• Title/Summary/Keyword: Educational contents

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Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality) (증강현실 기반의 초등과학교육 콘텐츠 제작)

  • Lee, Jae-In;Choi, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.514-520
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    • 2011
  • Technological development, a diverse range of media adapting to new technology has been developing. Augmented Reality Technology provides realistic information through the stereoscopic 3D images and it has been riding a wave of learner interest as an educational media which can broaden their learning experience through direct operating activity. The biggest reason why the Augmented Reality has gained such attention is because of its unique way of suggesting learning information that unlike the existing educational media, the Augmented Reality provides additional digitalized information while its users are looking at the actual object. Based on the domestic and foreign cases of development for educational contents using the Augmented Reality Technology, this thesis suggests the utilization of Pop-up books and multi-augmented Digilog Books that are ways to maximize the educational effects of the Augmented Reality. Through the development of smartphone applications that are propagating lately at a rapid rate, users can now use the Augmented Reality educational contents in a way that is easier than ever.

A Study on the Educational Smart Contents of Adolescents' Gatekeeper Program (청소년 자살예방을 위한 게이트키퍼 교육 콘텐츠 연구)

  • Ko, Ki-Sook;Lee, Jee-Sook;Park, Chang-hoon
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.181-197
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    • 2017
  • This study combined gatekeeper programs with the information technology to develop the educational smart contents of a suicide prevention program for youth. The study analyzed various evidence-based gatekeeper programs and extracts essential educational elements from these programs in order to apply to the smart contents. Sixteen adolescents participated in a quantitative(pre-post test) study and 8 of them participated in a focus group interview. In addition to youth participants, youth experts were also interviewed to evaluate the effectiveness of the educational smart contents of a suicide prevention program. The results included: (1) higher post-test scores were attained for knowledge of youth suicide; (2) youth participants indicated better understandings of youth suicide and sympathy; (3) on a focused group interview with youth experts, participants also indicated that the program helped youth to interact better with other youth with suicide ideation. They also indicated that this program was user-friendly. Recommendations for further research are also discussed.

Development of Korean Music Multimedia Contents for Preschooler - With Priority to Animation - (유아용 한국음악 멀티미디어 콘텐츠 개발 연구 - 애니메이션을 중심으로 -)

  • Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.132-141
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    • 2007
  • Traditional music education for infants is the most important step of forming human knowledge. Since their rapid development of intelligence and emotion has an educational value not only it improves the human knowledge but also it makes infants understand the unique emotion of Korean people. Under the several circumstances, however, we have no enough contents for traditional music education. Thus, by researching and analyzing the existing educational contents and complementing them properly for multimedia environment as a form of animation, we perform a series of experiments to infants who are attending to the kindergarten with interactive animations which are familiar with infants. Infants become interested in the contents and after the lesson of the short bamboo flute content, they show the clear improvements for the playing on a musical instrument. This proves that the Korean music educational content realized with animation can be an alternative plan to improve the educational effect by causing enjoyment and interest of infants.

The Effect on the Contents of Self-Disclosure Activities using Ubiquitous Home Robots (자기노출 심리를 이용한 유비쿼터스 로봇 콘텐츠의 효과)

  • Kim, Su-Jung;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.57-63
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    • 2008
  • This study uses the identification which is one of the critical components of psychological mechanism and enables replacing one's own self because of the needs of self-expression(disclosure) and creation. The study aims to improve educational effects using the realistic by increasing sense of the virtual reality and the attention. After the computer-based contents were developed and converted to be applied into robot, and then the contents were combined the student's photo and the avatar using automatic loading. Finally each one of the contents was applied to the students. The results of the investigation indicated that there were significant effects of the contents based on identification. In other words, the contents effect on student's attention, but not their academic achievement. The study could find the effect of the identification's application using the educational robot. We suggested that improving technical ability of the augmented virtuality as a face-detection and sensitive interaction may lead to the specific suggestions for educational effects for further research.

