• Title/Summary/Keyword: Educational Contents

Search Result 3,131, Processing Time 0.023 seconds

The Development of Contents for Unification Education in Busan from the Perspective of Social Tourism ('사회적 관광' 정책 관점을 통한 부산지역 통일교육콘텐츠 개발 방안)

  • Kim, HyunJung
    • Korea and Global Affairs
    • /
    • v.2 no.2
    • /
    • pp.41-61
    • /
    • 2018
  • This study suggests the conceptual basis to integrate local tourism support policy and local unification educational contents development strategy through theoretical analysis about 'Social Tourism' and 'cross-compliance'. Also the purpose of this study is to reinterpret existing tourism resources in order to apply it to the case of Busan. In this study, I investigated the data that have been studied in Pusanology and the history of Korean division. And I conducted interviews with 10 residents who have lived in Busan since the Korean War.

A Study on the Direction of Cultural Goods Design Education in korea (우리나라 문화상품디자인 교육의 방향에 관한 연구)

  • 임상순
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.79-90
    • /
    • 2003
  • As cultural goods have been taken notice of as an area that may contribute to the creation of national profits, there have been attempts to construct infrastructure for the area. Contrary to the trend, however, design education has not performed in-depth researches and studies on the professionalism and characteristic of subjects. Resultantly it has hardly prepared systematic educational curricula and contents. In this situation the present study purposes to set the right direction of design education and to draw the outline of systematic educational contents for cultural goods design. For this purpose, it defines the scope of cultural goods design based on the concept and contents of cultural goods design, examines the functions, the roles and the conditions of cultural goods designers, and based on them, propose the direction of cultural goods design education as the ground of detailed methods of teaching cultural goods design.

  • PDF

UCG, An Edutainment Game System based on Web 2.0 (Web2.0 기반 에듀테인먼트 게임 시스템, UCG)

  • Noh, Yong-Deok;Jang, Young-Seok;Cha, Sang-Il;Chung, Mun-Ki;Kim, Sung-Goo
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.14 no.9
    • /
    • pp.892-896
    • /
    • 2008
  • One of drawbacks of the current edutainment game system is that its frame is fixed with limited contents. Under the condition of the above game structures, nobody can select one's interesting contents to increase educational efficiency easily. To overcome such a problem, we will propose the system named UCG(User Combinative Game) based on Web 2.0 in which users can make a choice among various educational contents and select game frames. The structure of the UCG system and its process are shown in this paper.

Development of Multimedia Educational System Using the Portable Embedded Machine (휴대용 임베디드 기기를 활용한 멀티미디어 교육용 시스템의 설계 및 구현)

  • Oh Se-Jong;Lee Sang-Bum;Kim Tae-Gui;Park Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.7 no.4
    • /
    • pp.608-615
    • /
    • 2006
  • Embedded System is one of important factor of ubiquitous computing, and it has various application areas. In this paper, we develop an educational contents for the education of young children using portable embedded machine; it shows embedded system can be applied to education area as well as to industry area. The system is similar to portable game machine, and it is easy to use everywhere. It also can download new contents from host computer or internet. The developed contents forms game and multimedia to derive children's interest.

  • PDF

Setting Instructional Goals and Contents for Milk Nutritional Education Program through an Analysis of Milk Nutritional Awareness and Knowledge in Elementary/Middle/High School Students

  • Kim, Jung-Hyun;Yoon, In-Kyung;Jang, Myung-Hee
    • Nutritional Sciences
    • /
    • v.9 no.4
    • /
    • pp.301-309
    • /
    • 2006
  • For the purpose of developing Milk-based nutritional education program, this study analyzed the awareness of milk and milk nutritional knowledge of elementary/middle/high school students and set appropriate instructional goals for milk nutritional education program. According to the analysis results, 49.6% of total subjects know a little about the milk, otherwise 42.3% of total subjects don't know it Elementary school students know better than other students. Therefore, the instructional goals of nutritional education program were set as follows, that improve the level of the awareness about milk, and to increase the understanding on the knowledge about milk, and to practice proper milk intake behavior. Based on these goals established as the above, educational contents were established that would be expected in elementary, middle, and high school students after milk nutritional education. Therefore, the development of education program and the evaluation of education effects were to be performed on the basis of educational goals and contents for milk nutritional education program.

