• Title/Summary/Keyword: Learning media

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Middle School Environmental Education of the 7th National Curriculum and Application to Teen-agers Practice of Environmental Education (제7차 중학교 ‘환경’ 교육과정과 청소년 환경교육)

  • 이민부;박승규
    • Hwankyungkyoyuk
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    • v.11 no.2
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    • pp.14-25
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    • 1998
  • The Quality of human living depends on the environmental quality of the region sustaining the life. The environmental deterioration of the modern society is due to mechanical environmentalism. For the better quality of the life, The changes of recognition and attitude on the environments are required. These changes of mind are also important in environmental education for teenagers. The 7th national curriculum, officially anounced December 1998, focuses on the change of attitude to environments and practical behavior in real life for “Environments”, the environmental education curriculum in middle school. Basic elements of the curriculum are cultivation of the pro-environmental thinking, multi-levelling of teaching materials and methods, and encouraging of student participating activity. Actually, the curriculum construction is composed of stepped-levelling of teaching and learning, reasonable contents volume, encouraging of student practice, and suggesting of evaluation standards of textbook writing. Three main subjects of environmental education for middle school consist of (1) man and environment, (2) recognition of environmental problem, and (3) protection activity for environment. Methodology of environmental education can include multi-disciplinary approaches, variable teaching methods, and continuing evaluation of student practice and participation attitude. Environmental education for teenagers relating to the 7th national curriculum focuses on recognition of the environmental problems and practice activity in daily life. The recognition includes considering relationship of human life to environment, solving environmental problems in regional context, and development of comprehensive understanding concept of the environments. For the practice education, variable teaching methods, such as field survey and application of multi-media, are needed.

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A Study on the Cognition of High School Students and Science Teachers of Seoul and Province of Gyeonggi on the Endocrine Disruptors (서울 경기지역 고등학교의 학생가 과학 교사의 내분비계 장애 물질(환경 호르몬)에 대한 인식 조사)

  • Choi, Soo-Yeun;So, Keum-Hyun;Shim, Kew-Cheol;Yeau, Sung-Hee
    • Hwankyungkyoyuk
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    • v.19 no.3
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    • pp.93-101
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    • 2006
  • The purpose of this study was to investigate the cognition of high school students and science teachers on the endocrine disruptors. Subjects of this study were 204 high school students and 26 science teachers. The results were as follows. Students obtained informations about endocrine disruptors mainly through mass media like TV, radio or lesson in school. Most of them were interested in endocrine disruptors and they thought that endocrine disruptors were very dangerous for people. And they preferred learning materials such as movies, images, and animations, but they didn't want to participate in activity of education on endocrine disruptors actively. Science teachers has agreed to needs of education on endocrine disruptors and has required education programs such as movies, images or animations for effective endocrine disruptors education.

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A Study on Mobile Web App Quiz Contents Authoring Model based on Gamification (게이미피케이션 기반 모바일 웹 앱 퀴즈 콘텐츠 저작 모형 연구)

  • Lee, Jae-Won;Kim, Hyun-Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1253-1262
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    • 2018
  • In this study, we propose a development environment for authoring quiz contents, which is based on the concept of "Gamification", which is the principle of Engagement and Reward. Future Services As a platform for authoring and composing technology, and also for educational contents authoring, I have reviewed key features and implications of HTML5 (CSS3.0, Java Script, etc.) along with key technologies. These features are key technologies for building a true smart learning environment. Based on this, a case of applying the gamification technique to enhance the educational effect was proposed through the quiz contents model.

The Natural Environmental Perceptions of Pre-service Elementary School Teachers (예비초등교사들의 자연환경 인식)

  • Oh, Kang-Ho;Kim, Hai-Gyoung;Koh, Yeong-Koo
    • Hwankyungkyoyuk
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    • v.21 no.1
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    • pp.45-56
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    • 2008
  • This study is to consider the fundamental perceptions of pre-service elementary school teachers to natural environments. The recognition items of questionnaire for those environments include ones of water, atmospheric, soil, biologic and oceanic environments constituting of the earth system. From the results of the study, they affirmatively recognized biologic environment, but they showed highly negative recognitions to others. In other side, it is considered that their recognitions to natural environments were probably transferred by the things which involve press media, curricula and real lives. On the basis of the study results, systematic teaching-learning for natural environments is essential because the encouragement of eco-friendly attitude, one of main goal for environmental education, is budded from basic understandings to natural environments. Affirmatively environmental worldviews for elementary school students are important for reasons why teacher's quality and practice will is fundamental, and then teacher could change the views of the students for environmental education. So, preparing balanced attitudes, right concepts and connection to applicable knowledges for natural environments, pre-service elementary school teachers in environmental education must be pointed to organized education between human and natural environment.

