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1

A Study on Content Development Using Filial Son Kang Eung-jeong and Examples of Filial Piety in the Nonsan Area KCI 등재후보

Lee, Byung Joo

한국효학회 효학연구 제43호 2026.06 pp.57-75

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5,400원

배경: 현대사회에서 효의 인식은 전통적 가치에서 현대적으로 점차 변화하고 있으며, 기존 효문화 콘텐츠연구는 사례를 병렬적으로 나열하는 데 그쳐 학문적 기여가 부족하다는 한계를 가진다. 따라서 효행 사례를 콘텐츠 개발의 자원으로 삼아 역사성·지역성·교육성·체험성·확장성의 기준을 통해 현대적으로 재해석하는 접근이 필요하다. 목적: 본 연구는 강응정 사례를 중심으로 효문화 콘텐츠 개발 가능성을 탐구하는 데 목적이 있다. 구체적으로는 강응정 사례의 지역적·역사적 의미를 규명하고, 도시복 사례와의 차별성을 밝히며, 효행 사례를 활용한 콘텐츠 개발 절차를 제시하는 것이다. 방법론/접근 : 문헌 사료(『조선왕조실록』, 『동국삼강행실도』, 『중화재실기』 등), 지역 전승 설화(을문이, 호랑이 이야기 등), 기관 개발 콘텐츠(한국효문화진흥원·한국유교문화진흥원 자료 등)를 분석하였다. 또한 경상북도 도시복 사례와 충청남도 강응정 사례를 비교하여 성공 요소를 도출하고, 이를 강응정 사례에 적용할 수 있는 방안을 모색하였다. 결과/결론 : 도시복 사례는 풍부한 사료와 지역 자산을 기반으로 생가 복원, 박물관 전시, 만화책 발간, 메타버스 ‘효도섬의 비밀’ 개발 등으로 이어졌다. 강응정 사례는 문헌 사료와 설화, 정려·서원 등 유형문화가 결합한 복합적 자산으로, ‘을문이효길’ 개발, 동화책 『풍덩말에서 온 작은 영웅, 을문이』, 마당극 공연, 메타버스 ‘K-유교를 찾아서’ 및 로블록스 ‘선비의 길:조선에서 뜻밖의 여정’ 등으로 확장되었다. 두 사례 모두 역사성과 지역성을 기반으로 교육성과 체험성, 확장성의 기준에 따라 다양한 콘텐츠로 개발되었으며, 효행담이 현대사회에서 교육·체험·문화산업 자원으로 활용될 수 있음을 입증하였다. 시사점 : 효행 사례를 통해 콘텐츠 설계 기준을 체계적으로 제시하고, 효문화 자산의 현대적 의미를 재해석하였다. 동시에 현재 콘텐츠 개발이 지역 단위에 머무르는 한계를 지적하며, 향후 전국적·국제적 확산전략과 실감형 콘텐츠와의 연계를 통해 효문화의 지속가능한 발전을 모색할 필요가 있음을 제안한다.

Background: In modern society, the perception of filial piety has gradually shifted from traditional values to modern interpretations. Existing research on filial piety culture content has been limited to listing cases in parallel, which reveals a lack of academic contribution. Therefore, it is necessary to reinterpret filial piety cases as resources for content development through the criteria of historicity, locality, educational value, experiential design, and extensibility. Purpose: This study aims to explore the potential for developing filial piety culture content, focusing on the case of Kang Eung-jeong. Specifically, it seeks to clarify the regional and historical significance of Kang Eung-jeong’s case, identify its distinctiveness compared to the Do si-bok case, and propose procedures for content development utilizing filial piety cases. Methodology/Approach: Documentary sources (The Annals of the Joseon Dynasty, Illustrated Guide to the Three Bonds of the East, Jung-hwa Jae-sil-gi), local oral traditions (such as the Eulmuni and tiger stories), and institutional content (materials from the Korea Institute of Filial Piety Culture and the Korea Institute of Confucian Culture) were analyzed. In addition, the Dosibok case in Gyeongsangbuk-do and the Kang Eung-jeong case in Chungcheongnam-do were compared to derive success factors and explore their application to Kang Eung-jeong. Findings/Conclusions: The Dosibok case, based on abundant historical records and local assets, has been developed into restored birthplace sites, museum exhibitions, comic books, and the metaverse Secret of Filial Island. The Kang Eung-jeong case, combining documentary sources, oral traditions, and tangible heritage such as memorial gates and academies, has expanded into the Eulmuni Filial Path, the children’s book The Little Hero from Pungdeongmal, Eulmuni, stage performances, and metaverse projects such as Searching for K-Confucianism and Roblox’s Path of the Scholar. Both cases demonstrate that filial piety narratives, grounded in historicity and locality, can be developed into diverse content through educational, experiential, and extensible approaches, proving their value as resources for education, experience, and cultural industries in modern society. Implications: This study systematically presents content design principles through filial piety cases and reinterprets the modern significance of filial piety culture assets. At the same time, it highlights the current limitation of content development being confined to local contexts and suggests the need for national and international expansion strategies, as well as integration with immersive content, to ensure the sustainable development of filial piety culture.

