• Title/Summary/Keyword: 학습 지원 교육 콘텐츠

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Content Analysis of the Teaching Support Program of the Teaching and Learning Center and Direction of the Teaching Support Platform (교수학습센터의 교수지원 프로그램 컨텐츠 분석 및 교수지원 플랫폼이 나아갈 방향)

  • Cho, Bo-Ram
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.1-12
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    • 2020
  • This is a study on the direction of the teaching support program contents analysis and teaching support platform of the teaching and learning center. To this end, in April 2020, a literature study was conducted, an analysis of the current status of teaching support at other universities and K universities, an analysis of professor interviews, and expert verification were conducted. The main research results are as follows. First, as a result of examining the current status of teaching support programs at 24 universities, it was confirmed that special lectures on teaching methods, class consulting, teaching method research meetings, and educational resource rooms were operated as representative programs. Second, the basic structure of the platform is composed of a lecture case sharing bulletin board to enable active exchange of opinions on teaching methods among teachers, a teaching support program application bulletin board to enable application for a teaching method program, and Edu-tech to activate the platform, and a professor support menu. Third, the contents of the teaching support platform were implemented based on the basic structure of the teaching support platform. This study analyzed the contents of the teaching support program and conducted a study to suggest the direction of the teaching support platform to discuss the direction of establishing an effective teaching support platform.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

A Study on u-Learning based IT Vocational Education Contents Development of the Deaf Using HTML5 (HTML5를 이용한 청각장애인의 u-Learning 기반 IT 직업 교육 콘텐츠 개발에 관한 연구)

  • Rhee, K.M.;Kim, D.O.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.195-201
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    • 2015
  • In this study, IT education contents have been developed based on the u-Learning approach for people with hearing impairment, focusing on allowing the user to learn from anywhere and anytime. Specifically, this study applies HTML5 to implementing IT education contents(JSP, Oracle) for the deaf because HTML5 enables the learner to access the contents through both web and mobile device on various platforms including android, Mac OS, and PC etc. The results of this study are as follows: First, the online computer courses are mostly supposed to be compatible with diverse types of mobile devices. However, some of the contents could not be run on applications residing in web and mobile devices because the contents tend to be developed using FLASH. HTML5 is the effective way to overcome the compatibility problem. Second, FLASH and HTML5 contents authoring tools have been compared in terms of their strong and weak points by applying the developed contents to those tools. The study also suggests that the future work would be needed in order to implement wide variety of event functions with HTML5. Lastly, design strategies enabling access through web and mobile devices have been analyzed in accordance with u-Learning design guidelines for the deaf and mobile application accessibility guidelines. However, in the latter case, the future work regarding design guidelines needs to be conducted to improve the educational accessibility depending on the level of impairment.

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Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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The effects of e-learning characteristics on e-learner's scholastic performance (이러닝 특성이 학습자의 학업성과에 미치는 영향에 관한 연구)

  • Lee, Heon-Chul;Goo, Bon-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.5
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    • pp.201-209
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    • 2009
  • RThe main object of this study is to stipulate the relation between e-learning characteristics and e-learner's scholastic performance through the integrated study model of perspective of educational technology and information technology. Using e-learning system quality, e-learning contents characteristics and interaction as independent variable, e-learner's scholastic performance as dependent variable and learning motivation as mediator, this study has examined the relationship among these variables. Two hundreds and twelve undergraduates in cyber university participated in the survey and filled out questionnaires related to this study. The main results are as followed. First, content's quality, technical quality and the support of school affairs have a significant effect on the e-learner's scholastic performance. Second, Learning motivation plays a partial mediating role in the relationship between e-learning characteristics and e-learner's scholastic performance. The meaningful implication of this study is that to improve e-learner's scholastic performance, we have to offer e-learners more customized various learning plans, learning contents and interaction between e-learners and e-learning systems.

