• Title/Summary/Keyword: Convergence Educational Contents

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A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

Design of Mixed Reality based Convergence Edutainment System using Cloud Service (클라우드 서비스를 이용한 복합현실 기반의 융합형 에듀테인먼트 시스템 설계)

  • Kim, Donghyun;Kim, Minho
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.103-109
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    • 2015
  • TOLED(Transparent, Organic Light Emitting Diodes) based edutainment system has been studied to solve the actual feeling training and educational experience problem of e-learning. However, edutainment system using TOLED has a problem for the non-detection of multi marker array and rotate marker array, and it has problem for the dissonance phenomena caused by Illumination Environment between real world and virtual object. It also has a do not provide services through a variety of devices problem. Therefore, in this paper, we designed a system that provides a realistic actual feeling edutainment contents by recognizes the marker array rotation and a plurality of marker arrangement via an improved marker detection technique. And to unify the real space and virtual space of the lighting environment through a nested block layer.

The Effects of Learning Motivation Program for Freshmen of Nursing College: Focusing on Learning Motivation, Core Competence, Time Management, Career Attitude Maturity (간호대학 신입생의 학습동기유발 프로그램의 효과 분석: 학습동기, 핵심역량, 시간관리, 진로태도성숙을 중심으로)

  • Park, Ju-Young;Lim, Hyo-Nam;Kim, Doo Ree
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.331-341
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    • 2018
  • The purpose of this study was to develop a learning motivation program and to test its effect to provide basic data to be used for freshmen who are going to enter nursing college and various educational strategies and policies for successful university life. In order to develop the program, the contents of the program were structured so as to improve the learning ability, self-directed ability, and social competence through the current research and literature review. As a result, motivation (F=3.45 p=.033), core competence (F=7.35 p=.001), time management (F=9.80 p<.001) and career attitude maturity (F=19.83 p<.001) were significantly increased before the program. This suggests that the composition of the learning motivation program includes various learning strategies unlike nursing and majors.

Convergence Development of Video and E-learning System for Education Disabled Students (장애학생의 학습을 위한 화상과 이러닝 시스템의 융합 개발)

  • Son, Yeob-Myeong;Jung, Byeong-Soo
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.113-119
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    • 2015
  • Currently, we are presenting an alternative educational environment for the normal student of education rules failure of the only that has been the school system student. The study for students with disabilities, it is designed especially to be able to use difficult disabilities the use of hand. Development objectives of the learning video e-learning system of persons with disabilities, is that to be able to capable of self-directed learning of disabled students. Configuration of e-running system, Web-based multimedia system, utilizing the system that will change the video conferencing system and voice to a character hearing impaired students through the chat system is 1:1 by communication, and teachers it is possible to perform two-way communication. A learning disability e-learning system developed in this paper between teachers and students with disabilities 1:1 training is conducted using a two-way communication algorithms.

A Study on the Simulation-Based Electric Control Panel Distance Learning Model (시뮬레이션 기반의 전기 제어 패널 원격 교육 모델에 관한 연구)

  • Noe, Chan-Sook
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.31-36
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    • 2020
  • Virtual simulation education, which is one of the methods of executing engineering education, is spreading. In general online education, only theoretical learning-centered lessons and practical training of simple small projects are conducted remotely, and it is necessary to disseminate various educational contents. Due to the spread of smart factories these days, most producers use automatic control to produce, inspect and package their products. The operation of automation equipment is controlled by using electricity, and electricity-related learning is operated in various departments. Due to the characteristics of electricity, it is difficult to learn online due to safety issues and high cost of practical equipment. In this paper, we provide a simulation-based electrical control panel distance learning model to improve the sense of accomplishment of education related to electrical training. Through the experiment of the proposed model, it was confirmed that the learning was more satisfied with the virtual simulation education than the online education using the existing equipment. It is expected that it can be used as a basic course for automation equipment education in the future.