2

무용공연 대중화와 콘텐츠개발을 위한 제작자 사례분석

우민경

한국무용학회 한국무용학회지 제10권 제1호 2010.05 pp.49-63

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4,800원

본 연구는 무용공연 대중화와 콘텐츠개발에 대하여 전문가를 중심으로 면담을 진행하여 결과를 도출한 사례분석 연구이다. 이러한 연구 목적을 달성하기 위하여 서울지역에서 활동하는 남성 제작자 2명을 유목적 표집 한 후 이를 분석하는 질적 사례 연구를 실시하였으며, 심층면담, 문헌조사, 서술적 설문조사를 통해 자료수집을 하였고, 자료수집 과정 중 발견되는 부족한 부분은 재 수집 하였다. 수집된 자료는 부호화와 항시비교법을 이용하여 분석하였으며 연구의 신뢰성과 타당성 그리고 윤리성을 확인 하였다. 면담의 내용은 무용공연 대중화 부재, 무용공연 대중화 방안, 대중화를 위한 콘텐츠개발로 구분 되었다.

This study is a case study on the development of contents for the popularization of dance performance. For this, an interview of specialists was carried out. Study subjects were two male producers and they were sampled with the purposive sampling method. And then qualitative research of cases was carried out. Data were collected with an in-depth interview, literature examination and a descriptive questionnaire survey. And insufficient data were re-collected in the course of study. Collected data were analyzed with encoding and constant comparative method and the reliability, validity and morality of study were checked. The content of interview was divided into the absence of popularity in dance performance, the popularization strategy of dance performance and the content development for the popularization of dance performance.

3

Development of Educational Content for Nurses to Prevent Safety Accidents of Hospitalized Children: Delphi Approach

이윤실, 오원옥

[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.25 No.1 2019.01 pp.74-84

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원문보기

Purpose: The purpose of this study was to develop content for safety education to prevent hospital safety accidents among hospitalized children and to investigate the status of safety education performed by nurses. Methods: First, the Delphi method was used, with 18 experts, to develop educational contents for preventing safety accidents. Second, an exploratory survey was performed of the actual status of safety education for preventing safety accidents among hospitalized children using a questionnaire developed based on the Delphi method. The participants of this study were 159 nurses with at least 6 months of work experience. Results: The educational content developed through the Delphi method for preventing safety accidents among hospitalized children contained seven domains (falls, injury, electric shocks/burns, suffocation/aspiration, poisoning/abuse, kidnapping, medical devices) with 44 topics. The item mean of nurses'perceptions of the importance of child safety education was4.18, and the actual performance score was 3.72, which was a statistically significant difference (t=11.58, p<.001). Conclusion: These seven comprehensive domains of accident prevention education for hospitalized children are expected to be useful for interventions to support the safety of hospitalized children.

4

Development of a Health Promotion Application on Cancer Survivorship as an Educational Content for Nursing Students

석윤희, 서은영

[NRF 연계] 한국간호과학회 Asian Nursing Research Vol.16 No.1 2022.02 pp.52-62

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원문보기

Purpose: This study aimed to develop a health promotion application for cancer survivorship (CS app) based on the adult learning and self-efficacy theories and evaluated its usability as an educational tool for nursing students. Methods: The CS app was developed according to ADDIE (analysis, design, development, implementation, and evaluation) model. It consisted of interventions involving medication, diet, exercise, stress management, symptom management, and regular medical checkup for cancer survivors on three different levels in terms of difficulty and complexity. It was designed to teach nursing students how to provide tailored care to cancer survivors as well as help survivors with their repetitive and regular health management. The Mobile App Rating Scale and the user version of the Mobile App Rating Scale were used for a heuristic evaluation of the CS app by the experts and student users. Results: The CS app was developed based on literature reviews and cancer survivorship guidelines. It was evaluated by 20 student users and five experts based on a 5-point scale and obtained a score of 3.97 and 3.66, respectively. Nursing students rated the CS app positively, mentioning that they were able to “learn about appropriate nursing interventions for patients in various cases” and that they became interested in caring cancer survivors’ health using the CS app. Conclusions: The CS app is an effective and user-friendly educational tool to increase the motivation of nursing students in learning cancer survivorship care. This highlights the potential of CS app as a useful learning tool for nursing students.

