• 제목/요약/키워드: Educational Support Contents

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아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현 (Design of Educational Training System for Contents Specialist for development of cultural contents in Asia)

  • 이은령;김교정
    • 디지털콘텐츠학회 논문지
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    • 제11권1호
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    • pp.47-55
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    • 2010
  • 문화콘텐츠 산업은 지식기반 핵심산업으로, 정보통신기술에 인간의 창의성, 상상력, 감성, 스타일을 투입하여 문화콘텐츠기반 경제사회로 전환하고 있다. 문화산업은 문화전쟁이라는 커다란 변화속에 콘텐츠파워(contents power)로 급속히 변화하고 있으며, 이러한 변화의 추세속에서 우리 문화콘텐츠는 아시아를 넘어 각국으로 진출을 시도하고 있다. 그러나 현재 제한된 현지시장정보와 지역특성을 반영한 문화전반에 대한 이해 부족으로 많은 어려움을 겪고 있다. 이에 문화콘텐츠 글로벌 네트워크 구축을 통하여 문화콘텐츠의 지속적인 수출확대와 신규시장개척의 교두보 역할을 수행할 수 있는 문화콘텐츠 지역전문가 양성이 요청된다. 본 논문에서는 진출 대상 국가의 문화산업 리딩그룹을 국내에 초청하여 우리나라 콘텐츠를 경험케 함으로써 자국 내에서 친 한류 지속화 기반 및 수출확대를 지원하는 초청연수 및 한국기업의 해당국 파견연수, 한국내 체류하는 유학생 연수에 대한 교육지원시스템, ETS-CS(Educational Training System for Contents Specialist)을 설계하고 이를 현장에서 적용한 사례를 분석하여 향후 더 나은 시스템으로 활용도를 높이고자 한다.

다문화가족지원센터와 건강가정지원센터 직원을 위한 리더십 교육프로그램 개발 및 실시 (Leadership Educational Program Development and Implementation for Multicultural Family Support Center and Healthy Family Support Center Employees)

  • 김경아;강복정;이민신;진보라
    • Human Ecology Research
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    • 제53권6호
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    • pp.605-617
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    • 2015
  • This study verifies the effectiveness of developing and implementing a leadership educational program specifically customized to improve of leadership competencies among members of multicultural family support centers and healthy family support centers. This program refers to Triangle Leadership that consists of three categories: finding individual strengths and self-esteem to enhance self-leadership, constructing a vision and roadmap to develop transformational leadership, and stress and teamwork management for competent servant leadership. In order to improve its completeness, focus group interview was adopted for 10 employees in the center and supervised by two professionals. The program was also conducted twice for 142 members of multicultural family support centers and healthy family support centers across the Korea. The result of implementation (with regard to the satisfaction level for the contents of the program) showed that both first and second rounds had improvement in all three categories compared to what was expected before taking the education program. The level of satisfaction for instructor and program operation was more enhanced (as well for the second time) compared to the first round. The evidence of program effectiveness indicates that there is a high anticipation for another approach that suits for the circumstances and requirement of centers and facilitator training.

자폐성장애 아동의 적응행동 향상을 위한 스마트 콘텐츠 개발 방향에 대한 연구 (Study on smart contents development directions for children with autistic disorder to enhance adaptive behavior)

  • 한동욱;강민채
    • 디지털융복합연구
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    • 제11권10호
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    • pp.123-131
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    • 2013
  • 본 연구의 목표는 초등부 자폐성장애 아동들의 적응행동 향상을 위해 적응행동기술을 지원하기 위한 스마트 콘텐츠의 개발 방향을 제시하는 것이다. 특수학교 교사 및 장애학생 교육기관 전문가들의 AHP설문을 통해 스마트 콘텐츠의 개발의 필요성 및 효과에 대한 적응행동기술의 중요도를 도출하였다. 또한 어떠한 적응행동기술 분야가 스마트 콘텐츠로 개발하기에 적합한지 앱개발 전문가들의 토론과 설문을 통해 그 중요도를 도출하였다. 분석결과 스마트 콘텐츠로 개발에 적합하고 그 효과가 높은 적응행동 기술은 언어이해, 시간이행 및 엄수, 이동기술, 옷입기, 개인위생이었다. 본 연구를 토대로 교육당국은 단편적인 교육용 스마트 콘텐츠 개발보다는 효과적이고 활용도가 높은 자폐성장애 아동들의 특성 및 특수교사나 부모의 요구에 맞는 스마트 콘텐츠 개발 및 지원체계를 구축하고자 노력해야 한다.

