• Title/Summary/Keyword: 학습 콘텐츠

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Satisfaction with Online Classes Due to COVID-19 Pandemic (COVID-19로 인한 전면 온라인 수업에 대한 만족도)

  • Kim, Soo-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.118-127
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    • 2021
  • This study aims to examine satisfaction of nursing students with online classes during first semester of 2020 after COVID-19 pandemic and the difference in satisfaction according to general and online-related characteristics. An online survey was conducted for all nursing students, and subsequently 627 responses were analyzed by t-test and ANOVA with SPSS WIN. Result reveals that students ability to use IT devices was above average, and most of them used laptop computers. Pre-recorded video lecture format was used the most, and improvement of online content was demanded the highest. Overall satisfaction with online classes was scored 3.0/5.0, with the highest satisfaction for anytime and anywhere learning, and the lowest satisfaction in recommending online classes to others. There were significant differences between self-evaluation on own grade, ability to use IT devices, format of online classes, and satisfaction about online classes. Through this study, it would be possible to suggest a plan to increase satisfaction of online class and basic data to establish university policy for online classes after COVID-19.

Analysis of whether the feeling of relative deprivation is shown in the comments of the Luxury Howl YouTube video - Focusing on modern sentiment analysis using TF-IDF, Word2vec, LDA and LSTM - (명품 하울 유튜브 영상 댓글에 나타난 상대적 박탈감 여부와 특징 분석 - TF-IDF, Word2vec, LDA, LSTM을 이용한 현대인의 감정 분석을 중심으로 -)

  • Choi, Jung Min;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.355-360
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    • 2021
  • Recently Youtube has been more popular. As many studies show the comparative deprivation of the Social Medeia, this study looks into whether the comparative deprivation is expressed on the YouTube comments. It focuses on the Luxury Haul contents, videos about huge amounts of luxurious products, of which Youtubers'economic feature are demonstrative. The comments of the videos are analyzed with LDA TF-IDF and Word2Vec. Additionally, the comments were classified into positive and negative groups by the LSTM model as well. As a result of the study, even though many comments turned out positive, the negative keywords were indicated related to comparative deprivation. Also it was found that the viewers compared themselves with Youtubers. In particular, some YouTubers are more criticized if they are younger or does not seem to afford the luxurious products themselves. This study suggests that the users express the comparative deprivation on YouTube as well like on the other Social Media.

Study on Effect of Exercise Performance using Non-face-to-face Fitness MR Platform Development (비대면 휘트니스 MR 플랫폼 개발을 활용한 운동 수행 효과에 관한 연구)

  • Kim, Jun-woo
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.571-576
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    • 2021
  • This study was carried out to overcome the problems of the existing fitness business and to build a fitness system that can meet the increased demand in the Corona situation. As a platform technology for non-face-to-face fitness edutainment service, it is a next-generation fitness exercise device that can use various body parts and synchronize network-type information. By synchronizing the exercise information of the fitness equipment, it was composed of learning contents through MR-based avatars. A quantified result was derived from examining the applicability of the customized evaluation system through momentum analysis with A.I analysis applying the LSTM-based algorithm according to the cumulative exercise effect of the user. It is a motion capture and 3D visualization fitness program for the application of systematic exercise techniques through academic experts, and it is judged that it will contribute to the improvement of the user's fitness knowledge and exercise ability.

A Study on Priority of Teacher Librarians' Competencies Using AHP (Analytic Hierarchy Process) (계층분석방법을 활용한 사서교사 역량의 우선순위에 관한 연구)

  • Lim, Jeong-Hoon;Lee, Seung-Min;Kang, Bong-Suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.127-144
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    • 2021
  • The purpose of this study is to redefine the competencies of teacher librarians and to derive implications for training and re-educating teacher librarians by analyzing the priorities of competencies. A questionnaire survey targeting teacher librarians based on analytic hierarchy process has been conducted. The results indicate that in terms of the upper-level areas of competencies, it was found that they prioritized teacher librarians' competencies in the following order: information specialists, teachers, administrators, and cooperative leaders. Analysis of the lower levels of competency indicates that the priorities of the required competencies are listed in the following order: collection development, management and preservation, teaching and learning, media production, information service, library cooperative instruction, library assisted instruction, content curation. Therefore, being able to provide information resources by developing a collection of books to support the educational process in school libraries was found to be a critical competency. It seems necessary to cultivate the capacity to manage online and offline collections and produce and provide various teaching media and services by utilizing school library resources. It seems to give implications for the education of teacher librarians.