6

Development of User Created Content videos for Chinese smartphone users studying in Korea

Hack-Sun Kim, Ja-Sook Kim, Su-Hyun Kim, Myunghee Jun, Hye-Kyung Kim, Ja-Ok Kim

ASCONS IJBSA Volume 2 Number 2 2020.09 pp.18-23

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4,000원

Background/Objectives: The objective of the research was to develop User Created Content (UCC) videos to enhance basic nursing skills for Chinese smartphone users studying in Korea. Methods/Statistical analysis: Working together with Korean students and professors, Chinese international students produced two UCC videos for the inculcation of postoperative nursing skills and instruction in intravenous fluid injections. The videos contained both Korean and Chinese captions. Findings: The process of producing UCC videos by Chinese students was found effective: They participated in the selection of the topics and in the production of the videos. The effectiveness was determined through individual and group interviews. Greater instructional value was also due to the fact that Chinese international students acquired a greater sense of community in working with Korean students and professors in making the videos. Chinese students who participated in the production of the UCC videos could conveniently and effectively learn from their all-too-familiar smartphones. Improvements/Applications: Production of UCC videos by Chinese international students with Korean students and professors enhances learning basic nursing skills and helps to overcome linguistic and cultural differences. This outcome can present a way to enhance the quality of education and social well-being of international students in Korea.

7

4,600원

실감 콘텐츠는 기존의 콘텐츠와 차별화된 몰입감 있는 경험을 제공한다. 시각, 청각, 촉각, 후각, 미각 등 다양 한 감각을 자극하여 사용자가 마치 현실과 같은 경험을 할 수 있도록 하는 콘텐츠이다. 그중 홀로그램은 빛을 이용하여 입체적인 영상을 구현하는 기술로, 기존의 2D 영상과는 달리 실제와 같은 경험을 제공할 수 있는데, 입체성과 깊이감으로 인해 공간감과 현존감을 크게 느낄 수 있어 가상 세계를 표현하는 차세대 콘텐츠로 주 목받고 있다. 본 연구는 이러한 트렌드 속에서 실감 콘텐츠에 홀로그램 기술의 적합성과 실감 콘텐츠에서 스 토리텔링의 연관성을 분석하고자 하였다. 이를 위해 기승전결의 서사 구조를 갖는 차이코프스키의 ‘백조의 호 수’를 홀로그램형 실감 콘텐츠로 제작하였으며, 제작 과정에서 친환경적인 측면을 고려하여 수상태양광을 발 전체로 활용하였다. 제작된 실감 콘텐츠를 관련 전문가에게 보여주고 반구조화 방식의 인터뷰로 의견을 수렴 하였다. 분석 결과, 홀로그램은 실감 콘텐츠의 몰입감을 높이는 데 효과적인 기술임을 확인하였다. 또한, 스토 리텔링은 실감 콘텐츠의 몰입감을 높이는 데 중요한 역할을 함을 확인하였다.

Immersive content provides a differentiated and immersive experience from existing content. It is a type of content that stimulates various senses, such as vision, hearing, touch, smell, and taste, to allow users to experience the world as if it were real. Among them, holograms are a technology that creates three-dimensional images using light. Unlike traditional 2D images, holograms can provide a realistic experience. The three-dimensionality and depth of holograms make users feel a strong sense of space and presence, making them a promising next-generation content for expressing virtual worlds. This study aimed to analyze the suitability of hologram technology for immersive content and the correlation between storytelling in immersive content in this trend. To this end, we produced a holographic immersive content of Tchaikovsky's "Swan Lake," which has a narrative structure of rising action, climax, and falling action. In the production process, we used floating solar panels as a power source, considering the environmental aspect. We showed the produced immersive content to related experts and collected their opinions through semi-structured interviews. As a result of the analysis, we confirmed that holograms are an effective technology for enhancing the immersion of immersive content. We also confirmed that storytelling plays an important role in enhancing the immersion of immersive content.

8

4,000원

코로나바이러스감영증-19 사태가 전세계를 강타하면서, 우리는 기존과 다르게 변해가는 일상 에 적응하는 뉴노멀 시대를 맞이 하였다. 코로나19 이후, 방송, 강의분야 등 문화예술계에도 비대면 문화가 급속도로 확산되고, 방송업계는 랜선방청제도를 도입하여 화상시스템을 통한 온 라인 실시간 방청을 제공하여 관객의 참여를 유도하고 있으며, 강의행사 분야도 화상회의 시 스템을 활용한 진행과 유튜브 플랫폼을 활용한 실시간 송출의 비대면 형태로 진행되고 있다. 이러한 비대면 참여환경은 물리적 스테이지의 한계, 음향 촬영 구도의 아쉬움, 현장감, 생동감 등 몰입적 측면에서의 한계가 존재하고, 언택트 방송 및 공연의 경우 음향과 촬영구도가 아쉬 운 부분으로 꼽히며 현장과의 괴리감, 집중하고 싶은 장면을 선택하여 볼수 없다는 한계도 지 닌다. 비대면 강의 경우에도 일상에서 쉼 없이 이어지는 비대면 참여 환경에 ZOOM Fatigue 라는 신조어가 등장할 만큼 비대면 환경에서의 집중력과 흥미를 잃어가는 현상이 나타나고 있 다. 이처럼 코로나19로 인한 변화가 일상화되면서 인류의 역사는 코로나19 (BC, Before Corona), (AC, After Corona) 나뉠 것이라는 예측이 일기도 한다. 무엇보다 코로나19로 인 해 인류의 정치, 경제, 사회, 문화, 교육등 모든 영역이 대변화를 맞은 가운데 가장 큰 변화는 물리적 접촉이 최소화되면서 Untact문화가 확산됐다는 점이다.

