• Title/Summary/Keyword: digital educational resources

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The Library Anxiety of Information Users in their 20s in East-Asia (동아시아 청년층 정보이용자의 도서관불안에 관한 연구)

  • Park, Mihyang
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.253-272
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    • 2015
  • This study analyzed library awareness and anxiety among people in their 20s living in East Asia. The objective is to develop the international library cooperation agenda for life-long education proliferation. User groups in Korea, China, and Japan were investigated to understand the differences in library awareness based on the situational contexts such as preferred resources, use frequency, educational level, and gender. Results of the data analysis showed the correlation between library anxiety and use patterns such as preferred information sources and frequency of use. Specifically, the user group in China has the highest level of library anxiety with every factor. Also, the Korean user group was measured to have the lowest level of library anxiety in terms of digital information factor. Based on these results, the study presents several recommendations for resolving library anxiety such as embracing new information need with regard to environmental change and suggesting a new space policy for libraries.

Effective Image Retrieval for the M-Learning System (모바일 교육 시스템을 위한 효율적인 영상 검색 구축)

  • Han Eun-Jung;Park An-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.658-670
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    • 2006
  • As the educational media tends to be more digitalized and individualized, the learning paradigm is dramatically changing into e-learning. Existing on-line courseware gives a learner more chances to learn when they are home with their own PCs. However, it is of little use when they are away from their digital media. Also, it is very labor-intensive to convert the original off-line contents to on-line contents. This paper proposes education mobile contents(EMC) that can supply the learners with dynamic interactions using various multimedia information by recognizing real images of off-line contents using mobile devices. Content-based image retrieval based on object shapes is used to recognize the real image, and shapes are represented by differential chain code with estimated new starting points to obtain rotation-invariant representation, which is fitted to computational resources of mobile devices with low resolution camera. Moreover we use a dynamic time warping method to recognize the object shape, which compensates scale variations of an object. The EMC can provide learners with quick and accurate on-line contents on off-line ones using mobile devices without limitations of space.

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Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

Exploration of Teacher Pedagogical Content Knowledge (PCK) and Teacher Educator PCK Characteristics in Future School Science Education

  • Youngsun Kwak;Kyu-dohng Cho
    • Journal of the Korean earth science society
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    • v.44 no.4
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    • pp.331-341
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    • 2023
  • The goal of this study was to examine the PCK required for science teachers and PCK required for university teacher educators in terms of school science knowledge, science teaching and learning, and the role of science educators, which are the main axes of science education in future schools, and to explore the relationship between them. This study is a follow-up to a previous stage of research that explored the prospects for changes in schools in the future (2040-2050) in terms of school knowledge, educational methods, and teacher roles. Based on in-depth interviews, qualitative and semantic network analyses were conducted to derive and compare the characteristics of PCK and PCK. As for the main research results, science teacher PCK in future schools should include expertise in organizing science classes centered on convergence topics, expertise in digital platforms and ICT use, and expertise in building a network of learning communities and resources, as part of the expertise of human teachers differentiated from AI. Teacher educators' PCK includes expertise in the research and development of T-L methods using AI, expertise in the knowledge construction process and practice, and expertise in developing preservice teachers' research competencies. Discussed in the conclusion is the change in teacher PCK and teacher educator PCK with changes in science knowledge, such as convergence-type knowledge and cognition-value integrated knowledge; and the need to emphasize values, attitudes, and ethical judgments for the coexistence of humans and non-humans as school science knowledge in the post-humanism future society.

The application of photographs resources for constructive social studies (구성주의적 사회과 교육을 위한 사진자료 활용방안)

  • Lee, Ki-Bok;Hwang, Hong-Seop
    • Journal of the Korean association of regional geographers
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    • v.6 no.3
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    • pp.117-138
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    • 2000
  • This study is, from the view point of constructive social studies which is the foundation of the 7th curriculum, to explore whether there is any viable program and to investigate it by which students, using photo resources in social studies, can organize their knowledge in the way of self-directed thinking. The main results are as follows: If it is a principle of knowledge construction process of constructive social studies that individual construction (cognitive construction) develops into communal construction(social construction) and yet communal construction develops itself, interacting with individual construction, it will be meet the objectives of social studies. In social studies, photos are a powerful communication tool. communicating with photos enables to invoke not only the visual aspects but also invisible aspects of social phenomena from photos. It, therefore, can help develop thinking power through inquiry learning, which is one of the emphasis of the 7th curriculum. Having analyzed photo resources appeared on the regional textbooks in elementary social studies, they have been appeared that even though the importance and amount of space photo resources occupy per page is big with regard to total resources, most of the photos failed to lad to self-directed thinking but just assistant material in stead. Besides, there appeared some problems with the title, variety, size, position, tone of color, visibility of the photos, and further with the combination of the photos. Developing of photo resources for constructive social studies is to overcome some problems inherent in current text books and to reflect the theoretical background of the 7th curriculum. To develop the sort of photo that can realize the point just mentioned, it would be highly preferable to provide photo database to facilitate study with homepage through web-based interaction. To take advantage of constructive photo resources, the instruction is strategized in four stages, intuition, conflict, accommodation, and equilibration stage. With the advancement of the era of image culture, curriculum developers are required to develop dynamic, multidimensional digital photos rather than static photos when develop text books.

