• Title/Summary/Keyword: Effects of Educational Contents

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A Study on LRS(Learning Reward System) using Educational Digital Contents (교육디지털컨텐츠를 활용한 학습보상시스템(LRS) 설계)

  • Chung, Charles;Park, Hwa-Jin;Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.1-11
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    • 2000
  • A variety of educational digital contents are provided for both distance and on-line learning on the Internet recently. Especially, as edutainment fields are activated, fun-centered educational contents are improved so much. But it is still lack of high quality, which could lead a learner to study by himself without losing enjoyment for an appropriate duration (about $1{\sim}2$ years). A system, which enforces learning motivation for a learners positive learning, is demanded. This paper shows the planning and the implementation of learning Reward System (LRS) which is providing rewards a learner for achievement of the teaming object which is suggested by him (her) and his (her) mentors. LRS is aiming at enhancement of educational effects by providing both amusements and rewards employing edutainment contents.

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An Exploratory Study on Outcome Variable for Educational Serious Game (교육기능성게임의 효과성 측정에 대한 연구)

  • Yoon, Clara;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.546-552
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    • 2016
  • With the increasing popularity of computer games as a leisure activity, there has been a rise in the interest in the effectiveness of serious games. Many of the earlier researches are focused on evaluation of effects, types, developments of serious games, whereas little is known about the after effects of serious games. The aim of this paper is to examine the previous literatures on serious games in regard to their impacts and outcomes of gaming for the purpose of empirical evidence as impacts and outcomes are needed for exploratory study of variable outcomes of educational serious games. It is worth noting that current review would be used as an outcome indicator for verifying the after effects of both cognitive and educational after the usage of these educational serious games.

A Study on the Development and Effects of an Educational Program for Ego Integrity of the Elderly through Therapeutic Recreation (치료레크레이션을 활용한 노인자아통합 교육프로그램 개발과 효과에 관한 연구)

  • Hong, Sook-Ja;Lee, Yeung-Eun
    • Korean Journal of Human Ecology
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    • v.17 no.4
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    • pp.623-630
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    • 2008
  • An educational program through therapeutic recreation was developed in order to analyze the effect of enhancement of ego integrity of the elderly. First of all, this study was designed to summarize the concepts of ego integrity and the effects of therapeutic recreation on the elderly and to identify elderly's educational needs of both educational methods and contents from the literature review. The above identified knowledge and information were applied to developing the educational program. The program was composed of 6 sessions with 17 old men and women focused on developing self acceptance using reminiscence on ego integrity through their whole life span and developing positive and active attitudes towards life. And enforcing and evaluation methods were also suggested. The results were as follows. This program showed the significant differences between post-test and pre-test scores in the scale of ego integrity of the elderly. In conclusion, educational program through therapeutic recreation employed for this study has significant effects of increasing ego integrity of the elderly.

A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games - (에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로 -)

  • Lee, Ji-Hun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.99-112
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    • 2010
  • The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.

Effects of Smart Reading in the Elementary English Classroom

  • Jeong, Myeonggi;Jeon, Heecheol;Kim, Jeongryeol
    • International Journal of Contents
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    • v.10 no.2
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    • pp.59-66
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    • 2014
  • The Purpose of this study is to examine the effects of the Smart reading program, Smartree, in an elementary English class. Recently in Korea, the use of smart technologies in education has become an issue with the introduction of a new educational platform and increased social interaction between teachers and students. The Smart learning paradigm is converging with technology and social learning. This study examines an English reading method using smart technology and how it affects the improvement of elementary students' reading ability, we also suggest effective reading methods related to Smart learning suitable for this new educational trend. The results showed that the use of a tablet PC based Smartree reading program had meaningful effects on both improvements of cognitive reading ability and changes in affective attitude.