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A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

Study on Development of Educational Program Contents in the National and Public Art Museums in South Korea since the COVID-19 (코로나-19 이후 국내 국공립미술관 교육프로그램 콘텐츠 변화 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.310-323
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    • 2022
  • This paper studies how the nature of educational programs run by public art museums in South Korea have been influenced by the COVID-19 pandemic, as well as to what extent the pandemic has caused operational problems for these museums. It, in effect, unveils the new museum culture of the COVID-19 era. It finds that the number of educational programs at the eight museums in Korea selected for this study has decreased 34% since the start of the COVID-19 pandemic. The number of online educational programs, educational brochures and art kits at six of the museums has also increased by 70% compared to before the COVID-19 pandemic. Additionally, 'untact' programs thought up and created by artists have been gradually developing at certain art museums in South Korea, while VR/AR educational programs have been developing at museums in the Seoul Metropolitan Area. As such, this study reveals the changing characteristics of museum educational programs and the new museum educational culture in the COVID-19 era with the hope of opening up discussion about the future direction these programs will take.

A Study on Selection and Organization of Educational Contents of Invention.intellectual property in secondary Vocational Education (중등단계 직업교육에서의 발명.지식재산 교육 내용 선정 및 조직 연구)

  • Lee, Chan-Joo;Lee, Byung-Wook;Lee, Sang-Hyun
    • 대한공업교육학회지
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    • v.40 no.1
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    • pp.1-22
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    • 2015
  • The purpose of this study was to select and organize educational contents needed to achieve systematic education of Invention intellectual property in secondary vocational education and ultimately to provide basic data for development of national-level curriculum. For this, the study, based on literature research, selected and organized educational contents of Invention intellectual property and learning elements in secondary vocational education, which served as the first draft. Then, the study verified its validity through experts' meeting and prepared its final draft. The experts' meeting comprized three teachers engaged in education of Invention intellectual property, two researchers (including a professor) and one person in charge of intellectual property. This study had following findings. First, the first draft of selection and organization of educational contents of Invention intellectual property in secondary vocational education as per the literature research suggested nine subject and 39 educational contents. The result of validity analysis for the suggested first draft turned out to be generally valid at 4.4 on average. Opinions modified and added by the experts' meeting were 30 in total with 5 altered, 20 modified and 5 added. Second, the result of validity analysis of learning elements in educational contents by the subject turned out to be generally valid. Average validity by the subject was revealed as Basics of invention 4.4, General invention/patent 4.5, Invention & problem solving 4.3, General intellectual property 4.5, Invention & design 4.6, Particulars of patents 4.4, Patent drawings 4.5, Patent & own business 4.5. Third, the final draft of educational contents of Invention intellectual property in secondary vocational education selected and organized eight subjects and 40 educational contents. The finally-suggested subjects included Basics of invention, General invention/patent, Invention & problem solving, General intellectual property, Invention & design, Particulars of patents, Patent information, Patent & own business.

A Study Exploring the Relationship of Educational Participatory Motivation and Educational Satisfaction among Adult Social Work Students of a Cyber University (사이버대학교 사회복지학 전공자들의 학습참여동기와 학업만족도)

  • Lim, Hyo-Yeon;Lee, Soon Min
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.403-415
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    • 2014
  • This study explored three types of educational participatory motivations among 196 adult social work students at one of Cyber University in Seoul, Korea. and examined the relationship of educational participatory motivations and educational satisfaction, aiming to provide suggestions for increasing adult social work students' educational satisfaction. Results revealed that students had goal-oriented motivation the most, followed by learning-oriented motivation and activity-oriented motivation. Results showed that age and three types of educational participatory motivations, in order of goal-oriented, learning-oriented, and activity-oriented motivations, influenced educational satisfaction. In conclusion, this study suggested that cyber universities should improve educational environments including educational curriculum, in order to meet adult social work students' goal-oriented motivation, and provide methods to satisfy adult social work students' activity-oriented motivation, reflecting their altruism. In addition, young social work students' educational participatory motivations should be explored to increase their educational satisfaction.