는 기존 오프라인 책의 활용범위를 넓힌 학습 콘텐츠이다.

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Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

A Study on the Educational Applications of IPTV (IPTV(Internet Protocol Television)의 교육적 활용 방안 연구)

  • Baek, Seon-Ryeon;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.65-75
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    • 2008
  • With the advent of convergence environment of broadcasting and communication, IPTV has been widely used. It provides services such as information, movie contents and broadcasting with TV through super-highway information networks. The purpose of this study is to suggest its educational applications to overcome the limits existing in the education. For this goal, we sought its concept and characteristic and drew educational implications by analyzing its contents. We also suggested what-if scenarios for its educational applications, considered its possibilities in educational applications and suggested the kinds of teaching-learning utilizing it and its educational applications for the various subjects. Finally, we examined problems which were considered before its applications in the education with the classification of legal, technical and educational problems.

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Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

Design of ePub-based Digital Textbooks Integrated Solution for Smart Learning (스마트러닝을 위한 ePub 기반 디지털교과서 통합 솔루션 설계)

  • Heo, Sung-Uk;Kang, Sung-In;Kim, Gwan-Hyung;Choi, Sung-Wook;Oh, Am-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.873-875
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    • 2013
  • 정보기술 발전에 따라 정보 활용 및 처리 역량이 상승하면서 교육 환경의 지능화, 네트워크화로 기술간, 서비스 간 융 복합을 통한 다양한 학습 내용 및 방법이 출현하였으며, 최근 e-러닝 산업에서 스마트기기 보급 확산과 상황 적응적이고 자기 주도적 학습에 대한 소비자의 니즈가 증가하면서 새로운 형태의 교육시스템인 스마트러닝이 부각되고 있다. 이러한 교육 패러다임의 변화에 따라 기존의 교육 콘텐츠를 스마트기기에 적용하기 위해서는 콘텐츠 및 솔루션 구조의 개선이 요구되며, 또한 서비스 제공의 측면에서 다양한 교육 콘텐츠 연동과 교육 서비스 융합을 위한 표준 플랫폼 적용이 필요하다. 이에 본 논문에서는 JVM 환경의 PC 인터페이스를 통해 ePub 표준의 교육용 멀티미디어 콘텐츠 제작기능과 기존 서책형 파일 포맷의 자료 정보를 응용하기 위한 정보변환 모듈, 스마트 기기용 ePub 전자책 뷰어를 포함하는 통합 솔루션 소프트웨어인 ePub Solution을 설계하였다.

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A Case Study on the Effects of Online Lifelong Education at Home Using Contents of Lifelong Education Center Attached to the University on the Acquisition and Generalization of Cooking Task Skills of the Persons with Developmentally Disabilities (대학부설 평생교육원 콘텐츠를 활용한 가정 내 온라인 평생교육이 발달장애인의 조리직무기술 습득 및 일반화에 미치는 효과)

  • Kim, Young-Jun;Kwon, Ryang-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.137-150
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    • 2021
  • This study The purpose of this study was to investigate the effects of online lifelong education in a home using contents of university-affiliated lifelong education center on the acquisition and generalization of cooking task skills for persons with developmental disabilities. The subjects of this study were three persons with developmental disabilities who lived with their parents in the home without employment after graduation from school. The research design and method used the technique of multiple probe design across subjects during the single subject research. As a result of the study, the three persons with developmental disabilities who participated in the study effectively acquired cooking task skills through online lifelong education in the home using contents of university-affiliated lifelong education center, and generalized the performance of cooking task skills in the actual restaurant environment, not at home.

Analysis technique to support personalized English education based on contents (맞춤형 영어 교육을 지원하기 위한 콘텐츠 기반 분석 기법)

  • Jung, Woosung;Lee, Eunjoo
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.55-65
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    • 2022
  • As Internet and mobile technology is developing, the educational environment is changing from the traditional passive way into an active one driven by learners. It is important to construct the proper learner's profile for personalized education where learners are able to study according to their learning levels. The existing studies on ICT-based personalized education have mostly focused on vocabulary and learning contents. In this paper, learning profile is constructed with not only vocabulary but grammar to define a learner's learning status in more detailed way. A proficiency metric is defined which shows how a learner is accustomed to the learning contents. The simulational results present the suggested approach is effective to the evaluation essay data with each learner's proficiency that is determined after pre-learning process. Additionally, the proposed analysis technique enables to provide statistics or graphs of the learner's status and necessary data for the learner's learning contents.

A Study on the Importance and Priority of Capacity-Based Curriculum for the University Dance Major (대학 무용전공자를 위한 역량기반 교육과정의 중요도 및 우선순위 도출)

  • Kim, Ji Young;Park, Jeong Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.263-264
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    • 2019
  • 이 연구는 대학 무용전공자를 위한 역량기반 교육과정의 중요도 및 우선순위를 도출하는 것을 목적으로 한다. 이 연구에서는 창의융합형 인재를 요구하는 시대적 요청을 반영하여, 무용전공자들의 미래사회 대비 핵심역량 함양을 목적으로 하는 진로개발과 교과영역의 개선 방안을 제시하고자 하였다. 이에 이 연구는 무용전공자들이 사회의 다양한 영역에서 도전하고 역량을 발휘할 수 있도록 하는 대학 교육의 체질개선을 위한 기초연구로서의 의의를 갖는다.

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r-Learning and Educational Information Policies (r-Learning과 교육정보화 정책)

  • Lee, Jong-Yun
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.1-15
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    • 2010
  • The Education has responsibility for predicting the social changes and cultivating global talent which the society needs. The ministry of education, science and technology in govern ment has been the concerns on social educational changes and thus built the '5 31 educational reform policy' in 1995 by the educational reform committee. As a solution of a social change, this paper reviews the three-phase educational information policies, and e-learning and u-learning which are the main technologies in educational information. Also, the technologies of e-learning can be divided into m-learning, t-learning, u-learning, r-learning, game-based learning according to the contents mass media. Among them, this paper introduces the concept of robot-learning, called r-learning, and compares it with u-learning.