• Title/Summary/Keyword: Convergence Educational Contents

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Topic Modeling and Network Analysis of Peace Education and Unification Education Based on Big Data Analysis (빅데이터 분석에 기반한 평화교육과 통일교육의 토픽 모델링 및 네트워크 분석)

  • Kim, Byung-Man
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.25-37
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    • 2022
  • The purpose of this study is to comprehensively check trends in policies, discourses, educational directions and contents, and social issues by deriving the subjective characteristics of peace education and unification education based on big data analysis. The results of this study are as follows. First, 'peace', 'unification', 'education', 'research', 'student', 'school', 'teacher', 'target', and 'Korean Peninsula' were commonly important keywords in peace education and unification education. Second, the top topic of peace education was 'peace education and civic education', and the top topic of unification education was ' sympathy and participation in unification education'. Third, topics that show an upward trend by regime in peace education were 'World Peace and Human Rights' and 'Object and Direction of Peace Education', and 'Subject of Unification Education' as topics that showed an upward trend by regime in unification education. Fourth, in peace education, the centrality of 'peace', 'education', 'student', 'school', and 'peace education' was high, and in unification education, 'unification', 'education', 'unification', 'school', and 'teacher' were high. Based on these results, it was intended to expand the horizon of understanding peace education and unification education, and to provide meaningful implications for establishing policies and conducting follow-up studies.

A study on development of educational contents about combining computational thinking with design thinking (창의·컴퓨팅사고 교육내용 기본 설계 연구)

  • Oh, Kyung-Sun;Suh, Eung-Kyo;Chung, Haejin
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.65-73
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    • 2018
  • The objective of this study is to suggest the contents of education for software for Undergraduates who are not majoring in IT to cultivate creative and convergent people to prepare for the 4th Industrial Revolution. In the background, this study investigated the relationship between design thinking and computing thinking factors and examined the direction of software education to develop creative problem solving abilities. Two specialist questionnaires and focus group interviews were used to derive two levels of content elements for design thinking based computing thinking. According to the results of the analysis, This research is based on the process of design thinking, focusing on diffuse thinking at the first level, and the whole contents are composed. The process of producing a prototype was used to derive the computational thinking contents necessary for problem solving. This study focuses on convergent thinking at the second level and draws out the contents of computing thought to embody the first level contents of various ideas and stories into computing. It is expected that this study will be used as basic data to develop the content and method of education as SW education for non - major subject in university.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

Trend of the Convergence Stud in Arts & Culture Education - Focused on Music Technology (문화예술교육에서의 융복합 학문의 시대적 흐름- 음악테크놀로지를 중심으로)

  • Kim, Eun-Jin;Lim, Byung-Ro
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.102-113
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    • 2012
  • The effort to generate new values in this age of digital technology characterized by rapid changes in information and knowledge demands transformations not only in the sociocultural and educational spheres but also specifically in the field of arts and culture education. One of the greatest transformations is emphasis on integration and consilience among different fields which has impacted the field of arts and culture, giving birth to the practice of arts and culture education. Digital technology actively utilizes in lots of subjects, which, also becomes a challenging factor for the field of arts and culture education. In this context, this study theoretically considered to approach music technology to use for the field of arts and culture education. Utilization of music technology takes interdisciplinary approaches combining various subjects in the field of arts and culture education. Considering the current circumstances in which there is a lack of teaching and learning methodologies which reflect the unique, specialized nature and the intrinsic originality of the field of arts and culture education. It is deemed that by accumulating more case studies applying music technology in practice to a wider variety of targets and situations. Music technology will serve the role of an important a learning tool for the arts and culture education field.

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.

Application development guidelines for the students with developmental disability based on universal design for learning(UDL) (보편적 학습설계 관점에서 발달장애 학생을 위한 앱 개발 가이드라인)

  • Han, Dong-Wook;Kang, Min-Chae
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.485-491
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    • 2014
  • The aim of this study is to suggest development guidelines of educational smart application for the students with development disability based on Universal Design for Learning(UDL). The basic guideline set were organized by analyzing UDL studies on different media. The totally 35 preliminary guidelines which consist of 14 items of contents presentation, 12 items of education strategy and 9 items of education engagement were settled through review of smart contents expert developer and professors in special education. Based on the preliminary guideline, a survey was conducted to determine effective guidelines among end users which consist of the teachers who educate students with disability, parents with disabled children and professors in special education major. 3 categories and 20 guidelines are presented by analyzing survey result through excluding items whose importance factor were lower than average of importance.

Implications For Strategies And Finding Subjects Through Policy Analysis of SMART Education: Characteristics of Policy, Historical Approach, Contents Analysis (스마트교육의 정책 분석을 통한 추진 전략 및 과제 발굴의 시사점 : 정책 특징, 역사적 접근, 정책 내용을 중심으로)

  • Kim, Young Rok
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.155-161
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    • 2013
  • This study investigates the beginning background of the Smart Education Policy. Besides this article suggests the policy task and direction through analysis of politique characteristic of the Smart Education Policy. First of all, the Smart Education Policy belongs with distribution policy. Distribution policy means that the government positively provides goods and services that people in need. Second, the Smart Education Policy has high tangibility and the policy's output appears immediately. Thus, this step required verification of policy output as well as policy impact. Third, the Smart Education Policy is succession policy of historical and contextual homogeneity of educational information comprehensive development plan that has been promoted in our country since 1996. So, Policy implementation must based on this. Fourth, in order to smooth driving of the Smart Education Policy, to keep up with a rapidly changing politique environment, driving of policy need to secure high flexibility.

The Effectiveness of the Flipped Learning using the Smart Device (스마트 디바이스를 활용한 플립드 러닝의 효과에 관한 연구)

  • Pi, Su-Young;Do, Suk-Jin
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.65-71
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    • 2017
  • With advances in technology, many researchers have made an effort to find out educational methods with customized instruction. The purpose of the research is to investigate i) if flipped learning is beneficial for the students taking intermediate-level English grammar and writing class compared with the traditional class, ii) if the flipped learning class is advantageous for all the score level students in terms of student achievement and iii) if the students feel motivated with the flipped learning class. T-test was utilized to determine any differences between pretest and posttest in student achievement. The result in terms of the academic achievement revealed that the flipped classroom approach for the low score group was found to be the least effective among others. In the case of flipped learning teaching method, the instructor should develop contents according to the level of learners. The development of customized contents tailored to the level of learners will enhance learners' learning achievement.

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.