• Title/Summary/Keyword: University Museum

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A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권4호
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    • pp.66-71
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    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

과학관의 전시 패널 글에 반영된 과학의 인식론적 측면 탐색 (Exploring Epistemological Features Presented in Texts of Exhibit Panels in the Science Museum)

  • 이선경;신명경;이규호;최취임;백두성;정광훈;유만선;김선자;손성근;최현숙;이강환;이정구
    • 한국지구과학회지
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    • 제32권1호
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    • pp.124-139
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    • 2011
  • 이 연구의 목적은 경기도 소재의 한 과학관 전시 설명에 반영된 과학의 인식론적 특징을 탐색하는 것이다. 과학의 인식론적 이해는 오랜 시간 다양한 경험을 통해 형성되는 암묵적 차원이 크기 때문에, 학교 밖의 일상 경험을 통해 학생들은 다소 안정된 과학의 이미지를 형성하게 될 가능성이 크다. 따라서 본 연구의 대상은 학교 밖 과학교육 맥락의 하나인 과학관의 전시 설명으로 정하고, Ryder 등(1999)의 인식론적 범주를 사용하여 분석하였다. 연구의 결과는 '근거와 지식주장의 관계', '과학적 탐구의 본질', '과학의 사회적 차원'의 범주로 나누어, 각 범주에 대한 인식론적 특징을 세부적으로 탐색하고 해당 범주의 전시 설명 사례를 제시하였다. 전시 설명 사례는 주로 한 범주의 인식론적 특징을 반영하는 것으로 나타났다. 하나의 근거와 하나의 지식주장을 연결하거나, 개인적 흥미 혹은 과학 학문내적 탐구를 통해 지식을 생성하는 과정을 기술하거나, 과학 공동체 혹은 기관 차원의 과학 활동을 소개하는 등이었다. 본 연구의 결과를 토대로, 과학관 전시물의 여러 매체를 활용하여 다양한 범위의 인식론적 특징을 반영할 것이 제안되었다.

천문과학관의 이용자 불만요인을 활용한 개선방안 연구 - 거창월성우주창의과학관 사례를 중심으로 - (A STUDY ON IMPROVEMENT PLANS USING USER DISSATISFACTION FACTORS IN ASTRONOMICAL SCIENCE MUSEUM - Focusing on the case of Geochang Wolseong Space Creative Science Museum -)

  • 정한호;김용기
    • 천문학논총
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    • 제38권3호
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    • pp.99-110
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    • 2023
  • In this study, complaints from visitors in the science museum satisfaction survey were categorized into four primary factors and ten sub-factors. This categorization aimed to provide recommendations for enhancing the Geochang Wolseong Space Creative Science Museum as an illustrative case study. Futhermore, the study examimed the relative importance of each factor by surveying 90 science museum visitors. The following results are obtained. Firstly, it was evident that the Geochang Wolseong Space Creative Science Museum requires urgent improvement. Certainly, in the primary factors, issues related to the utilization environment emerged as the most significant sources of dissatisfaction, while in the sub-factors, the adequacy of fees was identified as the most prominent concern. Secondly, through the result of the IPA (Importance-Performance Analysis) of the complaint factors, four primary issues were identified as top priorities for consideration: fare adequacy, lack of convenient facilities, in sufficient publicity, and a lack of distinctiveness compared to similar facilities. Lastly, when analyzing the relationship between complaints and overall satisfaction, factors related to human service, environment, and educational content had negative effects. In contrast, factors associated with science museum operation exhibited a different trend, suggestinga structural impact relationship with the overall impact of complaints.

Understanding Visitor Learning in a Natural History Museum : A Case of Dyadic Discourses

  • Lee, Sun-Kyung;Kim, Chan-Jong
    • 한국과학교육학회지
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    • 제27권2호
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    • pp.134-143
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    • 2007
  • This study explores visitor learning in a natural history museum from the perspectives of situated learning. The purpose of this study is to understand how the visitors construct knowledge from museum experiences through dyadic discourses. The participants were two university students. They moved naturally through the exhibition with no predetermined path in a natural history museum in Korea. Data were collected in the form of audio-recorded dyadic discourses at and between exhibits and were transcribed. The transcription was coded using the conversation coding scheme, and categorized into specific learning types. The findings included (1) the characteristics of learning talks and (2) learning types created by dyadic discourses at and between exhibitions within learning contexts as museum learning experiences. Implications and future research related to visitor learning in informal learning settings were discussed based on the findings.

과학관 교육 프로그램이 초등학생들의 과학 학습 동기에 미치는 영향 (The Effect of Science Museum Educational Program on Primary School Students' Science Learning Motivation)

  • 이선경;신현정;명전옥;김찬종
    • 한국초등과학교육학회지:초등과학교육
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    • 제29권1호
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    • pp.47-55
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    • 2010
  • This study was to examine science learning motivation of primary students participating in science museum educational programs. The subject was 36 primary students in the programs in a science museum during a month. The questionnaire for this study consisted of items developed by us and some items from Motivated Strategies for Learning Questionnaire developed by Pintrich et al.(2001). The results included primary students' motivation of joining the programs in a science museum, their perceptions about the programs, and the effects of the programs on their science learning motivation. It seemed that the students had the opportunities of doing science activities in the museum on the recommendation of their family or teachers, especially their parents. And they were motivated to participate the programs with interests of science and they were interested in the activities in the programs. The statistics showed that the program have an positive effects on the students' self efficacies and values on science tasks. Based on this results, discussion and implications were presented.

