• Title/Summary/Keyword: museum games

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The Effects of the Pre-learning Program Applied by ICT-based TGT (Teams-Games-Tournaments) Cooperative Module for Science Museum Excursion Regarding of the Earth and the Moon on the Science Related Attitude according to Gender (지구와 달 관련 과학관 체험 학습에서 ICT 활용 협동 학습(TGT) 모듈을 적용한 사전 학습 프로그램이 성별에 따라 과학 관련 태도에 미치는 효과)

  • Park, Sun-Heung;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.29 no.3
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    • pp.326-340
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    • 2010
  • TGT (teams-games-tournaments) cooperative learning is suggested as a method which enables both the individualized teaching-learning and the small group learning in students-centered open education. This study investigated the instructional effects of the pre-learning program applied by ICT-based TGT cooperative module for science museum excursion regarding of the earth and the moon on the science related attitude according to gender difference in elementary school science class. Three classes of third graders (N=87) at a elementary school were randomly assigned to the ICT-based TGT cooperative learning group, the ICT learning group, and traditional learning group. The students were taught about the planning of exploring the moon in the chapter of the earth and the moon, for 1 class hour. Prior to the instructions, the TOSRA(test of science related attitude) and achievement test were administered. Two-way ANCOVA results revealed that the scores of the ICT-based TGT cooperative learning group were significantly higher than the other learning groups for most of the TOSRA scales. However, there was a little significant difference among the three groups in the three distinct scales of TOSRA, Normality of Scientists, Leisure Interest in Science, and Career Interest in Science. Advantage/disadvantage and usefulness of ICT-based TGT cooperative learning were also discussed.

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A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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A Proposal of Media Exhibition Contents for the Aquarium - Focused on 'Gyeongpo Lagoon Ecological Museum' (아쿠아리움을 위한 미디어 전시 콘텐츠 제안 - 경포 석호생태관을 중심으로)

  • You, Mi;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.116-124
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    • 2016
  • In this paper, we propose digital exhibition contents for the aquarium, especially 'Gyeongpo Lagoon Ecological Museum'. We try to plan appropriate media contents that can be mixed with the aquarium storytelling. The aquarium must have special spaces that are not related with an exhibition directly but are necessary for survival of fishes such as a water circulation room. We design the special spaces using media contents and let visitors feel that the whole aquarium is in the ocean. First of all, we investigate the aquarium currently under construction. And then, we propose the appreciate media platforms and plan individual content. We suggest 3 types of media platforms, 3D water projection, interactive games utilizing Kinect, and a fog screen. Moreover, we produce 2D drawing concepts, 3D modeling images, and virtual exhibitions in virtual reality for the representation of the location in which those platforms are installed and the media contents we plan. The pre-visualization is helpful for the media platform construction and is used as a rough sketch to producing an animation shown in the exhibition.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

An Analysis of Cultural Hegemony and Placeness Changes in the Area of Songhyeon-dong, Seoul (서울 송현동 일대의 문화 헤게모니와 장소성 변화 분석)

  • Choe, Ji-Young;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.1
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    • pp.33-52
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    • 2022
  • The History and Culture Park and the Lee Kun-hee Donation Hall will be built in Songhyeon-dong, Seoul. Political games from the Joseon Dynasty to the present greatly influenced the historicity of Songhyeon-dong. However, place analysis was limited to changes in landowners and land uses rather than a historical context. Therefore, this study analyzed the context in which the placeness of Songhyeon-dong changed according to the emergence of cultural hegemony using the perspective of modern cultural geography and comparative history. As a result of the analysis, cultural hegemony in historical transitions, such as Sinocentrism, maritime expansion, civil revolutions, imperialism, nationalism, popular art, and neoliberalism, was found to have created new intellectuals in Bukchon, including Songhyeon-dong, and influenced social systems and spatial policies. In this social relations, the placeness of Songhyeon-dong changed as follows. First, the founding forces of Joseon created pine forests as Bibo Forests to invocate the permanence of the dynasty. In the late Joseon dynasty, it was an era of maritime expansion, and as Joseon's yeonhaeng increased, a garden for the Gyeonghwasejok, who enjoyed the culture of the Qing dynasty, was built. Although pine forests and gardens disappeared due to the development of housing complexes as the population soared during the Japanese colonial era, Cha Gyeong's landscape aesthetics, which harmonized artificial gardens and external nature, are worth reinterpreting in modern times. Second, the wave of modernization created a new school in Bukchon and a boarding house in Songhyeon-dong owned by a pro-Japanese faction. Angukdongcheon-gil, next to Songhyeon-dong, was where thinkers who promoted civil revolution and national self-determination exchanged ideas. Songhyeon-dong, the largest boarding house, served as a residence for students to participate in the March 1st Movement and was the cradle of the resulting culture of student movements. The appearance of the old road is preserved, so it is a significant part of the regeneration of walking in the historic city center, connecting Gwanghwamun-Bukchon-Insadong -Donhwamunro. Third, from the cultural rule of the Government General of Joseon to the Military Government, Songhyeon-dong acted as a passage to western culture with the Joseon Siksan Bank's cultural housing and staff accommodations at the U.S. Embassy. Ancient and contemporary art coexisted in the surrounding area, so the modern and contemporary art market was formed. The Lee Kun-hee Donation Hall is expected to form a cultural belt for citizens with the gallery, Bukchon Hanok Village, the Craft Museum, and the Modern Museum of Art. Discourses and challenges are needed to recreate the place in harmony with the forests, gardens, the street of citizens' birth, history and culture park, the art museum, and the surrounding walking network.