• Title/Summary/Keyword: 융합교육콘텐츠

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Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

A study on customized ART convergence service for non-face-to-face art education service (비대면 미술교육 서비스를 위한 맞춤형 ART 융합 서비스 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.275-280
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    • 2022
  • This paper intends to propose a technology for recommending convergence/composite art playlist contents that are fused with tags suitable for the user's situational information and taste to users for non-face-to-face art appreciation education. For the implementation of the proposed technology, the characteristics of works of art are analyzed, and related music and works of art are matched based on the tags of the analyzed works. In addition, we would like to propose a technology that automatically creates content for fusion and complex art viewing playlists using matched works.

Data Literacy Education in Design Curriculum of Higher Education Focused on Development of Design-Data Convergence Curriculum (디자인 교과과정에서의 데이터 문해력 교육에 관한 연구 -디자인-데이터 융합 교과 개발 사례를 중심으로)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.685-696
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    • 2022
  • This study explores convergence curriculum for design and data science, and applies data science knowledge on undergraduate design classes for designer's data literacy. First, related studies about data literacy education for non-data science major's, and data driven design project cases are explored, then design competency and data competency based on NCS are studied. Then this study developed 3 step design-data convergence curriculum model for designers' data literacy. The curriculum model is applied on case study classes, which are Big data and UX design(2) classes. The learning results and student's feedback of the case study classes are collected and analyzed to prove the design-data convergence curriculum, and the results provide findings and implications of the design-data convergence class case study.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.67-74
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    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

The Effect of Convergence Lesson Plan and Teaching Demonstration for Enhancing Creative Competency of The Pre-service Teachers' (중등예비교사의 창의역량 강화를 위한 융합수업지도안 작성 및 수업시연의 효과)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.466-474
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    • 2019
  • The purpose of this study was to investigate the enhancing creative competency and changes in academic challenge for the pre-service teachers. For this purpose, 94 pre-service teachers participated in project learning through the preparation of the convergence instruction and the class demonstration during one semester. The pre and post questionnaire survey was conducted the measurement of creative leader competence and K-NSSE for academic challenge. Analysis of data was performed using the IBM SPSS 18.0 program for the corresponding sample t test. The creative competency included 'higher mental thinking', 'problem solving', 'curiosity', 'sensitivity' 'task commitment', 'the pursuit of social value', and 'co-operations and considerations'. This results was significant(p< .05). Academic challenge, high-order learning domain and learning strategies domain were significant(p< .05). Based on this, in order to generalize the convergence education and convergence lesson, it is necessary to design various convergence lessons and practice study to make a plan and practice it. In addition, the implications for the necessity of correcting and supplementing the effects after repeated convergence lessons were discussed.

3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

A Study on the Educational Smart Contents of Adolescents' Gatekeeper Program (청소년 자살예방을 위한 게이트키퍼 교육 콘텐츠 연구)

  • Ko, Ki-Sook;Lee, Jee-Sook;Park, Chang-hoon
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.181-197
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    • 2017
  • This study combined gatekeeper programs with the information technology to develop the educational smart contents of a suicide prevention program for youth. The study analyzed various evidence-based gatekeeper programs and extracts essential educational elements from these programs in order to apply to the smart contents. Sixteen adolescents participated in a quantitative(pre-post test) study and 8 of them participated in a focus group interview. In addition to youth participants, youth experts were also interviewed to evaluate the effectiveness of the educational smart contents of a suicide prevention program. The results included: (1) higher post-test scores were attained for knowledge of youth suicide; (2) youth participants indicated better understandings of youth suicide and sympathy; (3) on a focused group interview with youth experts, participants also indicated that the program helped youth to interact better with other youth with suicide ideation. They also indicated that this program was user-friendly. Recommendations for further research are also discussed.

Exploration into Better College Cultural Contents Education for Manifestation of Creativity (대학에서의 창의성 발현을 위한 문화콘텐츠 교육 개선방안 탐색)

  • Lee, Byung-Min
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.481-496
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    • 2013
  • The purpose of this study was to make a basic research on college cultural contents education in an effort to step up the manifestation of the creativity of cultural contents experts in line with the development of the fast-changing era of creative economy. It's basically meant to analyze the characteristics of cultural contents education in relation to creative idea to seek practical ways of improving that education. What problems there were with cultural contents education and how that education was actually provided were analyzed to suggest some of the right directions for client-centered cultural contents education. Earlier studies were analyzed, and the results of a survey that was conducted on students whose major was linked to cultural contents were analyzed as well. As a result, current cultural contents education was considered not to be satisfactory due to existing teaching methods, learning process and curriculums that were devoid of creativity. To rectify the situation, interdisciplinary attempts should be made such as multi-major, interdisciplinary programs or convergence education, and plenty of experiments, sufficient practice and an increase in the number of faculty members are all required. In terms of education, existing curriculums and courses should urgently be revamped to strengthen field placement and creative discussions. As for educational methods, the lecture method should be avoided, and specialized education should be offered instead, which should strike a balance between discussion, team play and project education. It is expected to produce good results if there are appropriate connection among different major fields of study and the harmonious implementation of diverse internship, convergence and field placement programs.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Children's Picture Book-making Activity through the Fusion of Digital and Analog Contents (디지털과 아날로그 콘텐츠 융합을 통한 어린이 그림책 만들기 활동방법)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.51-59
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    • 2020
  • Advancements in digital technology have caused significant changes to the tradition of creative educational activities. Such an with digital technology is prone to an error where digital technology itself becomes the goal, ignoring educational efficacy grounded on improved user experience and immersion. Previously, picture book-making activities for children allow them to actively participate in the process of book-making, and is often employed to instill reading habits as well as nurture linguistic abilities. Aside from such picture book-making activities, diverse efforts are being made for innovation in educational pedagogy through digital technology. However, as the goal of children's picture book-making activities is realizing creative education through expressions in language and pictures, digital technology should be considered in the viewpoint of fusion, not as a simple replacement to the traditional tools employed in children's picture book-making activities. This study examines previous researches related to children's picture book-making activities to propose contents and methodology allowing effective immersion by fusing digital technology based on a physical environment, from the viewpoint of fusion and integration. Expect this study will become a fundamental data in visualizing a practical integration of digital technology in future creative education.