• Title/Summary/Keyword: Media-based Learning

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Possibility of Intergenerational Exchange in Corporations: A Case Study of Reverse Mentoring on its Purpose and Success Factors (기업 내 세대 교류의 가능성: 국내외 리버스멘토링 (Reverse Mentoring)프로그램 도입 및 성공요소 사례연구)

  • Kim, Ju Hyun;Lee, Ahyoung;Chung, Soondool
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.457-475
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    • 2021
  • As Korean society enters an aged society, there is an increasing situation in which various generations coexist in the workplace. This study aimed to analyze corporate reverse mentoring in light of generational exchange. Through the case study methods using literature research and interviews, we categorized the objectives of starting reverse mentoring programs in domestic and foreign companies, and analyzed the possibility of generational exchange with the cases of company A in the US and B in Korea extracted by purposive sampling. Based on social exchange theory, organizational age theory, and generational solidarity theory, the analysis framework presented three propositions: 1) mutual benefit 2) balanced contribution, and 3) sustainability. As a result of the case analyses, there were three main objectives of introducing reverse mentoring: learning IT/social media, promoting corporate diversity, and understanding new trends in the younger generation. In the case of A company in the US and B company in Korea, there was a similarity in mutual benefit and balanced contribution. However, regarding sustainability, there was room for improvement in company B in Korea unlike company A in the US. We expect that reverse mentoring will provide important criteria for success in terms of generational exchange within organizations where various generations coexist in the future.

Comparison of Artificial Intelligence Multitask Performance using Object Detection and Foreground Image (물체탐색과 전경영상을 이용한 인공지능 멀티태스크 성능 비교)

  • Jeong, Min Hyuk;Kim, Sang-Kyun;Lee, Jin Young;Choo, Hyon-Gon;Lee, HeeKyung;Cheong, Won-Sik
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.308-317
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    • 2022
  • Researches are underway to efficiently reduce the size of video data transmitted and stored in the image analysis process using deep learning-based machine vision technology. MPEG (Moving Picture Expert Group) has newly established a standardization project called VCM (Video Coding for Machine) and is conducting research on video encoding for machines rather than video encoding for humans. We are researching a multitask that performs various tasks with one image input. The proposed pipeline does not perform all object detection of each task that should precede object detection, but precedes it only once and uses the result as an input for each task. In this paper, we propose a pipeline for efficient multitasking and perform comparative experiments on compression efficiency, execution time, and result accuracy of the input image to check the efficiency. As a result of the experiment, the capacity of the input image decreased by more than 97.5%, while the accuracy of the result decreased slightly, confirming the possibility of efficient multitasking.

Analysis of Dance Activities Creativity Education Contents Contained in Physical Education Textbooks for 3rd and 4th Grades of Elementary School (초등학교 3, 4학년 체육교과서에 담긴 무용 활동 창의성 교육 내용분석)

  • Chang, Byung-Kweon
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.246-260
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    • 2022
  • This study was conducted to analyze the creativity education contents of dance activities in physical education textbooks for the 3rd and 4th grades of elementary school. For this purpose, 16 types of textbooks and auxiliary data for physical education in the 3rd and 4th grades of elementary school were collected and analyzed using the creative education content analysis frame of the physical education textbook based on the 4P model. In order to secure the integrity of the research, expert consultation was operated. The results of this study are as follows. First, from the viewpoint of creative person, 'inquiry' was the most common in creative mind, and the rest of the elements appeared relatively evenly. As for the subject of activity, 'individual' and 'colleague (team)' showed similar frequencies. Second, from the viewpoint of the creative process, all activity areas appeared as 'learning', and most of the elements of the activity purpose appeared evenly, and the creative process was explored. Third, from the viewpoint of creative output, physical activity performance was the most common activity method, and two or three activity methods were used together. In the creativity factor, all factors appeared evenly, and sensitivity and sophistication were the most common with 4 factors. Fourth, from the viewpoint of the creative environment, most of the activity spaces were no restrictions, and the activity media consisted of many educational contents using the body. Through this study, it was requested that creativity education in dance activities should be expanded quantitatively and intensified in quality, and the necessity of spreading creativity education contents of dance activities to other areas was explored.