As the COVID-19 pandemic sweeps across the globe, we are ushered into the era of the New Normal, adapting to a changing daily life unlike before. Following COVID-19, non-face-to-face culture has rapidly spread even in the fields of broadcasting and education. The broadcasting industry has introduced online real-time viewing systems through video conferencing, encouraging audience participation. Similarly, educational events are conducted in a non-face-to-face format using video conferencing systems and real-time streaming on YouTube platforms. However, such non-face-to-face participation environments have limitations in terms of immersion, including the constraints of physical stages, shortcomings in sound recording angles, and the lack of realism and dynamism. In non-face-to-face broadcasting and performances, there are concerns about discrepancies with the live experience and the inability to select scenes of interest. In the case of non-face-to-face lectures, there is a phenomenon of losing concentration and interest in the non-stop environment, leading to the emergence of the term "Zoom Fatigue." As such, with the normalization of changes brought about by COVID-19, some predict that human history will be divided into "Before Corona" (BC) and "After Corona" (AC). Amidst the significant transformations in politics, economy, society, culture, education, and all other areas of human life due to COVID-19, the most significant change is the minimization of physical contact, leading to the widespread adoption of Untact culture.

9

Development of Extended Reality(XR) Content for Disaster Response Training KCI 등재

Hyo Young Kim, Geum Young Min

위기관리 이론과 실천 한국위기관리논집 제22권 제1호 2026.01 pp.157-167

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4,200원

본 연구는 가상융합기술(XR: eXtended Reality)을 활용하여 실제 재난과 유사하도록 훈련 환경을 구축하 고, 다양한 기관 사용자 기반의 협업형 재난대응 훈련 콘텐츠를 개발하는 것을 목적으로 한다. 기존 재난대응 훈련은 공간적 제약, 안전성 문제, 반복훈련의 한계 등으로 인해 실제와 유사한 재난상황을 충분히 재현하기 어려웠으며 기관 간 협업 역량을 체계적으로 강화하는 데에도 한계가 존재하였다. 본 연구에서는 VR·AR·MR 기술의 특성을 통합하여 고위험 재난상황을 안전하게 재현하고, 훈련 변수 제어 및 행동 데이터 기반 평가가 가능한 XR 환경을 설계하였다. 또한 시나리오 기반 사건 전개 모델과 지휘통제·보고체계 연동 구조를 개발하여 재난현장 통합지원본부와 소방·경찰·지자체 등 유관기관 역할 이 상호작용하도록 구현하였다. 이를 통해 상황 인지, 의사결정, 자원 배분 등 대응 역량이 향상될 수 있는 실전형 학습 환경을 제공하였다.

This study aims to develop an XR (eXtended Reality)-based disaster response training system that provides an immersive and realistic simulation environment and supports multi-user collaborative training. Conventional disaster response training has faced significant limitations, including spatial constraints, safety concerns, and difficulties in conducting repeated practice, which hinder the realistic reproduction of complex disaster situations and the systematic enhancement of interagency coordination capabilities. To address these limitations, this research integrates the characteristics of VR, AR, and MR technologies to construct an XR environment capable of safely reproducing high-risk disaster scenarios, controlling key training variables, and evaluating user behavior through data-driven analysis. The proposed XR training content provides a realistic learning environment that enhances essential response competencies such as situational awareness, decision-making, and resource allocation.

10

Development of motion recognition-based interactive training content to enhance motor functions in older adults SCOPUS KCI 등재

Yun-Hee Sung

한국운동재활학회 JER Vol.22 No.1 2026.02 pp.31-37

※ 기관로그인 시 무료 이용이 가능합니다.

