• Title/Summary/Keyword: 학습 콘텐츠

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An Analysis of Chracteristics of School Library Program Employing Taxonomy and CIPP Model (택소노미와 CIPP 모형을 활용한 학교도서관 우수프로그램의 특징 분석)

  • Kang, Ji Hei
    • Journal of Korean Library and Information Science Society
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    • v.49 no.3
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    • pp.263-282
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    • 2018
  • This study analyzed nineteen best-practices (161 sub-programs) regarding school library media program. The authors conducted content analysis based on The Library Media Specialist's Taxonomy and the CIPP Model. In the analysis of taxonomy showing the degree of involvement of librarian teachers, Level Seven indicating a concerted effort to promote school library program was the most important (37.6%). Among the ten levels of taxonomy, the highest level (levels 6 to 10, high involvement of librarians) accounted for 65.9%. According to the analysis of the CIPP Model, (Context) most of the excellent programs were aimed at reading education (41.5%) and library use education (11.3%), and more than half (53.8%) cases were initiated by learners' needs. (Input) excellence programs employed various teaching materials and were operated at fixed time. (Process) the programs were run in a variety of ways, mainly with reading instruction (30.4%) and cultural activities (17.3%). (Product) As a fruit of programs, students and parents' satisfaction, students' achievement, self-confidence, and self-improvement were reported.

An Evaluation of Website Information Architecture for Old Adults: Focused on Organization and Labeling System (고령층을 위한 웹 사이트 정보 구조 평가: 조직화 체계와 레이블링 체계를 중심으로)

  • Seo, Jiwoong;Kim, Heesop
    • Journal of the Korean Society for information Management
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    • v.33 no.1
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    • pp.181-196
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    • 2016
  • The objective of this study is to evaluate the organization system and the labeling system of information architecture of a website for the elderly. To achieve this aims, we selected a representative website, i.e., Naver, and the participants were conducted given three types of search tasks using their own information literacy skills and they were answered to the questionnaire and an additional interview, if necessary. A total of 74 valid data were collected through the experiment, and we analyzed the data using SPSS Ver. 20. It revealed that Naver received a positive evaluation in the organization system aspect, particularly its systematic subject categorization and chronological browsing mechanisms. Old adults were preferred the icon-based labeling than the text-based labeling system, and showed a significant difference among their academic backgrounds.

Analysis on Use of Computer Games among Boy Students in Vocational High Schools (실업계 고등학교 남학생들의 컴퓨터 게임 이용 실태 분석)

  • Jeong Jae-Chun;Kim Kyung-Sik;Yoo Kwan-Hee
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.17-26
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    • 2006
  • In this paper, we analyzed the use of computer games relating their scholastic achievements and behaviors of the first and second grade boy students in vocational high schools. The analysis based on the location of schools turned out to be meaningful because computer games seemed to deteriorate urban students' school grades more than those of the rural students. However, another analysis based on types of schools such as agricultural, technical, and commercial schools did not show any meaningful differences in their GPA(Grade Point Average). It was analyzed that such items in the given questionnaire as whether or not computer games made them less attentive to their classes, whether or not games made them put off their stud? and work, and whether or not they played computer games even during their exam periods had no meaningful results. Besides, it seemed that there was no connection between how well one plays computer games and how well he or she does at school work did not seem to be correlated. In short, most of the subjects seemed to enjoy computer games regardless of their scholastic achievements.

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A Design of Ubiquitous Home Automation System for Domestic 35-Pyung Apartment Based on USN Environment (USN환경을 도입한 국내 35평 아파트의 유비쿼터스 홈오토메이션 시스템의 설계)

  • Shin Kyung-Chul;Oh Yong-Sun
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.78-86
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    • 2006
  • In this paper, we design a ubiquitous home automation system for Korean domestic 33-Pyung Apartment based on USN environment. The core of this home automation system is to give Home the 'Intelligence' so that the house can analyze and memorize the occurrences and react spontaneously on the user requirements by means of the World Model, USN, and LBS etc. Ultimately, the resident of this intelligent home might access all of these ubiquitous environments without any feelings about the equipments and peripherals. The methods of user identification, image recognition, and the ultrasonic sensors locations have been applied to Korean domestic 35-Pyung Apartment, but they will be easily generalized to be an extended model because of the flexibility of the World Model. which are confirmed by the imaginary scenario presented at the end of the main left.