Detection of video editing points using facial keypoints (얼굴 특징점을 활용한 영상 편집점 탐지)

  • Joshep Na;Jinho Kim;Jonghyuk Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.15-30
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    • 2023
  • Recently, various services using artificial intelligence(AI) are emerging in the media field as well However, most of the video editing, which involves finding an editing point and attaching the video, is carried out in a passive manner, requiring a lot of time and human resources. Therefore, this study proposes a methodology that can detect the edit points of video according to whether person in video are spoken by using Video Swin Transformer. First, facial keypoints are detected through face alignment. To this end, the proposed structure first detects facial keypoints through face alignment. Through this process, the temporal and spatial changes of the face are reflected from the input video data. And, through the Video Swin Transformer-based model proposed in this study, the behavior of the person in the video is classified. Specifically, after combining the feature map generated through Video Swin Transformer from video data and the facial keypoints detected through Face Alignment, utterance is classified through convolution layers. In conclusion, the performance of the image editing point detection model using facial keypoints proposed in this paper improved from 87.46% to 89.17% compared to the model without facial keypoints.

Viewing the Bible as Symbols : Theoretical Reflections of Symbol Didactic (성서를 상징으로 바라보기 : 상징교수학의 이론적 고찰)

  • Won Seok Koh
    • Journal of Christian Education in Korea
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    • v.78
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    • pp.111-136
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    • 2024
  • The purpose of this study is to theoretically explore symbol didactic, which serves as a mediator and integrator of human experience with biblical experience. Based on a deep consideration of the functions and roles of symbols, as studied in psychology, philosophy, religious studies, and theology, this study aims to examine representative theories of Bible didactic that have introduced symbolic action into Christian education. By exploring these theories, we aim to provide a comprehensive understanding of the role of symbols in Christian education and their impact on the learning process. This study is divided into two main parts. In the first half, it examines the meanings of symbols and their functions as discussed by prominent scholars from various disciplines who have paid attention to symbols, including S. Freud and C. Jung in psychoanalysis, E. Cassirer and P. Ricoeur in philosophy, M. Eliade in religious studies, and P. Tillich in theology. In the second half, the study critically analyzes and discusses representative theories of symbol didactic, such as those proposed by H. Halbfas and P. Biehl, which have applied the symbolic action of neighboring disciplines to Christian education. Symbol didactic differs from traditional biblical didactic, which aims to transmit content, by using symbols as a medium to facilitate dialogue between the learner's experiences and those of the Bible. This approach enables learners to experience the deep relationship between the content of the Bible and the experiences of biblical figures with their own experiences, and provides an opportunity to deepen that experience.

A Study on the UIC(University & Industry Collaboration) Model for Global New Business (글로벌 사업 진출을 위한 산학협력 협업촉진모델: 경남 G대학 GTEP 사업 실험사례연구)

  • Baek, Jong-ok;Park, Sang-hyeok;Seol, Byung-moon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.69-80
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    • 2015
  • This can be promoted collaboration environment for the system and the system is very important for competitiveness, it is equipped. If so, could work in collaboration with members of the organization to promote collaboration what factors? Organizational collaboration and cooperation of many people working, or worth pursuing common goals by sharing information and processes to improve labor productivity, defined as collaboration. Factors that promote collaboration are shared visions, the organization's principles and rules that reflect the visions, on-line system developments, and communication methods. First, it embodies the vision shared by the more sympathetic members are active and voluntary participation in the activities of the organization can be achieved. Second, the members are aware of all the rules and principles of a united whole is accepted and leads to good performance. In addition, the ability to share sensitive business activities for self-development and also lead to work to make this a regular activity to create a team that can collaborate to help the environment and the atmosphere. Third, a systematic construction of the online collaboration system is made efficient and rapid task. According to Student team and A corporation we knew that Cloud services and social media, low-cost, high-efficiency services could achieve. The introduction of the latest information technology changes, the members of the organization's systems and active participation can take advantage of continuing education must be made. Fourth, the company to inform people both inside and outside of the organization to communicate actively to change the image of the company activities, the creation of corporate performance is very important to figure. Reflects the latest trend to actively use social media to communicate the effort is needed. For development of systematic collaboration promoting model steps to meet the organizational role. First, the Chief Executive Officer to make a firm and clear vision of the organization members to propagate the faith, empathy gives a sense of belonging should be able to have. Second, middle managers, CEO's vision is to systematically propagate the organizers rules and principles to establish a system would create. Third, general operatives internalize the vision of the company stating that the role of outside companies must adhere. The purpose of this study was well done in collaboration organizations promoting factors for strategic alignment model based on the golden circle and collaboration to understand and reflect the latest trends in information technology tools to take advantage of smart work and business know how student teams through case analysis will derive the success factors. This is the foundation for future empirical studies are expected to be present.

