• Title/Summary/Keyword: Educational Contents

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Effect on Changes of Perceptions and Consumption of Kimchi in Children with Kimchi Experience Contents Employing Scientific Experimental Activity (과학 실험 활동을 적용한 김치 체험 콘텐츠가 아동의 섭취 태도에 미치는 영향)

  • Choi, Eun-ok;Kwon, Yong-min
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.368-376
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    • 2016
  • Kimchi is a traditional food in Korea and its function in health is globally recognized. However, as the westernization and simplification of dietary habits, kimchi consumption has decreased. In order to promote Kimchi consumption in children, the kimchi educational contents, "Exploring Kimchi", which employs the scientific experimental activity, was developed. This contents was evaluated on its educational effect through a test trial in an elementary school. A total of 137 5th grade students in one elementary school located in Gwangju Metropolitan City, participated in 3 programs that were carried out for 3 weeks and performed a pre-post survey. As a result, the Kimchi Experience Contents employing the scientific experimental activity showed statistically significant positive effects regarding the benefits of Kimchi consumption, the recognition behavior for expressing the familiarity to Kimchi and Kimchi eating intention. In addition, the amount of Kimchi consumption after applying the contents showed a significant increase compared to before applying the contents.

The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.139-162
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    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

Design and Implementation of Educational Contents for ASP Programming Efficiency (ASP 프로그래밍 능력 향상을 위한 교육용 컨텐츠의 설계 및 구현)

  • Jung, Nam-Cheol
    • Journal of the Korea Computer Industry Society
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    • v.6 no.5
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    • pp.791-800
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    • 2005
  • In this work, we developed educational contents for ASP programming efficiency. These contents are applied to the cognitive apprentice model, one of the teaching-learning models based in constructivism. Specifically the functions of these contents are as follows: Learners can learn from the lecturing video made of multimedia, they have practical programming training according to the lecturing video showing illustration executed similar to a practical environment, and they grasp level of their understanding by themselves as doing the assigned tasks. Therefore we can anticipate for learning effects, because the contents that we developed can induce learners to learn by themselves and interest them in programming practice.

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Web-Based Educational Multimedia Contents Development Using Web 3D Technology (3D 기술을 활용한 웹기반 교육용 멀티미디어 컨텐츠 개발)

  • Shin, Mi-Hae;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.289-292
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    • 2010
  • In this paper we proposed web-based educational multimedia contents development method using Web 3D technology and implemented web 3D contents for use at the education field. A implementation of contents is composed of modeling to specific entity in 3D shape, convert modeling data to enable data at web and include in webpage. A practical use of contents on this research can provide more advanced user experience and immersion.

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A Study on e-Learning System Based on Learning Content Standard in Model Driven Architecture

  • Song, Yu-Jin;Cho, Hyen-Suk
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.205-208
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    • 2008
  • Contents application from contents development of web technical base and with the operation different environment information of the educational resources integration the importance and necessity of the management central chain e-Learning system will be able to operate are raising its head with base. Is the actual condition which develops the development process where but, the education application currently is not standardized in base. Approaches with an educational domain from the present paper consequently, and defines MDA(Model Driven Architecture) coats e-Learning System. Also uses a studying contents standard metadata and about the contents storage space analyzes and plans the core property which uses MDA automatic tools leads and under developing boil e-Learning System will be able to provide the contents which does in actual professor own necessity.

