• Title/Summary/Keyword: 콘텐츠 효과 평가

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Development of A Parent Education Program to Improve Anger Control Ability of Parents of Elementary School Children (초등학생 부모의 분노조절능력 향상을 위한 부모교육 프로그램 개발)

  • Lee, Jae-Taek
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.668-685
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    • 2016
  • When the parents are unable to control anger properly, it can have a negative effect on their children. Therefore, parents need anger control ability very much. The purpose of this study is to develop a parent education program to improve anger control ability of parents of elementary school children so that it could help them to perform their parental role. The development of the program followed the procedure of analysis, design, development, execution, and assesment. In the analysis stage, previous studies were examined to explore in depth the ways to improve anger control ability. In the design stage, the goals were confirmed and learning objective for each session was defined, and according to this, the contents of education were selected. In the development stage, 8 sessions of education activities were formulated with 2 hours for each session and experts were consulted to examine the validity of the contents. In the execution stage, the operating method was proposed and the program was applied with a total of 8 sessions, 1 session for a week. In the final assessment stage, the effect of the program was assessed. Assessment of the program was carried out by both quantitative and qualitative methods. The quantitative method was verified by pre-and-post comparison, and analyzed by Wilcoxon Signed Ranks Test. For the qualitative method, questionnaire and interview were used. After the program was implemented, the pre-and-post comparison was carried out. The result shows there was significant improvement in both anger control ability of parents and parenting efficacy. Also, participants reported the program was very helpful for increasing parenting skills in many aspects. Lastly, the researcher of this study proposed the direction for further development of the program.

Introduction of Digital Media and Consequent New Risk Types -Focus on the Analysis of User Risk Perception and Risk Features of Smart Phones as Convergence Media- (디지털미디어 등장과 새로운 위험유형 -융합매체로서 스마트폰의 위험특성과 이용자 위험인식 분석을 중심으로-)

  • Cho, Hang-Min
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.353-364
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    • 2011
  • The present study began from the criticism that the discussions related to the existing digital media have focused on the technical productivity and effectiveness to focus on the positive perspective. Therefore, this study will concretely confirm the dangers that may be caused by digital media and confirm the overall risk perception for digital media such as the user's opinions for risk evaluations and risk management for such dangers. As a result of making the digital convergence media, the smart phone, as the detail study subject, the 17 risk types including the 'risks of financial dimensions, risks of social-cultural dimensions, risks of individual dimensions and risks of pathological dimensions' were classified. Furthermore, the users appeared to highly evaluate the seriousness and possibilities of risks as a result of analyzing the risk-factor per each risk type(risk magnitude ${\times}$ development possibility). Next, it appeared that the users did not have high degree of reliability for the government in the aspects of countermeasures and prevention of risks and appeared to highly evaluate their expectation and liability for their individual roles. If the seriousness and development possibilities, the evaluations for liability, preventative measures and post-management methods for the risks of smart phones can be thoroughly analyzed and applied, it will be able to expand them as significant political countermeasures that can reduce the risks of other digital media in the future.

Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.

Augmented Reality based Learning System for Solid Shapes (증강현실 기반 입체도형 학습도구 시스템)

  • Yeji Mun;Daehwan Kim;Dongsik Jo
    • Smart Media Journal
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    • v.13 no.5
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    • pp.45-51
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    • 2024
  • Recently, realistic contents such as virtual reality(VR) and augmented reality (AR) are widely used for education to provide beneficial learning environments with thee-dimensional(3D) information and interactive technology. Specially, AR technology will be helpful to intuitively understand by adding virtual objects registered in the real learning environment with effective ways. In this paper, we developed an AR learning system using 3D spatial information in the 2D based textbook for studying math related to geometry. In order to increase spatial learning effect, we applied to solid shapes such as prisms and pyramids in mathematics education process. Also, it allows participants to use various shapes and expression methods (e.g., wireframe mode) with interaction. We conducted the experiment with our AR system, evaluated achievement and interest. Our experimental study showed positive results, our results are expected to provide effective learning methods in various classes through realistic visualization and interaction methods.