Exploring Domestic and International Elementary School Convergence Science Education Program - Korea, the U.S., and the U.K. - (국·내외 초등학교 융합 과학 교육 프로그램 탐색 - 한국, 미국, 영국을 중심으로 -)

  • Na, Sanghoon;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.231-241
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    • 2014
  • This study is subject to compare the STEAM and the STEM education of Korea, the U.K., and the U.S. to find their differences and similarities, as well as the implications in implementing the STEAM education in Korea. In order to accomplish this, the educational objectives, contents and topics, teaching and learning methods, subjects and timing for education, and convergence curriculum were compared; also, after choosing the representative program of each country, a cross-comparative analysis was done for the teaching and learning method distribution ratio, content element distribution ratio, program distribution ratio, STEAM domain ratio, curriculum structure and domain ratio, frequency of inquiry process, basic inquiry, integrated inquiry frequency, hourly basic inquiry, and integrated inquiry process. As a result, it was possible to obtain 77 programs, a total of 656 class hours of Korea, 65 programs and 846 class hours of the U.S., and 75 programs and 774 class hours of the U.K. The results are as follows: Korea's STEAM and the U.K. and the U.S.' STEM all include science, technology, engineering, arts, and mathematics, but in terms of frequency, Korea's STEAM has higher figure in arts. However, the U.K. and the U.S. have higher frequency of debate and discussion, and there were many cases of a student, after receiving feedback from other students, modifying the work.

Error Analysis of Chinese Learners of the Korean Language: Focus on Analysis of Vocabulary (중국어 모어 화자의 한국어 학습자의 쓰기에 나타난 오류 분석 -어휘 오류를 중심으로-)

  • Noh, Byung-ho
    • Journal of the Korea Convergence Society
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    • v.6 no.5
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    • pp.131-142
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    • 2015
  • The aim of study is to present a better teaching strategy to reduce writing errors of Chinese learners of Korean language after finding out what reasons of errors were after analyzing of their writing errors in Korean language. Analyzed contents were writhing in Korean language of 'how I think Korean', 'about Chinese and Korean culture', 'friends' and analyzed what errors were occurred. The vocabulary errors frequencies were counted by the criteria which was set by a researcher. The results were as follows. The frequency of substitute error was the most and were followed by spelling error, wrong type error, omission error and adding error. It is suggested when we teach Korean Language to Chinese learners and develop text for them, the vocabularies should be presented with examples of how to be used in context instead of presenting only vocabulary on the text. It would be a better way to reduce writing errors of Chinese learners of Korean language.

Convergence Study on the Knowledge, Compliance of Infection Prevention and Influence Factors of Compliance to Methicillin-Resistant Staphylococcus aureus in Nursing Student with Clinical Practice Experience (임상 실습을 경험한 간호대학생의 메티실린 내성 황색포도알균에 대한 지식, 감염 예방 이행수준과 이행 영향요인에 관한 융합연구)

  • Kim, Og Son
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.19-26
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    • 2017
  • The purpose of this study was to examine the knowledge of nursing students on methicillin-resistant Staphylococcus aureus (MRSA), and the compliance level of infection prevention during their clinical practice. The data was collected using a questionnaire from the 234 senior nursing students with previous clinical practice experience from October $14^{th}$ to November $30^{th}$, 2016. According to the result, the mean MRSA knowledge score was 52.0 points out of 100 and the compliance level for MRSA infection prevention was 89.41 points out of 100. As for the factors affecting compliance of MRSA infection prevention, education of MRSA and awareness about the possibility of MRSA infection during the clinical practice were significant. In order to promote compliance of MRSA infection prevention, it is necessary to develop educational programs centering on the contents applicable to clinical practice, including awareness on possible infection.

The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.118-121
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

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Teaching Competency of Software Education for Young Children (유아대상 소프트웨어 교육을 위한 교수역량)

  • Koh, Eun-Hyeon;Moon, Eunkyung;Hong, Chan-Ui;Lee, KyungHee;Choi, Soonduk;Lee, Youngseok;Cho, Jungwon
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.255-263
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    • 2021
  • The purpose of this study was to identify the teaching competency for software education for young children. Teaching competency was derived through literature study and Delphi survey of expert groups. The derived competences are composed of 'selection of software education objectives-goals and educational contents', 'software curriculum planning and implementation' and 'evaluation and feedback of software curriculum'. The derived competencies were found to be 15 competencies in a total of 3 competencies groups. The relationship between the derived competencies and previous studies was discussed and implications were presented. The teaching competency derived from this study can be used for teacher education and instructional practice.