• Title/Summary/Keyword: Edutainment Contents

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Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • v.10 no.2
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

An Analysis of Storytelling Factors and Mathematics Contents of 'Eddy, the Clever Fox' on TV Animation (TV 애니메이션'똑똑박사 에디'의 스토리텔링 요소와 수학내용 분석)

  • Kim, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.2
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    • pp.807-814
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    • 2014
  • The purpose of this study is to analyze storytelling factors and mathematics contents of 'Eddy, the clever fox' on TV animation. The scenario and animation were analyzed according as criterion based on relevant materials. The results are as follows: First, Characters are 11 animals, Eddy is a problem solver. An ordinary story happens in the snow-covered woodland village. There is no story plot. And the story consists dialogue, song and narration. Second, mathematics contents in the animation appear in order number sense, geometry, measurement, data analysis and probability, pattern. So 'Eddy, the clever fox' is valuable as edutainment.

Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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A Study on Possibility of the Three-dimensional Cartoon as New Expression Style of Cartoon (카툰의 표현 양식에 있어 새로운 입체카툰의 제언(提言))

  • Hur, Young;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.285-289
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    • 2006
  • Currently, a cartoon is generally used for a term implying a short cut strip based on satire and humor in Korea. Today, the way of expressing a cartoon includes the active utilization of expressive ways through digital medium as well as traditional methods, and the introduction of oriental feelings or an engraving which is a technique used in fine art. Also, there is a three-dimensional cartoon utilizing objets such as cup and handbag. This study was conducted on assumption that the area of a cartoon may be extendable with a three-dimensional technique added with a tactual sense. Also, this thesis is aimed to identify the possibilities of the industrialization of cartoon contents and of becoming an edutainment (education + entertainment) through a new cartoon technique, and to prepare the basis for scientific research necessary for extending the domain of a cartoon.

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Present State and the Promotion Course of Culture Contents Industry in Gyeongbuk Province (경북 문화콘텐츠산업의 현황과 육성 방향)

  • Seo, Kok-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.137-144
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    • 2009
  • Culture contents industry in Gyeongbuk province has consumption system, being small-scale, an lacking infrastructure, imbalance, a shortage of strategy, and so on. But, culture contents industry in Gyeongbuk province has great possibilities in abundant culture resources, a prospect of the culture contents industry and future effective promotion strategy. And the promotion plans are the digitalization of the cultural original form, the edutainment of the Confucianism culture, construction of a traditional cultural digital center, location marketing, establishment of Documentary Film Council, culture literacy, an orientation of small film, promotion of the global city and the culture base city, development of killer contents, exploitation of tourism resource, discriminating strategy, and so on. Actually Gyeongbuk province should need to promote the culture contents industry because of high added value, an effect on related industries, utility of the digital culture contents, extension of a market scale, a rapid growth speed, and so on.

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.

User-centric Immersible and Interactive Electronic Book based on the Interface of Tabletop Display (테이블탑 디스플레이 기반 사용자 중심의 실감형 상호작용 전자책)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.117-125
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    • 2009
  • In this paper, we propose user-centric immersible and interactive electronic book based on the interface of tabletop display. Electronic book is usually used for users that want to read the text book with multimedia contents like video, audio, animation and etc. It is based on tabletop display platform then the conventional input device like keyboard and mouse is not essentially needed. Users can interact with the contents based on the gestures defined for the interface of tabletop display using hand finger touches then it gives superior and effective interface for users to use the electronic book interestingly. This interface supports multiple users then it gives more diverse effects on the conventional electronic contents just made for one user. In this paper our method gives new way for the conventional electronics book and it can define the user-centric gestures and help users to interact with the book easily. We expect our method can be utilized for many edutainment contents.

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.

Augmented Reality-Based Edutainment Contents Production (증강현실 기반의 과학교육 에듀테인먼트 콘텐츠제작)

  • Bak, Seon-Hui;Park, Han-Sol;Kim, Eung-Soo;Lee, Chang-Jo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.391-394
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    • 2017
  • 사물에 센서를 부착해 실시간으로 데이터를 인터넷으로 연결하는 사물인터넷 시대가 대두되고 고성능의 스마트 기기가 등장함에 따라 현대 교육 시스템에도 큰 영향을 주었다. 특히 오락과 학습이 적절한 조화를 이루는 에듀테인먼트 콘텐츠는 학습자들의 몰입(flow)과 상호작용(interaction)을 통해 흥미를 유발시킨다. 그러나 스마트교육 콘텐츠는 웹을 기반으로 한 콘텐츠가 대다수이며, 어플리케이션 역시 교육의 질 대비 유료서비스를 제공하는 것이 대부분이고 내용이 다소 부재하다는 한계가 있다. 따라서 본 논문에서는 Unity3D와 뷰포리아사의 SDK를 활용하여 증강현실의 장점을 살리고, 학습자들이 흥미를 잃지 않고 쉽게 학습할 수 있는 에듀테인먼트 콘텐츠 제작방법을 제안한다.

Development of SCORM Based Edutainment Contents (SCORM 기반 에듀테인먼트 콘텐츠 개발)

  • Lee, Ga-Yeong;Choe, Yong-Seok
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06b
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    • pp.210-215
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    • 2008
  • SCORM(Sharable Content Object Reference Model)은 세계 이러닝(e-Learning) 표준화 분야에서 가장 주목을 받고 있는 ADL(Advanced Distributed Learning)의 표준화 모델이다. ADL은 비교적 안정화 단계에 접어들었다는 평가를 받고 있는 SCORM 2004를 제시함으로써 콘텐츠의 재활용성을 높여 경제성 있는 콘텐츠 구현을 가능하게 하였고, 개발 과정에서의 효율성을 극대화 시켰다. 그러나 SCORM 스펙의 다양한 요소를 충분히 활용하면서도 게임적인 요소를 가미하여 효과적인 학습 콘텐츠를 구현 할 수 있는가에 대한 연구는 현재 매우 미약한 실정이다. 또한 IMS SS(Simple Sequencing)를 기반으로 하는 SCORM 시퀀싱 & 네비게이션은 구현 방법이 간단하지 않아 LSAL등에서 제공하는 SCORM 시퀀싱 템플릿을 거의 그대로 사용하는 것이 일반적이다. 따라서 본 연구에서는 LSAL 템플릿 모델 및 게임 기반 학습에 대한 관련 연구 조사를 수행하고, 게임 기반 학습에서 사용 될 수 있는 SCORM 데이터 모델을 참고하여 이를 실제 초등 학습에서 적용 가능한 SCORM 기반 에듀테인먼트 콘텐츠를 제작한다. 또한 기존의 선형적인 학습 구조에서 벗어나 수준별 학습을 실현하는 보다 구체적이고 세련된 시퀀싱 & 네비게이션 설계 방법을 제시한다.

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