An Exploratory Study on Organizational Smart Learning Success from an HRD Perspective (HRD 관점에서 기업의 스마트 러닝 성공을 위한 탐색적 연구)

  • Yeseul Oh;Jaeyoung An;Haejung Yun
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.219-235
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    • 2023
  • The advancement of digital technology and the impact of COVID-19 have brought about changes in corporate innovation and organizational culture, thereby highlighting the significance of Smart Learning in the field of HRD (Human Resource Development). This trend has led to an increased interest in personalized Smart Learning among employees due to the growth of hybrid work and the widespread adoption of smart work practices. This study aimed to illuminate the relative importance of the factors that constitute Smart Learning from the perspective of HRD practitioners. Through a review of prior literature, Smart Learning hierarchy and factors most fitting to the current context were identified, and their relative importance was determined using the AHP method. Consequently, in the first-tier factors, importance was confirmed in the order of 'Learning Activities', 'Teaching Activities', 'Learning Content', 'Assessment and Evaluations', and 'Learning Time and Space'. At the second-tier encompassing all factors, 'Pedagogical Strategy', 'Learning Results', 'Learning Tasks', 'Learning Goal', and 'Learning Support' emerged within the top five factors. These findings are significant in that they redefine the concept of smart learning and propose an academic framework for future research. Additionally, from a practical perspective, it is anticipated that this study will contribute valuable insights for HRD practitioners, aiding them in focusing on which factors to prioritize for enhancing and advancing Smart Learning initiatives.

News Big Data Analysis of 'Media Literacy' Using Topic Modeling Analysis (미디어 리터러시 뉴스 빅데이터 분석: 토픽 모델링 분석을 중심으로)

  • Han, Songlee;Kim, Taejong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.26-37
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    • 2021
  • This study conducted a big data analysis on news to identify the agenda of media literacy, which has been socially discussed, and on which relevant policy directions will be proposed. To this end 1,336 articles from January 1, 2019 to September 30, 2020 were collected and a topic modeling analysis was conducted according to four periods. Five topics for each period were derived through the analysis, and implications based on the results are as follows. First, the government should implement a nation-level systematic approach to media literacy education according to life cycle stages to generate economic and cultural value. Second, local communities and schools should provide systematic support and education guidance activities to ensure a sustainable ecosystem for media literacy and prevent an educational gap and loss in learning. Third, efforts should be made in various aspects to minimize the side effects resulting from constantly providing media literacy education; furthermore a culture of desirable media application should be established. Finally, a research environment for scientific research on media literacy, active exchange of experience and value obtained in the field, and long-term accumulation of research results should be encouraged to develop a robust knowledge exchange culture.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

A Case Study on Global Educational Innovation using U-Learning Box and Ubiquitous-based Test (유러닝 박스와 유비쿼터스 기반의 시험 시스템을 이용한 글로벌 교육 혁신 사례 연구)

  • Hwang, Mintae;Bajracharya, Larsson
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.279-288
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    • 2018
  • In this paper, we present the results of educational innovation case study using U-Learning Box and Ubiquitous-based Test(UBT) system for 6 sample primary schools in Nepal. As Nepal is considered to be a developing country with electricity problem to the school, the U-Learning Box, consisting of a small and easy-to-use tablet PC for teacher and a small smart beam with its own battery was evaluated as the optimum solution to support continuous basic English and hygiene education for these schools. And UBT technology using tablet PC was used to evaluate and analyze basic English learning ability of the students, which helped us realized that it is necessary to improve the educational environment and develop suitable educational contents. We hope that the global educational innovation using U-Learning Box and UBT technology will become a successful model for global equality of educational opportunity project for developing countries including Nepal.

School Based Intervention with Mental Health Problem in the Elementary School : Systematic Review (정신건강 어려움이 있는 국내 초등학생의 학교-기반 중재 : 체계적 고찰)

  • Kim, Ki-Woong;Cho, Sun-Young
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.335-347
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    • 2018
  • The purpose of this study was to find more effective mental health intervention for school based intervention with mental health problem in an elementary school. A systematic review was conducted according to the PRISMA checklist. We accessed databases including RISS, KISS, and the National Assembly Library of Korea. Subject studies were classified according to type of intervention, subject characteristic, and evaluation. Finally, twenty-five studies matched the inclusion criteria. According to types of intervention, it was classified into four types which are psychoeducation(self-management skills, social skills, social emotional learn ing), behavior intervention(positive behavior support, modeling), psychotherapy(art therapy, counseling and parent coaching), and recreation intervention(robot intervention, horticultural therapy). The most of subjects were intellectual disability, the following subjects were ADHD. The most areas of evaluation were emotional change and attention. The findings of this review support school based intervention and provide evidence. And it can be used as an important basic data for preparing more effective mental health-related school-based interventions.