The Perceptions of the Professors in Department of Science Education on the 6th High School Science Curriculum (제6차 고등학교 과학 교육과정에 대한 과학교육계 학과 교수들의 인식)

  • Noh, Tae Hee;Kwon, Hyeok Soon
    • Journal of the Korean Chemical Society
    • /
    • v.43 no.6
    • /
    • pp.691-698
    • /
    • 1999
  • We examined how the professors in the department of science education perceived the 6th high school science curriculum. A nationwide survey was administered to obtain the responses from 70 professors of 8 educational colleges. Most professors thought that the 'objectives' and the 'contents' were proper, but the 'methods' and 'evaluations' were not proper, if considered educational facilities as well as 'teachers' ability to guide inquiry. Some professors also pointed out that the 'methods' described in the curriculum did not seem to be practical, that the contents were too much for high school science courses, that the integration of the contents in the general science was not enough, and that some concrete guides were needed because the items in the curriculum were too broad.

  • PDF

Design of Learning Contents Focus on Game to Support the Mobile Learning (모바일 학습을 위한 게임형 콘텐츠 설계 방향)

  • Park, Hyung-Sung;Baek, Young-Kyun
    • Journal of The Korean Association of Information Education
    • /
    • v.11 no.2
    • /
    • pp.167-176
    • /
    • 2007
  • The world is changing fast from the information society to the knowledge society as the amount of knowledge exploded over through development of the information communication technology. In this situation, mobile learning based on the mobile devices (PDAs, Cellular phone, Tablet PC, etc) offers the opportunity to assist each individual and group to learn anytime, anywhere. The purpose of this study is to discuss development direction of game styled contents for mobile learning. we introduce the development direction and prototypes of mobile learning contents focused on game-styled activities as the alternative to make up for the weak points of the mobile devices.

  • PDF

A Study on Improvement Measures for Mariner's Education and Training with Changes of International Maritime Environment (해운환경 변화에 따른 해기사 교육의 개선책)

  • 양시권
    • Journal of the Korean Institute of Navigation
    • /
    • v.17 no.2
    • /
    • pp.1-27
    • /
    • 1993
  • As the education of maritime college has a characteristics of seafaring professional institutions, the potential benefit following from the employment of seafarers would put substantial impact on it. The socio-economic position of seafaring occupations has been deteriorated considerably with changes of ship's auto-mation, specialisation and low cost operation management of shipping companies through severe internatio-nal competitions. The quality and number of applicants for the maritime college has declined and most students have no hopes for the study of seafaring subjects which followed bewildering in their college days. However, the demands for seafarers are fairly large from the viewpoint of national maritime industry. The maritime institutions should not only meet these demands but also revitalise students by reforming the educational contents. The contents should be influenced by the social approach to educational needs in particular maritime shore-oriented subjects. The maritime education is no more restricted to the sea, it covers the land based world of the maritime industry as well. The new contents will lead the maritime educated students to the shore-based occupa-tions after finishing their seafaring if they want to. This may not only make ways to the maritime educa-tion fruitable, but also the students have a zeal and hope for the subjects taught.

  • PDF

A Design and Implementation of Graphic Component for Function Learning in Mathematics (수학과 함수 학습을 위한 그래픽 컴포넌트 설계 및 구현)

  • Shin, Woo-Chang;Kim, Kap-Su
    • The Journal of Korean Association of Computer Education
    • /
    • v.10 no.4
    • /
    • pp.51-59
    • /
    • 2007
  • There is the meager level of applying computers to mathematics education. It is because the effective mathematics educational softwares and the various contents that make students' spontaneous participation through the interaction with computers are insufficient. As a solution to solve it, we design and implement the graphic component, graphic entities and function types that are supported in the component was identified through analyzing the mid/high school curriculum, using a simple script language to invoke the functionality of the component improves reusability and extendability. The component can be used to produce the mathematics educational softwares and contents easily that need the facility to draw various functions and geometric figures.

  • PDF

Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development (기초 과학 원리 이해를 위한 기능성 게임의 활용: 사이언스 히어로즈 게임 개발의 사례)

  • Baek, Seungho;Park, Ji-Young;Jee, Hyungkeun;Han, JungHyun
    • Journal of Korea Game Society
    • /
    • v.14 no.6
    • /
    • pp.89-98
    • /
    • 2014
  • In this paper, we have described a survey of applications and results of serious games for science education in elementary and middle school students. We constructed the educational contents and curriculum for learning natural science principles through game contents by analyzing science course of elementary and middle schools. Based on this curriculum, we developed science educational serious games 'Science Heroes' to help teaching-learning difficulty caused by abstract science concepts or spatial-temporal limitation. In our research, we carried out a serious game evaluation test for our game contents by current teachers about applicability to the real education field and supplementary points.