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목포 자연사 박물관의 전시특성 및 중학교 과학교육과정과의 비교 분석 (Presenting Characteristics of Mokpo Natural History Museum and Comparative Analyses to them with Middle School Science Curricula)

  • 고영구;김종희;박철규;오강호;윤석태
    • 대한지구과학교육학회지
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    • 제1권1호
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    • pp.41-51
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    • 2008
  • For teaching-learning to geological region of earth science part in science education, middle school, the practical uses of natural science museum are very effective. So, the appropriate uses of the natural science museum are necessary for the teaching and learning of Science Education. This study aims to consider the presentation characteristics of the natural science museum and to examine how is effective it to geological region in middle school science curricula on those uses. From the results, the natural science museum is low in multi-sided and open-endedness presentation characteristics but high in ones of accessible characteristic. And its presentations are good in multimodal characteristics using supported materials but relatively low in relevant and multimedia ones. In the museum, diorama and self-performing presentation types are not but internet ones are most. The presentations of the natural science museum are mainly assigned to knowledge region linked to basic science concepts but relatively insufficient in STS aspects, on the basis of connection the presentations with middle school science curricula. It is respected that these insufficiencies might be diminished by variable arrangements of and explanations to the presentations for understanding improvements. And, applies to the presentations in STS may be encountered, if multi-sided observations to them is available.

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MI(Museum Identity)를 반영한 미술관 QR코드 디자인 개발 -제주지역 공립 미술관 4개소를 중심으로- (QR Code Design of Museum that incorporates Museum Identity -focused on four public art gallery in Jeju-)

  • 김서영
    • 디지털콘텐츠학회 논문지
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    • 제16권2호
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    • pp.263-274
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    • 2015
  • 제주지역은 지역별 인구대비 등록 미술관 수가 전국 최고이나 상대적으로 낮은 인지도로 대중과의 소통에 뒤떨어져 있어 시대에 맞는 홍보대안이 필요하다. 호감도와 접근도면에서 탁월하고 정보의 아이덴티티를 제공하는 디자인 QR코드가 미술관의 홍보매개체로 다양하게 활용되고 있으나 제주지역 등록 미술관의 대부분이 디자인 QR코드의 개발이 미비하여 현실적으로 실현 가능한 디자인 개발이 필요한 실정이다. 본 연구에서는 제주지역 등록 공립미술관 6개소의 Museum Identity현황을 기표와 기의로 나누어 의미체계를 분석하고 분석한 자료를 바탕으로 개발 선정한 4개소의 Museum Identity를 반영한 QR코드디자인을 개발하였다. 개발된 디자인 QR코드를 가치적 특성에 따른 디자인의 활용 사례로 제안한 연구이다.

San Francisco의 두 현대 미술관, SFMOMA와 De Young Museum (Two Modern Museums in San Francisco: SFMOMA and De Young Museum)

  • 정진수
    • 건축역사연구
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    • 제16권4호
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    • pp.7-22
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    • 2007
  • In San Francisco, two new museums were recently built in 1995 and 2005. The one is San Francisco Museum of Modern Art designed by Mario Botta and the other is De Young Museum designed by Jacques Herzog & Pierre de Meuron. The urban settings for the museums are compared with each other and theories of the architects are evolved on different branches in the modernist trends. The theories and settings are followed by the representation in the forms, facades, interior spaces and towers. SFMOMA is located on the SoMa area, which was recently developed into a cultural urban core with Moscone Center and Buena Yerba Garden. De Young Museum was rebuilt in the old museum site in the Golden Gate Park. The one is on the context of urban artefacts and the other on the context of natural artefacts. To Botta, the museum in today's city plays a role analogous to that of the cathedral of yesterday. It is a place of common encounter and confrontation. The volume of SFMOMA which is geometrical and symmetric with double pylons. The frontality on the street and public green open space and the axiality of SFMOMA runs through the Buena Yerba Garden over Buena Yerba Center for the Arts are reminded us of an urban core with a religious monument and a city square. The staircase with grandiose design in the atrium seems to work as an altar with lighting from skylight above enhancing the liturgical ambiance. De Young Museum is shaped in a rectangle with long narrow courtyards. Three bands of volumes are juxtaposed and the nature flows into the museum corridors and galleries. The tower is distorted so as to be aligned to the street grids of the surrounding area. The copper panel of De Young Museum and natural context evoke modern concept of "machine in the garden". The two museums from different pedigrees of Modern Architecture are now major landmarks of SF and urban expressions for the 21st century.

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국내외 박물관의 게이미피케이션 사례 연구 (A Case Study of Museum Gamification in Korea and abroad)

  • 손소희;민서윤;이동은
    • 한국게임학회 논문지
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    • 제18권2호
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    • pp.109-120
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    • 2018
  • 게이미피케이션 기술은 차세대 박물관 경험을 위한 중요한 기술 중 하나임에도 불구하고 국내 박물관 교육과 해설 활동에 활발하게 적용되고 있지 않으며 학문적 연구의 실증적 고찰 또한 부족한 실정이다. 따라서 본 연구는 박물관 게이미피케이션 국내외 대표적 사례를 연구하여 박물관 게이미피케이션 기술 전략을 도출하는 것을 목적으로 한다. 이를 위해 본 논문에서는 해당 사례의 관람 방식, 관람경험의 개인화, 프로그램과 관람객 간의 상호작용 정도를 비교 분석하고 이를 MDA 프레임워크에 적용함으로써 디지털 기술 기반 프로그램의 특정 구조가 박물관 경험에 미치는 영향을 구체적으로 살펴보았다. 이와 같은 연구를 통해 관람객이 주체가 되어 박물관과의 상호작용을 주도하는 과정에서 게이미피케이션은 첫째, 시각적 자기 표현, 둘째, 박물관 공간 활용, 셋째, 시공간에 구애받지 않는 주도적 학습, 넷째, 타인과의 상호작용에 기여하는 방식으로 디자인되어야 그 제 기능을 다할 수 있음을 확인할 수 있었다.