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효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구

Study on Application of Interactive Contents for Effective Smart Education

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Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based <e-book type / video type>, NCS (Network Communication System) based <relationship establishment type / wiki type>, and NTS (New Technology System) based <game type / experience type>. Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner’s gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

Abstract

Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based <e-book type / video type>, NCS (Network Communication System) based <relationship establishment type / wiki type>, and NTS (New Technology System) based <game type / experience type>. Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner’s gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

참고문헌 (7)

  1. 김상욱, "스마트 디바이스 환경의 디지털 퍼블리싱 커뮤니케이션 연구", 한국디자인포럼, (38), pp.367~376 (2013), 한국디자인트렌드학회
  2. 이동우, "스마트 기술 기반의 융복합 응용 동향 및 미래", 디지털융복합연구, 10(2), pp.147~152 (2012), 한국디지털정책학회[DOI]
  3. 유금, "스마트 미디어 기반 디지털 음원서비스 고도화 유형 연구", 디자인지식저널, (29), pp.259~268 (2014), 한국디자인지식학회
  4. 이성근, "스마트교육의 핵심요소에 대한 제안", 정보교육학회논문지, 17(2), pp.101~113 (2013), 한국정보교육학회
  5. 노규성, "스마트러닝의 개념 및 구현 조건에 관한 탐색적 연구", 디지털융복합연구, 9(2), pp.79~88 (2011), 한국디지털정책학회
  6. 강성중, "공간에서의 인터랙션 디자인 개념 적용에 대한 연구", 한국실내디자인학회 논문집, 14(3), pp.234~241 (2005), 한국실내디자인학회
  7. 이태일, "사용자 중심 관점에서의 인터랙션 개념 모형화 연구", 디지털디자인학연구, 7(2), pp.21~32 (2007), 한국디지털디자인학회

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