• Title/Summary/Keyword: Educational Contents Authoring

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A Study on the Solution for the Cyber Education (사이버강좌 솔루션에 관한 연구)

  • 남상조
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.67-73
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    • 2003
  • The cyber-education is fully recognized and proliferated such as to Internet language centers or virtual universities, and so on. However, the acquisition of e-learning tools as well as the construction of educational contents are quite difficult tasks. Therefore, in this study, important information for the acquisition of hardwares such as multimedia editing tools, servers, educational facilities is suggested, and the critical success factors for the acquisition of cyber educational solution softwares such as authoring tools and loaming management systems are proposed.

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Collaborative Conflict Handling Model for Courseware Co-Authoring (코스웨어 공동 저작을 위한 협력적 충돌 해결 모델)

  • 안치돈;윤경섭
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.599-606
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    • 2003
  • As collaborative computing technology goes widespread, interactions among concurrent users are very important, especially in education domain. But existing co-authoring mechanisms and CSCW technologies have limitations for conflict handling. In general, co-authoring tools provide solutions that one or certain users' views are influenced for conflict handling. These solutions have advantages to accomplish rapidly for conflict handling, but other authors' views cannot be affected sufficiently. In this paper, we define the courseware as network structure of instructional units. And we propose co-authoring model for courseware using collaborative conflict-handling mechanism. Using this mechanism, instructors can affect their own viewpoints to the unique courseware. As contents created in these forms have multiple structures. it can provide proper materials according to students' requirements. Therefore, it can provide students with individual learning facilities on online educational systems. Proposed model is useful for courseware based on structured form of document such as XML.

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A Study on the Efficient Development of Teaching-Learning Contents Using Multimedia Authoring Tools (멀티미디어 저작도구를 이용한 효율적인 교수-학습 콘텐츠 개발에 관한 고찰)

  • Kim, Min-Sung;Kim, Yoon;Park, Sung-Hoon
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.1-8
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    • 2010
  • Computers can intensify the students' motivation and understanding about the solution to the problems in class, therefore, computers can be the most appropriate educational tools for the study of problem solving and have been also recognized as a representable study method in the information age, which can pass on various educational experience to the right place at the right time. Mutimedia producing tool helps us develop and maintain the educational courseware by way of using general technology of multimedia system. In this thesis, it presents the efficient development process of educational software by using mutimedia producing tool, its educational advantages and problems, and its future progress direction as well.

Knowledge Based Authoring System for Educational Contents (지식 기반 교육컨테츠 저작시스템)

  • Jang, Jae-Kyung;Kim, Ho-Sung
    • The Journal of Korean Association of Computer Education
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    • v.7 no.2
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    • pp.57-65
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    • 2004
  • For the purpose of an effective instruction-learning process by systematic management of knowledge between instructor and learner in e-Learning, we have developed the authoring system in which the instructor is able to author easily on various lecture frames according to the instructional design theory. The authored contents with the relations among the learning objects based on SCORM standard would help learner to conceptualize the contents. A knowledge map is constructed on the relations among the learning objects using RDF of the semantic web. We introduce the ontology in which the instructor can make a dictionary of terminology by registering the words of the teaching area. The learning activity and comprehension of students can be assessed using each student's learning map along the interaction points which are introduced to present the individual learning by considering each student's capacity of understanding and achievement.

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The Visual Display of Temporal Information for E-Textbook: Incorporating the Mind-mapped Timeline Authoring Tool

  • Lee, HeeJeong;Alvin Yau, Kok-Lim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3307-3321
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    • 2018
  • With the ever-increasing queries related to temporal (or time-related) information, such as the product launching time, in search engine, most web pages will be augmented with such information in the future. Meanwhile, the gradual emergence of the use of electronic textbooks (or e-Textbooks), which enrich the traditional paper-based textbooks with multimedia contents such as interactive quizzes and multimedia-based simulations, has led us to infer that e-Textbooks will be blended with temporal information to support learning. The use of temporal information helps teachers and students to understand the level of prior knowledge required to study a topic, as well as the sequence of learning activities and related sub-topics, that best attains the educational goals. This paper presents a simple yet efficient tool called TimeMap, which is based on mind mapping, to create an e-Textbook called TimeBook that takes account of time-related curriculum and the ability of students to learn via collaboration.

Authoring System for Open Educational Contents based on SCORM (SCORM 기반 개방형 교육용 컨텐츠 저작 시스템)

  • 서대우;윤경배;김남용;진영배;왕창종
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04a
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    • pp.836-838
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    • 2003
  • 이 논문에서는 SCORM을 지원하는 교육용 컨텐츠 저작 시스템을 설계하고 구현하였다. 이 시스템은 영역 모델, 항해 모델, 추상인터페이스 모델, 애셋 모델 등 4개의 모델로 구성하였으며, 컨텐츠의 구성을 다이어그램으로 표현할 수 있는 표기법을 지원한다. 이 시스템은 저작 모듈과 실행 모듈로 구성되어 있으며, 저작 모들에서 생성된 각 명세서는 국제적인 교육용 컨텐츠 표준인 ADL SCORM XML 코드를 자동으로 생성하고 실행 모듈과 웹 서버를 통해 서비스된다.

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Development and Application of Action Based Mathematics Digital Textbook (활동 중심 수학과 디지털교과서의 개발 및 적용)

  • Heo, Nam Gu;Lew, Hee Chan
    • Journal of Educational Research in Mathematics
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    • v.25 no.2
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    • pp.241-261
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    • 2015
  • "SMART" is a word to condense a new kind of educational system recently proposed by the Korean government. It signifies an intelligent adaptive learning system to innovate the educational environment, the contents, methodology and assessment. Developing a digital textbook was one of the main strategic goals to drive forward "smart" education. The Korean government expected to finish the development of digital textbooks of science, mathematics, social studies and English by 2013 and to have a field experiment for them in 2014. However, the case of mathematics was postponed for an indefinite period because its draft version was no different from a traditional textbook in its functional aspect. This situation might come from the non-existence of a good authoring tool and an inexperienced sense by developers of the opportunities available with digital textbooks. This paper introduces the main features for developing a digital mathematics textbook for the 12th grade students, which was developed in the environment of Cabri LM as an authoring tool. This paper also looks upon the results of a whole lesson using the textbook in managing the classroom interaction with students.

A Study on the Internet-Based Educational Contents Development and Evaluation for Teacher Librarian's Competency (사서교사의 교수역량 신장을 위한 인터넷 기반 교육용 컨텐츠 개발 및 평가 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.40 no.2
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    • pp.355-373
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    • 2009
  • School library concentrates its focus on how information literacy is implemented through the collaborative efforts of classroom teachers and teacher librarian. The role of teacher librarian and the competencies they need in order to succeed have changed over many years. However, current LIS education for teacher librarian has limitations in terms of institution, curriculum. In this research, I designed and implemented an Internet-based educational contents development and evaluation for teacher librarian's competency. This system was development by lecture authoring tool(LectureMAKER v2.0). This study tested the effectiveness of the system was verified by survey by 51 college students. The test paper consisted of 20 items(5 scale) for measuring teaching competencies of college students. This study verified effectiveness of the Internet-Based Educational Contents by two dependent samples t-test, Levene test.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.