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A Study on Design and Implementation of Digital Content for Education of e-Commerce (전자상거래 교육을 위한 디지털 콘텐츠 설계 및 구현에 관한 연구)

  • Kim Kyung-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.301-308
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    • 2005
  • Through the development of the Internet and multimedia systems, usage of cyber education with multimedia contents is increasing. On-line education differs from face-to-face education in that it overcomes the limits of the time and space, and supports a repeated self study at the student's study level while using several media and educational contents. In this paper, we will design and implement e-commerce educational content which is effective for students and useful for the process of cyber education. In addition, we will produce statistics from a questionnaire which questioned students on the effectiveness of the content.

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Content Analysis of Smoking Scenes in Korean Box-Office Hits in 2000-2013 (영화 속 흡연 장면에 대한 탐색적 연구: 2000-2013년에 국내에서 개봉된 흥행영화에 대한 내용분석)

  • Jung, Minsoo
    • Korean Journal of Health Education and Promotion
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    • v.31 no.2
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    • pp.27-40
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    • 2014
  • Objectives: While cinema is regarded in the contemporary popular leisure activities, the presentation smoking scenes in films has not been fully studied. We investigated Korean box-office hit movies by using content analysis. Methods: We sampled fifty-one hit films played in Korean cinemas during the period 2000-2013. Here, a hit film is defined as a movie viewed by at least 5,000,000 audiences. Results: We found that 78.1% of the Korean hit films contained smoking scenes, whereas only 15.6% of the American hit films were so. Films with the more frequent number of smoking scenes could be lined up in the order of crime, thriller, and action genres (p<.05). Smoking actors were leading roles, hence attractive characters appealing to the audience. Moreover, the smoking rate of female characters in the films was determined to be 3.66 times greater than the actual smoking rate of females in reality. Conclusions: Smoking scenes are likely to affect the audiences' cognitive priming and/or social learning with respect to smoking. Therefore, it would be necessary to set a restriction standard to the frequency of smoking scenes to appear Korean films, and to consider it as an important factor in the assigning a screening grade to such films.

Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.71-80
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    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

The Strategic Plan of the Nutrition Education Intervention for Improving Nutritional Status and Reducing Nutrition-Related Diseases (한국 성인의 영양개선과 영양관련 질병의 감소를 위한 영양교육 계획)

  • 박동연
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.22 no.2
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    • pp.154-160
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    • 1993
  • The strategic plan of nutrition education intervention was established to improve nutritional status and reduce nutrition-related diseases for Korean adults. Nutritional problems and risk factors of the nutrition-related diseases were identified to set the long-term goal and objectives for the intervention. The social learning theory and theory of diffusion of innovation served as theoretical basis for this plan. Mass media and interpersonal channels were used to educate the whole adult population and specific target groups. The outline of the educational contents was developed for the whole adult population and slightly modified according to characteristics of the target groups. This plan can serve as a guideline for the operational plans for the future nutrition education intervention.

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Stochastic Non-linear Hashing for Near-Duplicate Video Retrieval using Deep Feature applicable to Large-scale Datasets

  • Byun, Sung-Woo;Lee, Seok-Pil
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4300-4314
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    • 2019
  • With the development of video-related applications, media content has increased dramatically through applications. There is a substantial amount of near-duplicate videos (NDVs) among Internet videos, thus NDVR is important for eliminating near-duplicates from web video searches. This paper proposes a novel NDVR system that supports large-scale retrieval and contributes to the efficient and accurate retrieval performance. For this, we extracted keyframes from each video at regular intervals and then extracted both commonly used features (LBP and HSV) and new image features from each keyframe. A recent study introduced a new image feature that can provide more robust information than existing features even if there are geometric changes to and complex editing of images. We convert a vector set that consists of the extracted features to binary code through a set of hash functions so that the similarity comparison can be more efficient as similar videos are more likely to map into the same buckets. Lastly, we calculate similarity to search for NDVs; we examine the effectiveness of the NDVR system and compare this against previous NDVR systems using the public video collections CC_WEB_VIDEO. The proposed NDVR system's performance is very promising compared to previous NDVR systems.

Perception and Use of Web 2.0 Applications by Medical Students of Ambrose Alli University Ekpoma

  • Ikenwe, Iguehi Joy;Idhalama, Ogagaoghene Uzezi;Ode, Christian Edokpolo
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.2
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    • pp.45-64
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    • 2019
  • This study examined the perception and use of web 2.0 applications for academic purposes by medical students of Ambrose Alli University, Ekpoma. The objective was to investigate the medical students' perceptions of web 2.0 applications, web 2.0 tools use, extent of use, perception and purpose for using web 2.0 applications. Descriptive survey method was used for this study. The total population of this study was 3670 and the sample size was 367 representing 10% of the study. The purposive sampling technique was adopted, and the instrument used for this study was questionnaire, a total of 367 copies were administered and 321 were found useful for the study. Percentage means and standard deviation on table and chart were used to analyze the data collected using Statistical Package for the Social Sciences (SPSS) software. Findings showed that the perception of web 2.0 applications of medical students AAU was positive and few of web 2.0 applications were used for academic purposes. It was recommended in the study that medical students should be provided with the facilities in a format more familiar to them and used by most of them and institutions need to equip the learning process with the needed facilities which will be of utmost benefit even for future purposes.