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Virtual Reality Based Fall Training System (가상현실기반 낙하훈련시스템 개발)

  • Ryu, Jae-Jeong;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1749-1755
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    • 2021
  • Virtual reality is actively applied in the fields of games, entertainment, communication, sports, and architecture. In particular, many virtual reality-based education systems are being developed in the field of education, creating efficient learning effects. In addition, virtual reality-based education is used in areas such as maintenance, fighter control, medical care, and firefighting as it can maximize the educational effect through the mastery process of the function itself through the curriculum as well as indirect experiences of dangerous situations that are difficult to experience. However, due to technical limitations, lack of contents, and lack of theoretical research, the level of application of military education and training is still insufficient. This paper aim to contribute to the development of a virtual reality-based education system as a military training system by developing a high-quality drop training system applicable to military group descent training, studying key technologies and implementation methods necessary for development.

The Relationships between College Students' Stress, Coping with Stress and Smart Devices Overdependence in the COVID-19 Pandemic : the Moderating Effect of Mindfulness (코로나19 환경에서 대학생들의 스트레스, 스트레스 대처와 스마트기기 과의존의 관계 : 마음챙김의 조절효과)

  • Goo, Hye Kyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.591-597
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    • 2021
  • Recently, as education on the use of smart devices increases, there are many side effects such as dependence on smart devices, addiction, and decline of learning effects. This study analyzed the structural relationship between stress and stress coping to understand why dependence on smart devices occurs. Structural equation modeling using Amos was performed to verify the hypothesis. First, it was found that the higher the perceived stress of university students, the higher the stress coping. Second, the higher the active coping, the lower the dependence on smart devices, and the higher the passive coping, the higher the dependence. Third, it was found that there was a difference in the structural relationship according to mindfulness.

An Analysis of Changes and Features in the Revised North Korean Library Act (개정된 북한도서관법의 변화와 특징 분석)

  • Choi, Jae-Hwang;Yang, Sarah
    • Journal of Korean Library and Information Science Society
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    • v.53 no.2
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    • pp.117-136
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    • 2022
  • The purpose of this study is to derive implications by comparing and analyzing the North Korean Library Act both in 1999 and in 2012. In this study, the North Korean Library Act revised in 2012 compared to the previous North Korean Library Act in 1999, and the newly revised, deleted, and newly established items were analyzed by old/new phrase contrast method. While the North Korean Library Act revised in 1999 consisted of a total of 5 chapters and 45 articles, the North Korean Library Act revised in 2012 was reorganized into a total of 6 chapters and 58 articles. The main changes and features are the establishment and modification of provisions related to electronic libraries and electronic publications in accordance with changes in the information service environment, and new provisions related to training of library staff. Based on the analyzed results, the topics and fields that can be discussed in the future, such as mutual exchange of various learning contents for remote education, establishment of an information service cooperation system between South and North libraries, and training specialists on North Korean libraries.

Development and evaluation of virtual world-based elementary education programs (가상세계 기반 초등 교육 프로그램 개발 및 평가)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.219-227
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    • 2022
  • Students are always preparing for remote classes while taking face-to-face classes due to COVID-19. However, it is true that the class satisfaction with distance learning is not high for students and teachers. The idea that even if remote classes are conducted at home, it would be nice to have classes together like real ones, the need for a virtual world education program that utilizes augmented reality and virtual reality based on the metaverse has emerged. However, there are very few studies that teachers try to apply them to their classes. In this study, a metaverse application curriculum was presented for elementary science and 'space' domains. To implement the metaverse, ZEPETO and COSPACIS EDU were used. In the analysis of content creation with students and evaluation with schoolmates, this study showed that the concentration of learning was increased and creativity improved in the 'real', 'individual', and 'society' domains.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].