4,000원

The global aging population is rapidly increasing, with associated de-clines in motor and cognitive function leading to higher fall risk and re-duced independence. Exercise interventions improve strength, balance, and cognition, but accessibility barriers remain. While technology as-sistance programs are promising, they often lack clinical perspectives, are difficult to adapt, and lack features that encourage participation. This study aimed to develop and evaluate a motion recognition-based interactive training program designed by a physical therapist to en-hance motor function and physical fitness in older adults. Twenty-eight community-dwelling older adults (≥65 years) were randomly assigned to an experimental group (n=13) or control group (n=15). The experi-mental group completed three weekly sessions of motion recognition exercises with adaptive feedback for 4 weeks, while the control group performed stretching. Outcomes included task performance metrics (attempts, corrections, accuracy) automatically recorded by the program and fitness measures from the senior fitness test. The experimental group showed significant increases in attempts and corrections across all body parts, with notable accuracy improvement in head movements (P<0.05). Flexibility significantly improved between groups, while both groups improved in lower extremity strength and endurance. No signifi-cant changes were observed in upper limb strength or agility. A clinical-ly designed, motion recognition-based interactive program enhanced motor performance and flexibility in older adults. Incorporating adaptive difficulty and real-time feedback, it shows potential as a scalable, cost- effective digital intervention for promoting active aging.

11

4,000원

The iterative advancement of artificial intelligence technologies is profoundly reshaping the production logic and structural forms of the cultural content industry. As a core carrier of traditional Chinese aesthetics, Chinese painting is now encountering a historic transition from “museumization” to “digital activation.” From the dual perspectives of art theory and digital humanities, this paper systematically examines the multiple pathways through which artificial intelligence intervenes in the creation, dissemination, and industrial transformation of Chinese painting. The study finds that generative AI, through technologies such as generative adversarial networks (GANs) and diffusion models, not only empowers the innovation of creative tools in Chinese painting, but also gives rise to new forms of industry, including immersive interactive experiences, personalized cultural and creative product development, and digital collectible transactions. However, behind this technological empowerment lie profound challenges: the tension between algorithmic logic and the Eastern aesthetic ideal of qiyun shengdong (spiritual resonance and vitality), the ambiguity surrounding copyright ownership of AI-generated content, and the risk that “averaged aesthetics” may erode artistic originality. This paper argues that establishing a framework of human– machine symbiosis in both creative ethics and institutional regulation, while preserving the essential aesthetic identity of Chinese painting amid the surge of algorithmic technologies, is key to achieving its creative transformation and innovative development in the digital age.

12

Development of Ganoderma lucidum on soft and hard wood logs and determination of organic germanium and ganoderic acid content of the fruiting body produced

Narnpiah Sukarno, Al-Azhariati Aini, Vivi Sumarna, Eti Rohaeti, Latifah K. Darusman

한국버섯학회 한국버섯학회 국제학술대회 제3회 2004.11 pp.129-137

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4,000원

14

Development of Ganoderma lucidum on Soft and Hard Wood Logs and Determination of Organic Germanium and Ganoderic Acid Content of the Fruiting Body Produced

남피아 수카르노, 알-아즈하리아타 에이니, Vivi Sumarna, Eti Rohaeti, Latifah K. Darusman

한국버섯학회 한국버섯학회지 제2권 제3호 2004.09 pp.157-162

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4,000원

The objectives of this experiment were to study the growth and development of fruiting body of the two Ganoderma lucidum isolates on log of the soft wood Paraserianthes falcataria and the hard wood Shorea sp., and determination of organic germanium and crude ganoderic acid content of the fruiting body produced. The two Ganoderma lucidum isolates used were one Indonesian native (Indonesia isolate) and another isolate was purchased from Fungi Perfecti, USA (commercial isolate). The development and quality of the primordium and fruiting body of the mushroom, in general, were influenced by the isolates used. The types of wood, however, had no effect on the quality of the primordium and fruiting body produced. The Indonesian isolate produced better fruiting body compared to that of the commercial isolate. The development of fruiting body from primordium, however, was low for the two isolates tested. In general, only about one third of the primordium developed further into mature fruiting bodies, except for the commercial isolate grown on the soft wood medium in which more than 60% of the primordium developed into mature fruiting body. Apart from producing normal fruiting body, the commercial isolate also produced an abnormal one, which had a white mature pileus, whereas the normal one was brownish red. The organic germanium concentration of the fruiting body produced on the hard wood, in general, was higher than that of grown on the soft wood. The fruiting body from commercial isolate had higher organic germanium concentration compared to that of Indonesian isolate in both wood types. The two isolates used, however, had almost the same value of the crude ganoderic acid concentration in both types of wood tested. The Indonesian isolate had higher total yield of both organic germanium and crude ganoderic acid of the fruiting body produced compared to that of the commercial isolate.

