• Title/Summary/Keyword: Convergence Educational Contents

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A preliminary study for the development of educational IPTV contents (IPTV 교육용 콘텐츠 개발을 위한 탐색적 연구)

  • Leem, Jung-Hoon;Han, Seung-Yeon;Kim, Se-Ri
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.517-528
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    • 2009
  • As a convergence media, IPTV is expected to provide better learning experience with customized and individualized contents. Yet, little has been known in the are of contents development. Hence, the purpose of this study was to explore educational use of IPTV in terms of design and development perspective. First, this paper identifies the concept and characteristics of IPTV in an educational context. Second, it categorizes the types of IPTV contents. Lastly, the paper discusses guidelines for the design, development, and management of educational IPTV contents.

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Multidimensional Analyses on Effective Contents and Methods of Safety and Health Education Perceived by Safety and Health Managers at Workplace (안전보건관리자가 인식하는 효과적인 사업장 안전보건교육 내용과 방법에 관한 다차원적 분석)

  • Park, Kyoung-Ok
    • Journal of the Korean Society of Safety
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    • v.32 no.4
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    • pp.89-99
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    • 2017
  • The purpose of this study is to analyze safety and health managers' perceptual maps on the effective educational contents and its methods of workplace safety and health education. Self-administered survey was successfully conducted to 582 workers who were 339 in manufacturing, 68 in construction, and 175 in service & others by industry classification. Survey sites were recruited based on business size, incidence of occupational accident, and compliance of workplace safety and health education regulation. Questionnaire included personal factors, workplace factors, and needs of safety and health education at work. Male workers were 85.3% and more than 50% were in their 30s and had university education. Overall needs of educational contents and its methods were greater in manufacturing and services than construction. Two dimensional properties of effective educational contents perceived were 'knowledge structure' which divided to safety and health, and 'behavior outcomes' which divided to indirect and direct. Two dimensional properties of educational methods were 'class activity' which divided to experience-based and verbal-based and 'class participation' which divided to passive and active. Effective educational contents and its methods perceived by safety and health managers commonly included the characteristics of direct, case-based, and participation.

Development of Creativity-based Creative and Convergence Subject for Nursing University Students (간호대학생을 위한 창의성기반 창의융합교과목 개발)

  • Choi, Mi-Jung;Jin, Sang-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.83-91
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    • 2020
  • The purpose of this study is to develop creativity-based creative convergence subjects for nursing students. For the purpose of this study, the procedures are conducted that the needs analysis, setting educational goals, segmentation of educational goals, selection of educational contents and organization by F. Bobbitt's curriculum development model and the creative convergence subject was developed through the verification process of the validity of experts. Through a theoretical review, the contents of education in creative convergence subjects consisted of converging with other areas, focusing on creativity. It was presented as a liberal arts subject with two credits, and as an educational method, an online class utilizing blended learning and offline classes centered on activities by teams were presented. In addition, the curriculum was divided into understanding, application, synthesis, and deepening so that students could understand the concept of creative convergence thinking and apply it through thinking techniques and strategies, and finally improve their creative convergence thinking abilities through team projects.

Design and Implementation of Scent-Supported Educational Content using Arduino

  • Hye-kyung Kwon;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.260-267
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    • 2023
  • Due to the development of science and technology in the 4th Industrial Revolution, a variety of content is being developed and utilized through educational courses linked to digital textbooks. Students use smart devices to engage in realistic virtual learning experiences, interacting with the content in digital textbooks. However, while many realistic contents offer visual and auditory effects like 3D VR, AR, and holograms, olfactory content that evokes actual sensations has not yet been introduced. Therefore, in this paper, we designed and implemented 4D educational content by adding the sense of smell to existing content. This implemented content was tested in classrooms through a curriculum-based evaluation. Classes taught with olfactory-enhanced content showed a higher percentage of correct answers compared to those using traditional audio-visual materials, indicating improved understanding.

