• Title/Summary/Keyword: Educational Contents Authoring

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Study on Smart Learning Contents Development using Storyline (스토리라인(Storyline)을 활용한 스마트 러닝 콘텐츠 개발에 관한 연구)

  • Bae, Youngkwon;Do, Jaechun
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.135-146
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    • 2013
  • Smart Learning has been introduced in the educational field recently and it has been used in various ways to improve the quality of education. This research is focused on smart learning contents development for settlement in the educational field. It has carried forward studying in smart learning contents development using storyline, which is a kind of application authoring tool. We analyzed previous studies related to smart learning and presented the characteristics of storyline and the process of content development. Furthermore, we developed the content of digit sorting in Information Life for 6th grade elementary students and applied it to the field to evaluate the educational effectiveness. Through experimental results, the mean difference between traditional activities instruction and instruction using smart learning content was not significant. Nevertheless it has been found the immediate feedback and repeating of activities using smart learning has had positive impacts for understanding, satisfaction and learning interest.

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Educational smart media authoring tool system (교육용 스마트 미디어 저작 도구 시스템)

  • Kwon, Sun-Ock;Kim, Jong-Oh;Jeong, Ji-Seong;Kim, Do-Hyeong;Ju, Seong-Yeon;Lee, Jae-Won;Kim, Jin-Kook;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.21-22
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    • 2013
  • 기존의 스마트 미디어(전자책) 저작 도구의 경우 현장 교육의 주체가 되는 일선 교사나 교육 전문인이 직접 스마트 미디어(전자책)를 출판하기 어렵다는 문제점이 있다. 본 논문에서는 콘텐츠 전문가, 일선교사 또는 일반 사용자들도 손쉽게 교육용 스마트 미디어(전자책)를 제작할 수 있고 다양한 스마트 디바이스에 호환 가능한 교육용 스마트 미디어 저작 도구 시스템을 제안한다. 제안하는 교육용 스마트 미디어 저작 도구 시스템은 WPF의 FlowDocument 기반의 문서 구조를 따른다.

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Development of Edutainment platform for Developmental Disability Children (발달장애 아동을 위한 에듀테인먼트 플랫폼 개발)

  • Kim, Jung-Eun;Choi, Ei-Kyu;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.65-73
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    • 2008
  • In this paper, we designed and implemented edutainment platform that can be effectively applied to developmental disabilities for their education and treatment of sensibility and intelligence training. We developed embedded hardware and contents authoring tool to make multimedia contents operated on the hardware, a management tool to provide result of training, and a real-time monitoring tool for observing the state of study. The hardware is designed by considering the characteristics of developmental disabilities and provides visual, auditory and tactile sense to assist sensibility training for their attention. User-friendly and easy-to-use authoring tool enable teachers and non-specialist to make educational contents. Also the real-time monitoring tool make us to observe user's status even in the outside of classroom. The management tool stores result of training and make us to review the result for further steps. Using this edutainment platform, efficient repetitive training is possible without restriction of time and location. Also when it applied to practical education, we can recognize that our system is effective on improving the ability of attention and studying.

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The Effect of Biology Educational Material Based on Virtual Reality Technology on the Knowledge Achievement -The Structure and Function of Eye- (가상현실 기법의 활용이 지식 성취도 향상에 미치는 효과 -눈의 구조와 기능 내용을 중심으로-)

  • Shim, Kew-Cheol;Ryu, Su-Jung;Kim, Hyun-Sup;Kim, Hee-Soo;Park, Young-Chul
    • Journal of The Korean Association For Science Education
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    • v.23 no.1
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    • pp.1-8
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    • 2003
  • The purpose of present study was to develop teaching-learning materials based virtual reality technology(VRT), and to examine the effect of it on the knowledge achievement of biology. Authoring tool of virtual reality(VR) was 3D Webmaster made in Superscape Ltd., United Kingdom. Educational materials was developed for the structure and function of eye of life field in the 10th science. It was learner-directed and interactive educational material using the Web-based and desktop VR. The result showed a meaningful improvement on the achievement. Using 3D VR shows the potential of available education media in the next generation as science teaching-aided materials, which especially was efficient in the understanding and perception of abstract or difficult to direct experience learning contents.

Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.

Analysis of Teachers' Needs for the Active Use of Educational Information Sharing System (교육정보공유체제 이용 활성화를 위한 교사의 요구 분석)

  • Cho, Jin-Suk;Oh, Mi-Ja;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.97-110
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    • 2013
  • The purpose of this study is to analyze the needs of teachers as main users to make suggestions for active use of educational information sharing system. The study sets three research tasks about the problems of the current system, improvements, and desired content from the perspective of teachers. To collect specific opinions, we conducted an open questionnaire survey and made a qualitative analysis using the NVivo 10 program. The present system has such problems as functional issues, lack of data reliability, systemic problems for sharing and use. We suggest that in order to enhance Web site services, authoring tools for editing contents and new search engines with customized search function need to be provided. In addition, the open market service system has to be established, so that teachers can actively create, share, and distribute to meet the various needs of teachers. Finally, to promote free access to the system, copyright issues need to be resolved to prevent the potential digital piracy.

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A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

Effect of Learning Activities through Contents Creation for E-book on Self-directed Learning Ability (전자책 콘텐츠 제작을 통한 학습활동이 자기 주도적 학습 능력에 미치는 효과)

  • Park, Sangwook;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.35-44
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    • 2014
  • School education is changed to the learner-centered on 21th century knowledge base information-oriented society. The construction of infrastructure for smart education in the field of education has enabled various educational approaches using this and self-directed learning depending on the levels of learners. Thus, this study created the contents by applying ePUB format based-authoring tools for e-books to subject learning and analyzed the effect on the development of self-directed learning ability of learners. It was confirmed that the experimental group improved the self-directed learning ability better than the control group through e-book making activities from learning results on social studies and history curriculum of fifth graders. The result of this study showed a high level of satisfaction in all the subgroups of self-directed learning ability such as intrinsic motivation, openness to learning opportunities and autonomy.

Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.

A Study on u-Learning based IT Vocational Education Contents Development of the Deaf Using HTML5 (HTML5를 이용한 청각장애인의 u-Learning 기반 IT 직업 교육 콘텐츠 개발에 관한 연구)

  • Rhee, K.M.;Kim, D.O.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.195-201
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    • 2015
  • In this study, IT education contents have been developed based on the u-Learning approach for people with hearing impairment, focusing on allowing the user to learn from anywhere and anytime. Specifically, this study applies HTML5 to implementing IT education contents(JSP, Oracle) for the deaf because HTML5 enables the learner to access the contents through both web and mobile device on various platforms including android, Mac OS, and PC etc. The results of this study are as follows: First, the online computer courses are mostly supposed to be compatible with diverse types of mobile devices. However, some of the contents could not be run on applications residing in web and mobile devices because the contents tend to be developed using FLASH. HTML5 is the effective way to overcome the compatibility problem. Second, FLASH and HTML5 contents authoring tools have been compared in terms of their strong and weak points by applying the developed contents to those tools. The study also suggests that the future work would be needed in order to implement wide variety of event functions with HTML5. Lastly, design strategies enabling access through web and mobile devices have been analyzed in accordance with u-Learning design guidelines for the deaf and mobile application accessibility guidelines. However, in the latter case, the future work regarding design guidelines needs to be conducted to improve the educational accessibility depending on the level of impairment.

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