15

5,700원

China and South Korea, two major representatives of the micro-drama industry, have developed distinct development paths and industrial logics due to differences in market environments, industrial foundations, and cultural DNA. Relying on the ecosystem of short video platforms and algorithmic recommendations, China embraces a "channel-centric" approach. IP development relies on traffic-driven growth and rapid monetization, fostering a highly efficient "invest-test-money" commercialization model. However, this model suffers from content homogeneity, shallow narratives, and short IP lifecycles. South Korea, rooted in a mature film and television industry system and upholding a "content-centric" tradition, prioritizes emotional tension, character development, and narrative integrity, resulting in IP development with a more long-term perspective and the potential for cross-media storytelling. This study compares the differences between China and South Korea across five dimensions: industrial model, IP origins, development strategies, narrative logic, and case studies. China, driven by the "traffic logic," fosters fragmented narratives and a horizontally expanding "database consumption" model, while South Korea constructs a "story universe" with emotional depth and a complete worldview, promoting vertical IP development and brand building. By comparing Chinese and Korean cases, this paper reveals fundamental differences in IP operations between the two countries. It suggests that Chinese micro-short dramas, while maintaining their channel advantages, should shift from a "traffic logic" to a "content logic": promoting narratives from "stacked with exciting moments" to "building a story world"; guiding platforms from "traffic distributors" to "cultivators of the ecosystem"; and leveraging technology to enhance content quality and cultural connotations. By rebalancing "channels and content," an IP ecosystem with both commercial value, cultural appeal, and sustainable vitality can be built.

16

정보활용교육 관련 교과서류의 내용 요소 전개에 관한 연구 - 학습 내용의 내재적 통일성을 중심으로 -

소병문

[NRF 연계] 한국도서관·정보학회 한국도서관·정보학회지 Vol.53 No.4 2022.12 pp.25-44

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원문보기

이 연구의 목적은 정보활용교육 관련 교과서 3종의 내용 요소가 어떻게 전개되는가를 살펴보고, 향후 교과서 개발에 참고할 시사점을 찾는 것이다. 정보활용교육 관련 교과서 3종은 시간을 달리해 순차적으로 개발되었으며, 개별 교과서별 특징이 분명하게 구분된다. 「정보와 매체」(1996)와 「도서관과 정보생활」(2011)의 내용 요소는 선조적 구성으로 전개되는 반면, 「정보와 도서관」(2002)은 주제 중심의 단회성 프로젝트 활동으로 구성되었다. 교과서의 단원은 학습목표-학습내용-학습활동이 고르게 의미상 관계성을 맺어야 한다. 하지만 정보활용교육 관련 교과서의 경우, 일부 단원에서 학습목표와 내용, 활동 사이의 관계가 단절되는 사례가 나타난다. 이런 단절은 교과서 내용 요소의 전개에 있어 신뢰성과 직접적인 관계가 있는 만큼 향후 교과서 개발에 있어 충분 검토가 필요한 사항이 될 수 있다.

The purpose of this study is to examine how the content components of information literacy textbooks develop and is to find implications for improving of textbook publication. Three kinds of information literacy textbooks were published sequentially over time. The content components of 「Information and media」(1996) and 「Library and information skills」(2011) are processed by filament structure and 「Information and library」(2002) has a topic-driven project activity. Generally, a small lesson unit of the textbook consisted of three components (learning goals, learning contents, learning activities) and each component in the unit have to make semantic close relationships. However, in some information literacy textbooks, there are cases that the semantic relationship between goals, contents, and activities are cut off. This disconnection cases can be a fatal drawback for the reliability of textbooks, so sufficient attention is needed to develop information literacy textbooks later.

17

영유아 부모미학모임 콘텐츠 개발을 위한 기초 연구

양혜련

[NRF 연계] 인지발달중재학회 인지발달중재학회지 Vol.9 No.2 2018.08 pp.43-68

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원문보기

본 연구는 영유아 부모를 위한 미학모임을 운영하기 위하여 문헌 분석, 영유아 부모 요구도 조사, 전문가 협의회, 전문가 적절성 검토를 실시하여 영유아 부모미학모임의 콘텐츠를 개발하는 데에 주요한 목적을 둔다. 이를 위하여 첫째, 미학교육의 철학적 기초를 제공하고 있는 Schiller의 미학이론과 미학교육 및 부모교육 관련 선행연구물을 고찰하였다. 둘째, 부모미학모임에 대한 영유아 부모의 요구를 조사하기 위하여 영유아부모 20인과 면담을 실시하였다. 셋째, 부모교육, 미학교육, 유아교육현장 전문가로 구성된 7인의 협의회를 구성하여 포커스 그룹 인터뷰를 진행하였다. 마지막으로, 유아교육 전문가 6인에 의한 부모미학모임 콘텐츠의 적절성 검토를 진행한 후, 영유아 부모미학모임 콘텐츠의 최종안을 도출하였다. 연구의 결과를 바탕으로 철학에 기반 한 부모교육의 개발을 요청하면서, 부모교육이 부모의 자기성장과 양육역량 강화의 균형적 접근을 고려하고, 장기간의 과정적 접근으로 운영되어야 할 것을 강조하였다.