A Study of Performance Evaluation Standard for Scanned Cartoon Book Identification Technology (스캔 만화 식별 기술 성능평가 기준에 관한 연구)

  • Yoon, Hee-Don;Kim, Tae-Hyun;Kang, Ho-Gab;Cho, Seong-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.29-35
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    • 2015
  • In order to identify scanned cartoon books which are illegally distributed, the copyright project granted from the Korea Copyright Commission (Project title: Identification and Copy Protection Technology of Scanned Text/Comic Books) secured basic solutions for scanned cartoon books. The purpose of this paper is to propose a performance evaluation standard with essential items required for developing technology to identify whether a comic book is illegally scanned and distributed. For this purpose, types of scanned comic books which are illegally distributed through webhard sites are analysed, the transformed factors are classified and major detail items of the factors are identified.

Development of LMS Evaluation Index for Non-Face-to-Face Information Security Education (비대면 정보보호 교육을 위한 LMS 평가지표 개발)

  • Lee, Ji-Eun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1055-1062
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    • 2021
  • As face-to-face education becomes difficult due to the spread of COVID-19, the use of e-learning content and virtual training is increasing. In the case of information security education, practice to learn response techniques is important, so simulation hacking and vulnerability analysis activities have been supported as virtual training for a long time. In order to increase the educational effect, contents should be designed similar to real situation, and learning activities to achieve the learning goals should be designed. In addition, excellent functions and scalability of the system supporting learning activities are required. The researcher developed an LMS evaluation index that supports non-face-to-face education by considering the key elements of non-face-to-face education and training. The developed evaluation index was applied to the information security education platform to verify its practical utility.

Effect of the Multisensory on the Stress-relieving for Vehicle Driver (운전자 스트레스 저감을 위한 다감각 자극의 효과)

  • Kim, Young-Joo;Kim, Hyejin;Lee, Hyunwoo;Jo, Youngho;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.107-116
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    • 2021
  • This study aims to investigate the effect of multisensory stimulation on relieving the stress experienced by drivers. The photoplethysmograms (PPGs) of 30 healthy subjects were measured, and their subjective response to stressful situations and normal driving were evaluated. The subjects underwent nonstimulation and multisensory stimulation in stressful driving situations. Heart rate estimation from the PPG was collected via an ear-type sensor to reduce movement noise. The signals acquired were sampled at 200 Hz using BIOPAC PPG100C. Heart rate variability (HRV) was analyzed to compare the effect of multisensory stimulation on stress situations. In the multisensory stimulation, blue, green, and yellow were used for the visual sensory system; white, pink, and brown noises were used for the auditory sensory system; and lavender, lemon, and rosemary were used for the olfactory sensory system. No difference was observed in the subjective evaluation; however, the HRV results showed an increased HF (%) and decreased LF (%) and LF/HF (%) in the multisensory stimulation (e.g., green, pink noise, and rosemary) when compared to the nonstimulation.

The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

A Case Research on the Outcome of Culture Projects with Comprehensive Funding : Focused on the Building Project of Specialized Region in Culture (통합형 포괄보조 문화사업의 성과분석 사례 연구 : 남원시 문화특화지역(문화도시형) 조성사업을 중심으로)

  • Jang, Segil
    • 지역과문화
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    • v.7 no.2
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    • pp.31-55
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    • 2020
  • As a case study, this paper aims to analyze the outcome of culture projects that are, like the building project of culture city, comprehensively funded by integrating individual projects with various purposes. Considering that there is no assessment indicators on the performance of culture city building project, it tries to propose and analyze indicators for evaluating the outcome, influence, and effect of the project, by taking into account social, cultural, and economical effect. The analysis result demonstrates the building project of specialized region in culture has bigger income effect than the construction project of cultural facilities or cultural voucher program. Because income growth leads to consumption growth, a project type with bigger income effect has more influence on industrial growth. In other words, the study shows that comprehensive funding projects, by integrating programs related to cultural citizens, cultural programs, and cultural space, is more effective for sustainable cultural development of a region. And it means the way of government assistance for cultural projects does need to change from individual project-based to comprehensive funding project-based.