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Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

The development of resources for the application of 2020 Dietary Reference Intakes for Koreans (2020 한국인 영양소 섭취기준 활용 자료 개발)

  • Hwang, Ji-Yun;Kim, Yangha;Lee, Haeng Shin;Park, EunJu;Kim, Jeongseon;Shin, Sangah;Kim, Ki Nam;Bae, Yun Jung;Kim, Kirang;Woo, Taejung;Yoon, Mi Ock;Lee, Myoungsook
    • Journal of Nutrition and Health
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    • v.55 no.1
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    • pp.21-35
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    • 2022
  • The recommended meal composition allows the general people to organize meals using the number of intakes of foods from each of six food groups (grains, meat·fish·eggs·beans, vegetables, fruits, milk·dairy products and oils·sugars) to meet Dietary Reference Intakes for Koreans (KDRIs) without calculating complex nutritional values. Through an integrated analysis of data from the 6th to 7th Korean National Health and Nutrition Examination Surveys (2013-2018), representative foods for each food group were selected, and the amounts of representative foods per person were derived based on energy. Based on the EER by age and gender from the KDRIs, a total of 12 kinds of diets were suggested by differentiating meal compositions by age (aged 1-2, 3-5, 6-11, 12-18, 19-64, 65-74 and ≥ 75 years) and gender. The 2020 Food Balance Wheel included the 6th food group of oils and sugars to raise public awareness and avoid confusion in the practical utilization of the model by industries or individuals in reducing the consistent increasing intakes of oils and sugars. To promote the everyday use of the Food Balance Wheel and recommended meal compositions among the general public, the poster of the Food Balance Wheel was created in five languages (Korean, English, Japanese, Vietnamese and Chinese) along with card news. A survey was conducted to provide a basis for categorizing nutritional problems by life cycles and developing customized web-based messages to the public. Based on survey results two types of card news were produced for the general public and youth. Additionally, the educational program was developed through a series of processes, such as prioritization of educational topics, setting educational goals for each stage, creation of a detailed educational system chart and teaching-learning plans for the development of educational materials and media.

Examining the Formation of Entrepreneurial Activities through Cognitive Approach (기업가적 활동 형성에 미치는 영향요인: 인지론적 접근)

  • Lee, Chaewon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.3
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    • pp.65-74
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    • 2017
  • There have been questions how entrepreneurs think, act and why individuals become entrepreneurs. The trait-based explanation of entrepreneurial activities has been main stream. However, the trait-based theory has been criticized because it assumes that entrepreneurial traits are inherited, stable and enduring over time. This research accepts the cognitive theory to see how entrepreneurs learn or accept others' values, how entrepreneurial perceptions of opportunity impact entrepreneurial actions and how individuals acquire the social legitimation of the formation of entrepreneurial activities. In order to capture the attitudes, activities and motivations of people who are involved in entrepreneurial activities, the author uses the GEM Korea 2016 data. The data from the Global Entrepreneurship Monitor(GEM) has been well known for the data to capture individuals early-stage entrepreneurial activities. This paper used the sample from the APS(Adult Population Survey) of the GEM which was completed by a representative sample of two thousand adults in Korea by the qualified survey vendor, with strict procedures and oversight by the GEM central data team. The hypotheses are tested with logit regression analysis to estimate the probability of the influence of perceptual variables such as individual perception in social learning, the opportunity recognition in the environment, and social legitimation in the entrepreneurial activities. Based on the results, individuals tend to have high entrepreneurial activities if individuals have high self-efficacy. Also, the existence of role models around the entrepreneurs encourages the individuals involve in entrepreneurial activities more however the perception of opportunity in the environment is not strongly associated with entrepreneurial activities. The media exposure of successful entrepreneurs is more important than others' perception of entrepreneurs on the desirable career option or respect from communities. This paper can contribute to the cognitive processes, particular perception about oneself, as well as perception which is impacted by a community or a society.

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