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A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

An Analysis of the Teacher Librarian's Duties and Competencies Embedded in the IB International School Job Advertisement (IB 국제학교 구인광고에 담긴 사서교사의 직무 및 역량 분석)

  • Eun-Hae, Kim;Gi-Ho, Song
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.4
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    • pp.5-25
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    • 2022
  • The purpose of this study is to analyze the duties and competencies of the teacher librarian required by schools as consumers to operate the curriculum, and to suggest ways to improve their professionality. To this end, the duties and competencies included in 20 job advertisements posted by IB schools to select teacher librarians were analyzed based on the IFLA School Library Guidelines. As a result of the analysis, it was found that the duties and competencies of IB schools are based on the IB curriculum guidelines and this guideline is based on the educational philosophy and learner image that IBO curriculum aims. And the job that schools want the most from the teacher librarian is teaching through library collection management and collaboration, and the main competencies for this are communication and collaboration skills, teaching-learning·curriculum·education design and operation, and digital & media literacy. The results of this analysis show that the professionalism should be based on the vision for the educated person and learner capabilities presented in the curriculum. Based on this results, in this study the ways for developing teacher librarians' professionalism were presented in the following aspects. First, including the educational responsibilities of the school library in the Arrangement and Implementation Guideline of National Level Curriculum. Second, Classifying human resources' duties through revision of the Enforcement Decree of the School Library Promotion Act. Third, reorganizing of basic courses to acquire teacher librarian qualifications and introducing a demonstration of collaborative teaching in the eduactional practice and the certification examination.

Case Study on Software Education using Social Coding Sites (소셜 코딩 사이트를 활용한 소프트웨어 교육 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.37-48
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    • 2017
  • Recently, the importance of software education is growing because computational thinking of software education is recognized as a key means of future economic development. Also human resources who will lead the 4th industrial revolution need convergence and creativity, computational thinking based on critical thinking, communication, and collaborative learning is known to be effective in creativity education. Software education is also a time needed to reflect social issues such as collaboration with developers sharing interests and open source development methods. Github is a leading social coding site that facilitates collaborative work among developers and supports community activities in open software development. In this study, we apply operational cases of basic learning of social coding sites, learning for storage server with sources and outputs of lectures, and open collaborative learning by using Github. And we propose educational model consisted of four stages: Introduction to Github, Using Repository, Applying Social Coding, Making personal portfolio and Assessment. The proposal of this paper is very effective for software education by attracting interest and leading to pride in the student.

Convergence Factors Related with Communication Competency of Students in Health Majors in Studying for TOEIC (TOEIC을 학습하는 보건계열 일부 대학생의 의사소통능력과 관련된 융복합적 요인)

  • Hong, Soomi;Bae, Sang-Yun
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.257-266
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    • 2019
  • This study investigates convergent factors related with communication competency of some health majors students in studying for TOEIC. The questionnaire was used using an unregistered self-administered questionnaire for 280 health majors students in TOEIC class from college located in J area from November 1, 2018 to November 30, 2018. The hierarchical multiple regression analysis shows the following results. The communication competency of respondents turned out to be significantly higher in following groups: a group in which ego-resilience is higher, a group in which inkling is higher, and a group in which self-leadership is higher. The results show explanatory power of 57.0%. The results of the study indicate that the efforts, to increase ego-resilience, inkling and self-leadership are required to improve the communication competency among health majors students in studying for TOEIC. These results can be used to develop and operate educational resources and support programs that improve communication competency of health majors students in studying for TOEIC. Future research requires presentation and analysis of structural models considering factors affecting communication competency and correlation with TOEIC scores of health majors students in studying for TOEIC.

Development and application of SW·AI education program for Digital Sprout Camp

  • Jong Hun Kim;Jae Guk Shin;Seung Bo Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.217-225
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    • 2024
  • To foster the core talents of the future, the development of diverse and substantial SW·AI education programs is required, and a systematic system that can assist public education in SW and AI must be established. In this study, we develop and combine SW·AI education modules to construct a SW and AI education program applicable to public education. We also establish a systematic education system and provide sustainable SW·AI education to elementary, middle, and high school students through 'Job's Garage Camp' based on various sharing platforms. By creating a sustainable follow-up educational environment, students are encouraged to continue their self-directed learning of SW and AI. As a result of conducting a pre-post survey of students participating in the 'Job's Garage Camp', the post-survey values improved compared to the pre-survey values in all areas of 'interest', 'understanding and confidence', and 'career aspirations'. Based on these results, it can be confirmed that students had a universal positive perception and influence on SW and AI. Therefore, if the operation case of 'Job's Garage Camp' is improved and expanded, it can be presented as a standard model applicable to other SW and AI education programs in the future.