• Title/Summary/Keyword: 참교육 콘텐츠

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Contents of 'true education' in the Era of New Media and the Consciousness Structure of Modern People (뉴미디어 시대 속 '참교육' 콘텐츠와 현대인의 의식구조)

  • Kim, Se-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.468-478
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    • 2022
  • 'True education', which was the core ideology of 'the Korean Teachers & Educational Workers Union', is re-appropriated in the new media era. This word, which is actively used by young people, means 'punishment against the object of social condemnation'. One of the characteristics of 'true education contents' commonly seen on the Internet is that it shows a tendency to 'fragmentation'. True educational contents are short in length, and the contents are very local. This reflects the characteristics of a postmodern society where totality disappears and small stories are consumed. Second, the standard for dividing good and evil is extremely 'arbitrary'. Whereas the existing stories of rewarding virtue and punishing vice had universal values such as love, consideration, and peace, the content of true education distinguishes good and evil with an extremely narrow perspective. The way to justify arbitrary standard is to incite public outrage. Third, 'humour' is added. Here, humor is combined with the emotion of hatred, causing the problem of weakening people's critical consciousness.

Effects of Visual Scaffolding for Encouraging e-Learning Participation (이러닝 학습 참여를 촉진하기 위한 시각적 스캐폴딩 효과 연구)

  • Jin, Sung-Hee;Kim, Tae-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.215-216
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    • 2015
  • 연구의 목적은 이러닝 학습환경에서 학습자들의 학습 참여를 촉진할 수 있는 시각적 스캐폴딩을 개발하고 그것이 학습참여, 개별학습, 팀프로젝트학습에 미치는 교육적 효과를 분석하고자 한다. 시각적 스캐폴딩에는 개별 참여도, 팀 참여도, 팀활동에 대한 개인 기여도, 팀간 상호작용 정도가 표상되도록 설계하였다. 시각적 스캐폴딩의 교육적 효과는 실험연구를 통해 분석되었다. 연구결과 이 연구를 통해 개발된 시각적 스캐폴딩은 학습참여도 및 학습성과에 긍정적인 영향을 미치는 것으로 분석되었다.

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Dramatic Play Contents for Children using UCR(User-Created-Robot) (UCR을 활용한 유아 동극 콘텐츠)

  • Lee, KyungOk;Lee, Byung Ho;Lee, Sang-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.17-18
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    • 2013
  • UCR 로봇의 유아교육 현장 적용의 효과적인 접근 방법을 모색하고 유아발달에 적절한 콘텐츠를 제공하기 위해 UCR을 활용한 유아 동극 콘텐츠를 개발하여 적용해보았다. 만5세 유아 5명과 보육교사 1명에게 콘텐츠를 적용한 결과, 본 콘텐츠는 유아에게 흥미를 제공하고 유아의 지속적인 참여와 활동에 대한 집중도를 높이는 활동으로 평가되었다. 개발한 UCR 활용 동극 콘텐츠는 유아교육현장에서 로봇활용 교육의 새로운 모델을 제시할 수 있을 것으로 기대된다.

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Study of e-Learning Business model integrated User Created Contents (사용자 제작 콘텐츠(UCC)를 통합한 e-Learning 비즈니스 모델 연구)

  • Lee, Jin-Tae;Han, Seon-Gwan
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.156-159
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    • 2007
  • 본 연구에서는 개 방, 참여, 공유를 기 본 가치로 하는 Web 2.0의 대표적 트렌드인 UCC(User Created Contents)를 e-Learning에 접목하여 비즈니스 모델 설계시 고려해야 할 사항들을 분석하였다. 현재 초중등은 물론 대학, 직장, 평생교육의 주류를 형성하고 있는 것은 e-Learning이다. 그러나 기존 e-Learning 모델들은 콘텐츠의 다양성 미흡, 감성의 부재, 흥미 부족 등 해결하기 어려운 문제들을 가지고 있다. 이에 기존 e-Learning 모델의 단점들을 보완해 줄 수 있는 UCC의 개념을 통합함으로써 교육효과를 극대화하고 교육 주체자들의 교육활동을 보다 편리하게 도와줄 수 있을 것이다. 이에 본 연구에서는 교육 주체자들이 제작한 콘텐츠를 Web2.0 플랫폼에 적용하여 참여와 공유를 이끌어 내고 궁극적으로 교육효과를 극대화 할 수 있는 비즈니스 모델을 설계시 고려해야 할 사항을 분석하여 제시하였다.