단기·장기 자활사업 참가자의 취·창업 의지 영향요인 분석 - 인천광역시 사례 연구 (A study on Factors Affecting Willingness to Work of the Self-support Program Participants - A Case Study of Incheon Metropolitan City)

  • 경승구;이용갑
    • 한국콘텐츠학회논문지
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    • 제18권6호
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    • pp.679-690
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    • 2018
  • 이 연구는 자활사업 참가자들의 취 창업 의지에 대한 영향요인 및 자활사업 참여기간에 따라 취 창업 의지의 차이를 분석하고자 하였다. 자활사업 참가자들의 자활근로 형태, 자활사업 참여기간, 주관적 건강 상태, 주변 지인 관계, 취 창업 의지 등을 확인하기 위하여 2013년 및 2016년 인천광역시 10개 지역자활센터 참가자 대상 설문조사 결과를 분석하였으며, 자활사업 참가자들을 2013년과 2016년 참여자는 장기참여자, 2016년 참여자는 단기 참여자로 구분하였다. 분석 결과 전체 자활사업 참가자의 취 창업 의지에 영향을 주는 요인은 성별, 학력, 취 창업 경험, 자활급여 수급여부, 센터 직원과의 친밀도, 일에 대한 태도, 자활사업의 참여기간이었다. 장기 참가자의 취 창업의지에 영향은 주는 요인은 장애여부, 학력, 취 창업 경험, 자활급여 수급여부 등인 반면에, 단기참여자의 경우는 학력, 취 창업 경험여부, 자활급여 수급여부, 가족친밀도, 지역자활센터 직원과의 친밀도가 취 창업의지에 영향을 주고 있는 것으로 확인할 수 있다.

가족친화마을만들기를 위한 주민역량강화 방안 -살기좋은마을만들기를 위한 주민역량강화 프로그램 분석을 기초로 - (A Study on the Plan to Reinforce the Resident's Capacity to Build Family-Friendly Community -Focused on Educational Program of Livable Community Building -)

  • 차성란
    • 가족자원경영과 정책
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    • 제15권3호
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    • pp.23-42
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    • 2011
  • This study proposes a plan for the residents to have a capacity to build a family-friendly community on their own. As there is not a family-friendly community related program developed for "Resident's Capacity Reinforcement", three programs closely related with family-friendly community program were analyzed instead. Analysis showed that first, the community spirit must be emphasized to maintain the characteristics of family care with social support. Second, educational contents must reflect resident's capacity elements that are necessary for participating in the family friendly community building stages. Third, there is a necessity for systematization of education courses into beginner, intermediate, and specialty course given education is continued. Fourth, there is a necessity for the curriculum that may be used for the family friendly community building to foster human and material resource management ability. Therefore, framework for the educational contents suggests X-axis and Y-axis presented by person-business and morphogenic-morphostatic as referred to Ulrich(1997),s human resource model. However, this study has limitations because educational program of 'livable community building' are analyzed for the plan to reinforce capacity to build family-friendly community. There is a necessity for continuing to improve the program by in depth interview or social survey with residents and leader in community.

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A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • 제12권1호
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

Multimodal Discourse: A Visual Design Analysis of Two Advertising Images

  • Ly, Tan Hai;Jung, Chae Kwan
    • International Journal of Contents
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    • 제11권2호
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    • pp.50-56
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    • 2015
  • The area of discourse analysis has long neglected the value of images as a semiotic resource in communication. This paper suggests that like language, images are rich in meaning potential and are governed by visual grammar structures which can be utilized to decode the meanings of images. Employing a theoretical framework in visual communication, two digital images are examined for their representational and interactive dimensions and the dimensions' relation to the magazine advertisement genre. The results show that the framework identified narrative and conceptual processes, relations between participants and viewers, and symbolic attributes of the images, which all contribute to the sociological interpretations of the images. The identities and relationships between viewers and participants suggested in the images signify desirable qualities that may be associated to the product of the advertiser. The findings support the theory of visual grammar and highlight the potential of images to convey multi-layered meanings.