The purpose of this study was to develop quality content for an aesthetics group involving parents of young children through various means, including a literature analysis, surveys on the needs of parents of young children, expert consultations, and an adequacy review carried out by experts. To achieve these goals, researcher carried out the following research. First, the study examined a number of precedent research results related to Schiller's theory of aesthetics, aesthetics education, and parent education, to serve as a philosophical basis. Second, interviews were conducted with 20 parents of young children to investigate their needs and requirements within aesthetic groups. Third, a focus group interview was conducted, involving seven members of the council, including exports on parent education and; aesthetic education; and on-site specialists working with young children. Finally, six early-childhood education experts reviewed a proposal on aesthetic groups to determine its appropriateness. Through these processes, the study developed the content of a basic framework for operating aesthetics groups involving parents of young children. Based on the results of thise study, a request has been made to develop parent education based on philosophy with an emphasis on the long-term process approach; this balanced approach will promote the self-growth of parents and build up their parenting capacity.

18

발달장애학생을 위한 바리스타 교육과정 내용체계 개발: NCS를 기반으로

신성수, 임경원

[NRF 연계] 한국장애인고용공단 고용개발원 장애와 고용 Vol.34 No.4 2024.11 pp.77-108

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원문보기

Purpose: The purpose of this study was to develop a content system for NCS-based barista curriculum by providing criteria for organizing the contents of educational activities necessary for barista education and employment guidance for students with developmental disabilities. Method: The literature related to baristas was analyzed to explore the job duties of baristas, and the taxonomy of barista jobs was extracted from the NCS. Based on this, a basic content system was developed in consultation with the 11-member content system development team, including the researcher, and a Delphi survey was conducted with 21 experts in barista education for students with developmental disabilities. Results: The content structure of the barista curriculum for students with developmental disabilities, which was confirmed by a Delphi survey, consists of 12 domains, 43 core concepts, and 174 content elements, and the 12 domains are categorized into three higher-level domains based on their interrelatedness and affiliation. Conclusion 또는 Implications: The content system developed as a result of the study is expected to help improve the job expertise and confidence of students with developmental disabilities through barista education, and based on this, it can be used for job guidance and post-employment guidance in the barista profession through the development of field-oriented job manuals.

19

교수학습자료용 기록정보 콘텐츠 서비스의 구성 및 개발

심성보

[NRF 연계] 한국기록학회 기록학연구 Vol.16 2007.10 pp.203-258

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최근 국가기록원과 민주화운동기념사업회 사료관 등 한국의 주요 아카이브즈와 매뉴스크립트 보존소는 학생과 교사를 대상으로 하는 기록정보 서비스를 적극 추진하고 있다. 이에, 영국의 TNA와 미국의 NARA 및 LC에서 제공하고 있는 학생과 교사 대상의 기록정보 서비스 선진사례에 대한 분석과, 한국의 기록관리 현실 및 교육과정에 대한 분석을 기반으로 하여, 학생과 교사를 대상으로 하는 기록정보 서비스의 개발과정에서 발생할 주요 문제점을 분석하고 이의 해결방안을 제시하고자 한다. 학생과 교사 대상의 기록정보 서비스는 ‘서비스 개발을 통한 이용 활성화’와 ‘기록관리 품질의 점진적 향상’이라는 목적하에 진행되어야 한다. 고객군은 ‘한국사 교수․학습 당사자로서의 학생과 교사’로 세분화하여 식별할 수 있다. 교육과정과 교육환경을 분석한 결과, 기록정보는 교수․학습자료용으로 개발되어야 하며, 이를 위해서는 기록정보를 콘텐츠화할 필요가 있다. 따라서 서비스의 성격은 ‘교수․학습자료용 기록정보 콘텐츠 서비스’로 개념화할 수 있다. 콘텐츠 서비스를 개념화하고 구성한 후 실제로 개발하는 전과정에서는 다음의 사항이 핵심적이다. 첫째, 고객 중심의 서비스로 개발되어야 한다. 둘째, 기록관리의 체계화와 전통적인 기록관리 서비스의 활성화에도 기여할 수 있는 방향으로 개발되어야 한다. 셋째, 교육용 서비스 담당자를 중심으로 한 협업체계가 구축되어야 한다. 넷째, 기록정보와 주제별 교수․학습활동이 연계될 수 있도록 개발되어야 한다. 다섯째, 콘텐츠의 수량보다 콘텐츠의 품질을 우선으로 해야 한다. 여섯째, 다른 기관과의 서비스 제휴를 적극적으로 모색해야 한다. 한편, 초․중․고 교육과정이 개정되어 2011년에는 모든 국사 교과서가 새로운 내용으로 보급될 예정이고, 서책형 교과서뿐만 아니라 디지털 교과서도 개발되고 있는 상황에 비추어볼 때, 이 시기에 학생․교사 대상의 서비스가 획기적으로 발전된다면, 기록문화의 창달에 큰 도움이 될 것이다. 이 시기를 적극 활용하여, 한국사를 교수․학습하는 430만명의 학생과 1만 4천명의 교사가 한 학기에 한 번 이상 교수․학습자료용 기록정보 콘텐츠 서비스로 교수․학습하게 한다는 비전을 수립하고, 교수․학습자료용 기록정보 콘텐츠 서비스를 성공적으로 개발․보급하기 위해 다음과 같은 사항을 추진할 것을 제언한다. 첫째, ‘고객 중심의 서비스’ 개념을 확립하고 체계화해야 한다. 둘째, 교육과정과 교과서를 심도 깊게 분석해야 한다. 셋째, 교육용 기록정보 콘텐츠 서비스 방법론을 개발해야 한다. 넷째, 기록관리 전문가집단과 교사집단의 전략적 협력체계를 수립해야 한다. 다섯째, 2011년까지의 단계별 추진 과제와 추진 일정을 수립해야 한다. 기록문화의 창달을 위한 알찬 씨앗이 초․중․고등학교에도 하루빨리 뿌려지기를 기대한다.