Design and Implementation of Educational Contents for ASP Programming Efficiency (ASP 프로그래밍 능력 향상을 위한 교육용 컨텐츠의 설계 및 구현)

  • Jung, Nam-Cheol
    • Journal of the Korea Computer Industry Society
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    • v.6 no.5
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    • pp.791-800
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    • 2005
  • In this work, we developed educational contents for ASP programming efficiency. These contents are applied to the cognitive apprentice model, one of the teaching-learning models based in constructivism. Specifically the functions of these contents are as follows: Learners can learn from the lecturing video made of multimedia, they have practical programming training according to the lecturing video showing illustration executed similar to a practical environment, and they grasp level of their understanding by themselves as doing the assigned tasks. Therefore we can anticipate for learning effects, because the contents that we developed can induce learners to learn by themselves and interest them in programming practice.

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Effects of Start-up Mentoring Educational Factors on Satisfaction with Start-up Education and Start-up Intention (창업 멘토링 교육 요인이 창업교육 만족도와 창업의지에 미치는 영향에 관한 연구)

  • Kim, Ki-Hong;Kim, Young-Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.5
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    • pp.33-41
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    • 2014
  • This study aimed to verify those start-up mentoring educational factors in this society where any systematic and practical start-up educational contents as well as experts in the start-up education are being asked for in order to meet the demand for the start-up. Not only to build up a theoretical foundation for how to make the best use of the start-up mentoring education as in the start-up educational programs but also to understand any possibilities of that education, the study divided the start-up mentoring educational factors into features of the start-up mentoring educational contents, a start-up mentoring educational system and an ability of a mentor in charge of start-up mentoring education as independent variables, and regarding the satisfaction with the start-up education and the start-up intention, the study determined them as dependent variables. The study, then, designed a research model and formulated hypotheses. In order to verify those hypotheses, the study conducted an empirical analysis on those who have finished the start-up educational course in JST, Incheon, which has been actively engaging in the start-up mentoring education. According to the results from the empirical analysis, first, of all the start-up mentoring educational factors, the features of the contents and the mentor's ability were observed to improve the satisfaction with the education as the features of the start-up mentoring educational contents and the system appeared to have a positive influence on the start-up intention.

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Effects of Korean Wave Image Influences on the Purchase Intention of Korean Educational Product -Focus on the Controlling Effects of Engagement in Chinese University Students- (한류 이미지가 한국교육상품의 구매의도에 미치는 영향 -중국대학생들의 몰입도의 조절효과를 중심으로-)

  • Kim, Seong-Pil;Kim, Song-Juk;Lee, Min-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.460-474
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    • 2013
  • This research is to verify the effects of Korean wave image on the national image and purchase intention of Korean educational product empirically. Also, it is to find out the moderating effect of engagement when Korean wave image is affecting purchase intention of Korean educational product. In order to verify this, the questionnaires were distributed to the Chinese university students of Shandong, in China, who recognized the Korean wave, and among those questionnaires, 315 were analyzed for this research. As a result of analysis, cognitive images is found out to make a positive effects on the affective image, national image and purchase intention of Korean educational products. And affective images is found out to make a positive effects on the national image and purchase intention of Korean educational products. This result suggests that throughout the factor of Korean wave, we should improve national image and try to find ways to export Korean educational industry to China. In order to activate Korean wave image in China, the government has to review the cultural contents development policies positively like promoting Korean soap operas.

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.

Study of Academic Effect of NIE (NIE의 학업 효과에 관한 연구)

  • Hwang, Yoosun;Kim, Jae Sun
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.695-705
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    • 2016
  • Recently, the status of public education has fallen and instead, the fever of private education has caused various social problem. Because of this private education, the polarization of education has become more serious. Under this circumstances, this study has focused on the effect of NIE (Newspaper in Education) which is expected to bring about some positive educational results. In foreign countries such as North America and European countries, NIE has already been introduced to schools. The educational effects of NIE has also been recognized. Korea also accepted NIE and expect positive educational effects. Therefore, the experimental study has been performed to prove the educational effect of NIE. Both for the middle school students and high school students, experimental group and control group were divided. After that, with the same study plan, experimental group studied with NIE method and control group studied with regular method. The results revealed that NIE method was effective to raise test scores. However, the subject interest and study attitude were not found to be related with the study methods. Implications were discussed.