Forestry Education Support by a Forest Research Institute: Development of Forestry Educational Programs for Vocational High Schools

  • Inoue, Mariko;Oishi, Yasuhiko;Fujii, Tomoyuki;Kobayashi, Hiroyuki
    • Journal of Forest and Environmental Science
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    • 제24권3호
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    • pp.175-179
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    • 2008
  • Forestry education in vocational high schools is one of the fundamental keys for achieving sustainable forest management. However, support systems for forestry education have not been well developed in Japan. Forest research institutes, which have accumulated relevant information, should have sufficient ability to develop new educational programs in this field. This study examined the possibility of support systems for forestry technical education by a research institute. Educational programs for vocational high schools were developed, and the programs were examined for their practical applications through a workshop for these teachers. We set the following five requirements for the programs: They should 1) incorporate new contents related to sustainable forest management, 2) be based on forestry education textbooks, 3) meet recent demands of the schools and society, 4) allow participants to learn through actual practice and experience, and 5) utilize readily available teaching materials. With these criteria, we developed the following two educational programs: (a) Forest management program to teach advanced techniques, (b) A timber-program to teach about biomass resources. The workshop was held on July $28^{th}$, 2007 with ten teachers attending. The programs were very interesting, who gave them high average evaluation of 4.6 on a scale of 1 to 5. Only a few issues need to be resolved before classroom instruction can begin, such as making wood structure easier to understanding for some teachers, and obtaining base maps of school forests. In conclusion, forest research institutes can effectively support forestry education by providing and implementing programs based on scientific information.

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건강가정지원센터의 교육프로그램 운영 실태에 관한 조사 (Research about the Education Program of the Healthy Family-Support Center(HFSC))

  • 정지영;정영금;조성은
    • 가족자원경영과 정책
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    • 제11권4호
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    • pp.93-114
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    • 2007
  • The purpose of this study was to analyze the educational program that is offered on the information menu in the homepage (Familynet) of the Healthy Family-Support Center (HFSC) and suggest developmental directions. For this purpose, first, it deduced that the managerial principles of the education program, from related theories, are included in the family-system, family-structure, family-structure analysis, family life-cycle and ecological system theories. Second, it analyzed the educational programs of 44 local centers that are connected to the homepage (familynet.or.kr) of HFSC. Finally, it suggested developmental directions for managerial improvements of educational programs. As a result, the most popular part in the educational program was parent education, especially the visiting-father education program. The number of couple-related education programs were fewer than those for parent education, because it is difficult for couples to be present at the same time. Family and Self-Cognition programs cover insufficient contents in the parent-education program. Though total program in familylife education is quite large, the number of programs in each separate part is far too small for such a wide subject. So, each part in the program should be made more sufficient. Finally, it suggested the development of an evaluation system and a coaching process as special services for families that are in different development stages and have different family experiences, resources, needs and goals.

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기능성 게임 설계에서의 교육학적 연구에 대한 고찰 (A Study on Pedagogy Researches in Serious Game Design)

  • 하수철
    • 디지털콘텐츠학회 논문지
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    • 제18권7호
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    • pp.1259-1265
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    • 2017
  • 기능성 게임의 교육적 잠재력에 대한 합의가 있는 반면, 설계뿐만 아니라 분석과 평가를 지원하기 위한 방법론과 도구의 부족이 아직 존재한다. 본 논문은 기능성 게임에 요구되는 교육학 관련 연구의 분석을 통해 필요한 요소들을 알아내어 새로운 방법론 또는 설계 방향을 모색하려는 의도를 가진다. 이를 위해 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics), 교사용 프레임워크에 대한 분석을 하였다. 교육적 게임이 직면한 가장 큰 쟁점 중의 하나는 교육과 게임 원리의 부적절한 통합에 있다. 이것은 게임 설계자와 교육 전문가가 공통적인 어휘나 업무영역의 관점을 공유하지 않는다는 사실을 포함하여 다양한 요인에 기인한다.