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세컨드라이프(SL) 요소를 활용한 게임형 이러닝 콘텐츠 개발 전략 (A Development Method of e-Learning Game Contents Using Elements of Second Life(SL))

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최초등록일 2025.04.08 최종저작일 2010.12
10P 미리보기
세컨드라이프(SL) 요소를 활용한 게임형 이러닝 콘텐츠 개발 전략
  • 미리보기

    서지정보

    · 발행기관 : 한국디자인문화학회
    · 수록지 정보 : 한국디자인문화학회지 / 16권 / 4호 / 401 ~ 410페이지
    · 저자명 : 이성태

    초록

    Most e-learning content, learners, instructors provide training in information and content provided in this lecture is being made through the procedures are in progress by the learning. But in cyberspace the experience a rich multimedia learning environment, learning environment for their e-learning in the area are seeking an environment where realism. In the Internet space, similar to real life, one of the technologies that comprise the space is Second Life. Second Life world, while living in the Internet space, it makes you feel like the real world is. To any particular situation or to create a computer, use it like a man and the environment interact with the physical surroundings and created as a human is an interface between a computer. In this study, the theoretical background to the Second Life component to the previous study conducted by the SL element analysis of the literature and are based on the existing reality in the e-learning content, method of production falling after a review of the issues, e-learning content creation, realistic online game content information for the design methods, and how to develop teaching and learning is proposed based on this case and apply the SL elements applied to the content, the effect is presented. E-learning content to create realism for the Game to the existing content of the e-learning model in Second Life elements could not be accessed from the students’ content learning environment by applying the beginning of the content edition, presenting challenges, learning challenges, problem solving, sharing results, express, organize, and evaluate how to configure and apply the steps were investigated. Second Life elements at each stage can be used as Text, Image, Audio, Flash, Video, and learners themselves to change the repetitive and can be applied to a variety of ways were suggested. In this study, the flow of teaching and learning in Second Life elements of attention, motivation, and stimulating effects, such as players recall learning materials and provide learning guidance, to share information between the autonomy of learners, supplementary enrichment materials, and virtual reality space allows for easy access on the existing design of the content more easily available to learners, by learning to maximize the learning effect, the interdependence of learning, instructional design strategies, the limitations of existing e-learning content and learning models could be complementary.
    Research methods dissertation and journal articles, books, and other related publications and academic information, the site of the D/B by examining the analyzed studies range cyber class content teachers and learners mutual communication, motivation and challenges and a, then in order to solve these problems developed and applied in the cyber university teaching and learning process, and the next generation and to investigate the model applied in this study.
    Through this study, e-learning content, the content element in the creation of Second Life from the planning stage, if we apply the existing e-learning content and learners in the absolute lack of motivation and lack of realistic learning problems will be resolved by being presented as a tool. In addition, future e-learning content, interactive content modules are expected to be a change in production, Second Life e-learning content is applied to the elements of the learning management system(LMS) platforms present in the virtual world of content and can easily be reused or modified is expected.

    영어초록

    Most e-learning content, learners, instructors provide training in information and content provided in this lecture is being made through the procedures are in progress by the learning. But in cyberspace the experience a rich multimedia learning environment, learning environment for their e-learning in the area are seeking an environment where realism. In the Internet space, similar to real life, one of the technologies that comprise the space is Second Life. Second Life world, while living in the Internet space, it makes you feel like the real world is. To any particular situation or to create a computer, use it like a man and the environment interact with the physical surroundings and created as a human is an interface between a computer. In this study, the theoretical background to the Second Life component to the previous study conducted by the SL element analysis of the literature and are based on the existing reality in the e-learning content, method of production falling after a review of the issues, e-learning content creation, realistic online game content information for the design methods, and how to develop teaching and learning is proposed based on this case and apply the SL elements applied to the content, the effect is presented. E-learning content to create realism for the Game to the existing content of the e-learning model in Second Life elements could not be accessed from the students’ content learning environment by applying the beginning of the content edition, presenting challenges, learning challenges, problem solving, sharing results, express, organize, and evaluate how to configure and apply the steps were investigated. Second Life elements at each stage can be used as Text, Image, Audio, Flash, Video, and learners themselves to change the repetitive and can be applied to a variety of ways were suggested. In this study, the flow of teaching and learning in Second Life elements of attention, motivation, and stimulating effects, such as players recall learning materials and provide learning guidance, to share information between the autonomy of learners, supplementary enrichment materials, and virtual reality space allows for easy access on the existing design of the content more easily available to learners, by learning to maximize the learning effect, the interdependence of learning, instructional design strategies, the limitations of existing e-learning content and learning models could be complementary.
    Research methods dissertation and journal articles, books, and other related publications and academic information, the site of the D/B by examining the analyzed studies range cyber class content teachers and learners mutual communication, motivation and challenges and a, then in order to solve these problems developed and applied in the cyber university teaching and learning process, and the next generation and to investigate the model applied in this study.
    Through this study, e-learning content, the content element in the creation of Second Life from the planning stage, if we apply the existing e-learning content and learners in the absolute lack of motivation and lack of realistic learning problems will be resolved by being presented as a tool. In addition, future e-learning content, interactive content modules are expected to be a change in production, Second Life e-learning content is applied to the elements of the learning management system(LMS) platforms present in the virtual world of content and can easily be reused or modified is expected.

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