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A Study of Information and Communications Framework for Information Education Curriculum Standard Model (초등 정보과 교육과정 표준모델을 위한 정보통신 교육과정 탐구)

  • Park, Namje;Kim, Chul;Shin, Soo-Bum
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.127-137
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    • 2017
  • In this paper, previous research materials for the education in the area of information and communications of elementary information curriculum, new improvement and the suitability of contents selection were examined and analyzed. Targeting professors in the departments of elementary computer education nationwide, the importance of the educational contents organization and the appropriateness of education period were investigated. Based on the investigation results, they were evaluated through the verification of the third delphi survey, the final educational contents were selected, and the elements of key concepts, achievement standards were drawn up and suggested. The proposed organization of educational contents in the area of information and communications of the elementary information curriculum and the achievement standards will be able to be used for the re-organization and improvement of detailed elementary information educational contents.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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A Study on Development of Plant Educational Contents For Training the Plant Experts in the Abroad Construction Market (해외건설시장의 플랜트 전문가 육성을 위한 교육 컨텐츠 개발 연구)

  • Park, Eun-Soo;Jang, Kyung-Soo;Koh, Sung-Won;Lee, Tai-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.695-698
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    • 2007
  • As the world plant market extends, the number of the domestic construction company expansion to the abroad plant market is increasing. However, there is a lack of plant experts for opening domestic and abroad plant market; call in plant experts from abroad. Moreover, domestic plant education programs are not well constructed. And the education programs are not characterized by field, environment, and position. Thus, we should develop contents and establish the foundation for the plant education programs to train appropriate plant experts who will lead the world plant market. The purpose of the study is to develope educational contents for plant experts to be compatible in the abroad plant market. The contents developed by this study may practically used as the fundamental material for the future educational program.

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Analysis of Food and Dietary Educational Content in Primary, Middle and High School Textbooks (초.중.고등학교 교과서에 나타난 식생활 교육 내용 분석)

  • Choe, Jeong-Sook;Lee, Min-Jung;Park, Young-Hee;Lee, Jin-Young
    • Journal of the Korean Society of Food Culture
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    • v.25 no.4
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    • pp.400-409
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    • 2010
  • This study investigated the food and dietary educational content in primary, middle and high school textbooks in order to provide fundamental data for the development of educational programs on Korean traditional food culture. The research objects consisted of 51 kinds of textbooks (15 kinds of primary school textbooks, 29 kinds of middle school home economics textbooks and 7 kinds of high school home economics textbooks), and the contents related to food and dietary education were counted and analyzed. The content analysis was performed using two categories: application method and subject matter. Application method included texts, cases, visual aids (pictures, photos, illustrations, chart, etc.) and activities, whereas subject matter consisted of seven types (well balanced nutrition and health, understanding of food and nutrition, cooking principles, cooking lessons, traditional foods and culture, others). The results of the application method in primary school textbooks show that visual aids were the most common in all six grades. For the subject matter, 'understanding of food and nutrition' was most abundant in primary school textbooks while 'well balanced nutrition and health' accounted for a large part of the contents in middle school textbooks. However, the contents regarding traditional foods and culture were insufficient in primary and middle school textbooks. These results suggest that educational contents on traditional foods and culture should be added to primary and middle school textbooks and covered in various subjects. Furthermore, high school 'home economics' contents need to emphasize comprehensive food and dietary education and adjust to 'science & technology for life'.

Research on Factors Effecting on Learners' Satisfaction and Purchasing Intention of Educational Applications (학습자의 교육용 어플리케이션 활용 만족요인과 구매의도에 영향을 미치는 요인 연구)

  • Jang, Eun-Ji;Park, Yong-Suk;Lim, Keol
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.471-483
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    • 2012
  • The demand of using educational applications for 'smart' devices has recently increased. Accordingly, this study analyzed the satisfaction of educational applications and the factors which affect to purchase intention suggesting optimal development and use for the future. Based on searching for the theoretical background, the research model for the study was set: Appropriateness, interactivity, amusement and ubiquity were designated as independent variables, consumer satisfaction as parameter variable, and purchase intention as dependent variable. Through conducting structural equation modeling with the variables, the results showed that appropriateness, amusement and ubiquity had significant impacts on consumer satisfaction and purchase intention of educational applications. The results were expected to give suggestions as presenting guideline for educational application, improving mobile learning and vitalizing mobile contents.