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Deep Learning based Photo Horizon Correction (딥러닝을 이용한 영상 수평 보정)

  • Hong, Eunbin;Jeon, Junho;Cho, Sunghyun;Lee, Seungyong
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.95-103
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    • 2017
  • Horizon correction is a crucial stage for image composition enhancement. In this paper, we propose a deep learning based method for estimating the slanted angle of a photograph and correcting it. To estimate and correct the horizon direction, existing methods use hand-crafted low-level features such as lines, planes, and gradient distributions. However, these methods may not work well on the images that contain no lines or planes. To tackle this limitation and robustly estimate the slanted angle, we propose a convolutional neural network (CNN) based method to estimate the slanted angle by learning more generic features using a huge dataset. In addition, we utilize multiple adaptive spatial pooling layers to extract multi-scale image features for better performance. In the experimental results, we show our CNN-based approach robustly and accurately estimates the slanted angle of an image regardless of the image content, even if the image contains no lines or planes at all.

Game Application System Development for improving the Symmetry of the Left/Right Brain Activity (좌/우뇌 활성도 대칭 향상을 위한 게임 활용 시스템 개발연구)

  • Ahn, So-Young;Shin, Dong-Kyoo;Shin, Dong-Il
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.123-130
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    • 2015
  • In this paper, we present the research result related to a game application system which improves the symmetry of the left and right brain activity for alleviating the emotional disorders such as anxiety and depression. Since the characteristics of patients with affective disorders are less willing to therapy. obvious motivation is needed in general. To provide a strong incentive for these patients, we propose a customized game system through game-oriented content of enjoyment. After the experiments conducted for 5 days, it was found that the symmetry of left and right brain activity is enhanced. The proposed functional game system can be applied to a wide range of applications such as healthcare or education.

Developing a Curriculum of Management for Engineers - A Case of the C University (공학도를 위한 경영학 교과목 개발 연구 - C대학교 강좌 개발 사례)

  • Limb, Seong-Joon;Choo, Seung-Youp
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.84-91
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    • 2011
  • It is necessary for the engineering students to have a business mind for the contemporary world of business. We developed a focused management education program for engineering students in C-University. The management education program consists of both on-line and off-line learning. ABEEK requires 720 engineering students of C-University must take basic management course. The on-line lecture was developed to overcome the shortage of qualified lecturers in business school. On-line lecture made by the business school faculty(not lecturers) can evenly provide high-quality content for every engineering students. In addition, the program is designed that off-line classes administered by lecturers complements the limitations of on-line lecture. Having in mind that selected senior engineering students understand technology and basic business, we developed an advanced course focusing on technology-oriented venture businesses. On and off-line blended learning and two-step approach of management education for engineering students of C-University may shed some light on other engineering schools in similar situation.

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Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

A study on primary school teachers' needs of Online After-School management (온라인 방과후학교 프로그램 도입에 대한 수도권과 비수도권 간 인식차이 분석: 초등학교 교사들의 인식을 중심으로)

  • Hwang, Doohee;Kim, Jinhee
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.1-8
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    • 2020
  • This study analyzed the different needs between the after-school programs of elementary schools in metropolitan and non-metropolitan areas to understand the areas that need addressing to meet with the requisites of the programs. To this end, this study conducted a survey among teachers with experience in after-school management (n=233), and the needs and performance recognized by teachers were analyzed in the IPA model matrix. To sum up the results, 'Online educational infrastructure', 'Efficient administrative operation', and 'Supply of professional after-school instructors' were identified as the prior needs in metropolitan area. On the other hand, non-metropolitan area, 'Supply of professional after-school instructors', 'Quality educational contents', and 'Online educational infrastructure' were identified as the prior requisites to be addressed. Based on research findings, the study suggested implications in developing and implementing related policies. Research findings will be expected to refer as baseline data for activating after-school online program operations and improving its programs to meet with the different needs of regions.