Nowadays Korean main archives and manuscript repositories are planning to develop archival information service for students and teachers in their web sites. This study is aimed at discovering main issues of developing archival information service for students and teachers and finding a solution. The goal of archival information service for students and teachers is the promotion of use through launching service and the gradual growth of archival management program. The customer group is segmented into the students and teachers who are learning and teaching Korean history in classroom. As a result of analyzing curriculum and educational environment, the archival information must be developed into teaching-learning materials. And the processing archival information into archival content is needed. Consequently the character of archival information service for students and teachers is conceptualized as archival content service for teaching-learning materials. At every step of developing archival content service for teaching-learning materials, the next main points are considered and achieved. First, the strategy of customer-focused service must be the same frombeginning to end. Second, the growth of traditional archival management(e.g. classification, description and finding aids) must be contributed. Third, the collaboration system leading by professional education staff must be organized. Fourth, the archival information must be related with teaching-learning activities. Fifth, the quality of content is more important than the quantity of it. Sixth, the networking with another agencies for cooperation must be considered.

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정보활용교육을 위한 교과 내용 체계 개발 연구

박주현, 강봉숙, 이병기

[NRF 연계] 한국도서관·정보학회 한국도서관·정보학회지 Vol.52 No.1 2021.03 pp.229-254

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본 연구의 목적은 초․중등 교육의 정보활용교육에 포함될 내용을 구성하고 교과서를 개발하는 데 필요한 기초정보와 시사점을 도출하는 데 있다. 본 연구를 위하여 기존에 개발된 정보활용교육 교과서 3종과 2019-2020년에 개발한 ‘미디어와 정보 생활’ 교과서 초안의 내용 체계 및 교과서 체계를 분석하였다. 분석 결과는 다음과 같다. 첫째, 정보활용교육 교과서는 정보문제 해결과정 모형이 적용되었고 인쇄 및 디지털 미디어의 내용과 민주시민에게 필요한 미디어 리터러시의 내용을 담고 있었으나 도서관과 미디어의 종류를 계열성 있게 추가할 필요가 있었다. 둘째, 도서관․미디어․정보․독서 리터러시는 정보활용능력 교과 내용을 구성하는 주요한 학습 요소였다. 셋째, ‘미디어와 정보 생활’ 교과서는 2015 개정 교육과정의 체계에 맞게 교과역량, 일반화된 지식, 내용 체계 및 성취 기준 등을 제시할 필요가 있었다. 또한 정보활용능력 교과의 명칭 도출을 위한 사회적 논의가 필요하다.

The purpose of this study is to construct contents of elementary and secondary education which will be included in the information literacy education and to obtain basic information and implications necessary for developing new textbooks. For this study, three types of previously developed textbooks for information literacy education were analyzed, and curriculum content structure, and textbook structure of the draft version of the textbook ‘Media and Information Life’ developed in 2019-2020 were analyzed. The analysis results are as follows. the information literacy education textbook applied the information problem solving process model and contained the contents of print, and digital media and the media literacy necessary for democratic citizens, but it was necessary to add the types of libraries and media in sequence. Second, library, media, information, and reading literacy were major learning elements that made up the contents of the information literacy curriculum. Third, the “media and information life” textbook needed to present subject competencies, generalized knowledge, content system, and achievement standards in accordance with the system of the 2015 revised curriculum. In addition, social discussion was needed to derive the name of the information literacy curriculum.

 
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