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Exploring the Predictors of Academic Probation in College : Focusing on Variables of Student Engagement (대학생의 학사경고 예측요인 탐색: 학교참여도 변인을 중심으로)

  • Seo, Eun Hee;Kim, Eun Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.469-476
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    • 2021
  • The purpose of this study is to explore the predictors of academic probation in college. Especially, this study focused on student engagement variables among the predictors of academic probation in college. Student engagement variables include hours of absence from class and numbers of log to LMS(Learning Management System) and in extracurricular program system during four weeks after the opening of a course and the numbers of faculty counseling. GPA(grade Point Average) is a dependent variable and GPA of prior semester is a control variable in this study. 17,261 student data were collected for the study. Linear regression model and logistic regression model analyses were conducted in the study. The finding showed that the hours of absence from class and numbers of log in extracurricular program system during four weeks after the opening of a course predicted academic achievement of college students. The result also indicated that hours of absence from class and numbers of log-ins to LMS(Learning Management System) and in extracurricular program system during four weeks after the opening of a course were the predictors of academic probation in college. This study will contribute to investigate indicators of students with low academic performance and to provide proper support for underachievers.

Effect of Learning Style of Students on Web based Blended Learning (학습자의 학습양식이 웹 기반 혼합교육의 효과에 미치는 영향)

  • Song, Ju-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.469-478
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    • 2011
  • The purpose of this study was to investigate the effects of learning style on blended learning. Subjects were 102 college students(grade 1, department of physical therapy) who enrolled in 'neuroanatomy' course. Blended learning was composed of 13 weeks-3 hour/1week in offline and 16 chapters-24 lessons in online. According to Kolb's learning style, assimilator was the most common. There were no significant differences between the learning style but, they were most preferred blended learning(92.1% of subjects), improved participation and excitation in learning(each 55.5%, 58.8% of subjects), and blended learning was helpful in learning(85.1% of subjects). In student's satisfaction, there was significant difference between the learning style. Statistical difference was found in satisfaction between assimilator(80.7%) and accommodator(67.5%).

Study on the Fun of Program for Science Puppet Show (과학인형극 프로그램의 재미에 관한 연구)

  • Ha, Ju-Il;Kim, Kyoung-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.171-172
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    • 2014
  • 4C-STEAM을 활용한 과학인형극 프로그램은 연구자가 지난 6년 동안 50여회의 전국 공연을 담은 학생중심의 '과학예술융합 체험 프로그램'이다. 이는 학생들에게 융합과 창의, 소통과 배려의 기회를 제공하였지만, 프로그램의 재미 요소의 차이에 따라 참가자의 반응이 엇갈리는 것을 확인하였다. 따라서 본 프로그램 속에 재미 요소를 분석하고 전략을 강화하여 학생 참여와 교육 효과를 높이고자 한다.

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Design of Collaborative e-Learning Environment and Collaborative Learning Agent (협력 e-러닝 학습 환경 구축 및 에이전트 적용 방안)

  • Jang, Ho-Wook;Suh, Hee-Jeon;Moon, Kyung-Ae
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.11-16
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    • 2004
  • e-Learning has been expected as a new educational method and paradigm in knowledge information society. However e-Learning industry has not been in tremendous development on the contrary to people's expectations. Up to present time, collaborative learning is one of the learning approaches that promote active participation and engagement in learning. Learners can set up common goal, accomplish collaborative activity to solve the problem, and achieve individual and group goals while group work. In this paper, we present collaborative e-Learning environment to improve interactions among learners and identify the roles of collaborative learning agent to promote learner's learning activity.

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Instructor's Experience on Simulation Education of EMT Students (응급구조학과 시뮬레이션 교육에 참여한 강사들의 경험)

  • Baek, Mi-Lye
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.210-218
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    • 2011
  • This study was conducted to identify instructor's experience on simulation education. The subjects were nine instructors in simulation education of EMT students. Data were collected through documents and in-depth interview from participants. It was analyzed by phenomenological method, using Colaizzi's method. The results of this study were as a follows. From the protocol, significant statements were organized into formulated meanings. The formulated meanings were identified 28 themes, 9 theme clusters, and 4 categories. The 4 categories were as follows; discomfort of forming the learning environment; burden of instructor's role; difficulty from insufficient education condition; possibility of new education. This study suggested that improvement of simulation education can be accomplished by providing opportunities to learn the simulation technology, using the pre-programmed scenarios, having technical support from specialist or additional operator, and adjusting the current paramedic curriculum.

The Effect of Logistics Education Using Metaverse on Learning Participation and Learning Satisfaction (메타버스 활용 물류 교육이 학습 참여와 학습 만족에 미치는 영향)

  • Cho, Sang-Lee;Shin, Hak-Sung
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.61-73
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    • 2023
  • When conducting metaverse-based logistics education, educational, entertainment, and sense of reality were presented as preceding factors as factors that content should have, and the effect on learner satisfaction by mediating learner participation was verified. The results and implications are as follows. First, educational, entertainment, and presence were found to be important factors that can improve learners' participation. Since it is a content provided as part of university education, it can be expected that the educational value will be the highest, but entertainment has been identified as the most influential variable. Therefore, in order for metaverse-based logistics education to induce learners' participation, it is necessary to plan contents that students can enjoy and enjoy. Second, it was found that learner participation has a positive effect on learning satisfaction. Although it is a virtual world, if it is real and you can interact with other learners, you will be satisfied with your learning. Therefore, it is necessary to develop contents that can induce learners' participation in order to continuously provide learning satisfaction when providing metaverse-based logistics education.