A Study on the Educational Smart Contents of Adolescents' Gatekeeper Program (청소년 자살예방을 위한 게이트키퍼 교육 콘텐츠 연구)

  • Ko, Ki-Sook;Lee, Jee-Sook;Park, Chang-hoon
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.181-197
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    • 2017
  • This study combined gatekeeper programs with the information technology to develop the educational smart contents of a suicide prevention program for youth. The study analyzed various evidence-based gatekeeper programs and extracts essential educational elements from these programs in order to apply to the smart contents. Sixteen adolescents participated in a quantitative(pre-post test) study and 8 of them participated in a focus group interview. In addition to youth participants, youth experts were also interviewed to evaluate the effectiveness of the educational smart contents of a suicide prevention program. The results included: (1) higher post-test scores were attained for knowledge of youth suicide; (2) youth participants indicated better understandings of youth suicide and sympathy; (3) on a focused group interview with youth experts, participants also indicated that the program helped youth to interact better with other youth with suicide ideation. They also indicated that this program was user-friendly. Recommendations for further research are also discussed.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

The Impact of Franchise Education on Corporate Performance and CEO Competency

  • Jun-Young Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.24-31
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    • 2023
  • The purpose of this paper is to divide franchise education and restaurant education programs into three factors: educational content, educational techniques, and educational environment. After completing the franchise curriculum, we will identify what educational programs affect corporate performance and CEO's capabilities. A total of 99 copies were used as statistical analysis data by conducting a survey of those who completed the training from May 01 to May 15, 2023. The survey used the Likert 5-point scale, and for data analysis, hypothesis verification was conducted using frequency analysis, demographic analysis, and reliability analysis using SPSS23. As a result, it was confirmed that all three factors of franchise education are factors that affect performance and competency. Therefore, among franchise education programs, it is necessary to be faithful to the contents of education, use appropriate educational techniques, and prepare an educational environment well.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

An Integrated Management System of the Educational Equipments and Contents of Secondary School (중등학교의 교육 기자재 및 콘텐츠 통합 관리 시스템)

  • Park, Sun Hwa;Park, Jae Heung;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.197-205
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    • 2015
  • These days due to the introduction of the subject classroom system, the classrooms for the subject are arranged and various advanced educational equipment is provided in the classroom such as the actual object image processor, electronic blackboard, and educational photographer which are helpful to the class. With the increase of these equipments, the number of remote controller of individual educational equipment also increases, therefore it is complicate to manage the remote controllers and teachers need to learn the usage of them. So the system supports a remote control for managing the educational equipment by the one remote controller and the instructional supplement. The system consists of the hardware which is similar to popular remote controller and the software which is installed on the teacher's PC and supports controlling the educational equipments, recording the instruction, writing on the blackboard, and automatic power off of the equipment. By introducing the system the teacher could reduce the time consumed by the equipment's control and useless electric waste.

A study on the exploration of domestic cases about the life-cycle policy related to educational digital contents (교육용 디지털 콘텐츠 수명주기 정책에 대한 국내 사례 탐색 연구)

  • Cha, Hyunjin
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.11-21
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    • 2019
  • In rapidly changing educational technology and trends, services providing educational digital contents have been focused on offering new contents customized on the state-of-the-art technology and trends, rather than re-evaluating or eliminating the contents on service based on the changed topics and video quality. This study explores domestic cases about educational digital contents in order to draw implications on proper life-cycle models and effective re-evaluation periods for the quality assurance of the contents. To achieve this objective, representative services in primary-secondary, higher, and lifelong education sectors were selected, and experts in the services were participated in focused group interview. Based on the interview results, the re-evaluation process and life-cycle issues in the management of contents were analyzed according to the educational levels and the implications on the life-cycle models were drawn. This study contributes to establishing a basis for the systematic life-cycle policy of the services in order to make more sustainable management of the digital contents.