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      디지털 직업 체험관의 설계원리 구안을 위한 기초연구 : APEC Edutainment Exchange Program의 핵심원리를 중심으로 = (A) Study on Principles of Establishing Digital Work Experience Theme Park(Focusing on the AEEP’s Principles)

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      https://www.riss.kr/link?id=T13411294

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      The purpose of this study is to extract principles to design the Digital Work Experience Theme Park model by examining the problems of some Theme Parks and analyzing the needs of experts, students, and teachers.
      For the purpose, this researcher raised the following research questions.
      1. What is the problem factors of 'Work Experience Theme Park and Digital Theme Park' based on the main principles of Edutainment Park System?
      2. What is the requirements for designing the Digital Work Experience Theme Park like?
      3. What is the basic principles for designing the Digital Work Experience Theme Park?
      To get answers to the above questions, the researcher analyzed the disadvantages of 'Work Experience Theme Park and Digital Theme Park' by literature research, evaluated the Theme Parks by using the principles of Edutainment Park System as an instrument for evaluation, and interviewed with expert, teachers and students to extract the needs for designing the Digital Work Experience Theme Park, extracting the principles for designing the Digital Work Experience Theme Park(DWETP).
      The results of this study can be summarized as follows.
      First, The Work Experience Theme Park and the Digital Theme Park make students satisified with various Work Experience and Digital Contents. But on the basis of AEEP's Edutainment Park Theory, they are so concentrated to entertainment that they run short of the efficiency of Education, the phased educational curriculms, and circulation management. Also, the continuing learning process connected to the beforehand learning, experince, the post learning. is needed.
      Second, Constructing the cooperation network system for sharing digital work experience contents, operating the student centered phased curriculums, and establishing the demagnified DWETP which requires less finance than the large scale Career Theme Park like 'Job World' are needed.
      Third, the 4 basic factors for designing DWETP which was extracted from this study are including the Builder's Principles, the Principles of Program, the Principles of Space, and the Principles of Supporting System. First of all, the Builder must consider planning in the medium and long term centered on the experiential program, balancing an implanted hardware and a dedicated software, and educating by a conference. And, 3 programmatic factors are including effective career decision, the balanced reflection of AEEP's essential factors, self-directed experiential learning, and blended learning. Also, the spatial factors for designing DWETP result in the target for low-budget, supporting a vocational community by using Digital Technology. Lastly, 5 factors for supporting DWETP, which include Digital Experiential Contents sharing System, On-line Community for mentoring system, Vocational Expert Network, the Space and System to support some communities which has the same vocation, and the Experiential learning Model related to public educational system, is added.
      Further, By realizing the self directed Digital Work Experience Theme Park based on Entertainment and learning, on and off-line, It will be helpful to students' career guidance that new work experience environment supporting new career guidance policy will be established.
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      The purpose of this study is to extract principles to design the Digital Work Experience Theme Park model by examining the problems of some Theme Parks and analyzing the needs of experts, students, and teachers. For the purpose, this researcher raised...

      The purpose of this study is to extract principles to design the Digital Work Experience Theme Park model by examining the problems of some Theme Parks and analyzing the needs of experts, students, and teachers.
      For the purpose, this researcher raised the following research questions.
      1. What is the problem factors of 'Work Experience Theme Park and Digital Theme Park' based on the main principles of Edutainment Park System?
      2. What is the requirements for designing the Digital Work Experience Theme Park like?
      3. What is the basic principles for designing the Digital Work Experience Theme Park?
      To get answers to the above questions, the researcher analyzed the disadvantages of 'Work Experience Theme Park and Digital Theme Park' by literature research, evaluated the Theme Parks by using the principles of Edutainment Park System as an instrument for evaluation, and interviewed with expert, teachers and students to extract the needs for designing the Digital Work Experience Theme Park, extracting the principles for designing the Digital Work Experience Theme Park(DWETP).
      The results of this study can be summarized as follows.
      First, The Work Experience Theme Park and the Digital Theme Park make students satisified with various Work Experience and Digital Contents. But on the basis of AEEP's Edutainment Park Theory, they are so concentrated to entertainment that they run short of the efficiency of Education, the phased educational curriculms, and circulation management. Also, the continuing learning process connected to the beforehand learning, experince, the post learning. is needed.
      Second, Constructing the cooperation network system for sharing digital work experience contents, operating the student centered phased curriculums, and establishing the demagnified DWETP which requires less finance than the large scale Career Theme Park like 'Job World' are needed.
      Third, the 4 basic factors for designing DWETP which was extracted from this study are including the Builder's Principles, the Principles of Program, the Principles of Space, and the Principles of Supporting System. First of all, the Builder must consider planning in the medium and long term centered on the experiential program, balancing an implanted hardware and a dedicated software, and educating by a conference. And, 3 programmatic factors are including effective career decision, the balanced reflection of AEEP's essential factors, self-directed experiential learning, and blended learning. Also, the spatial factors for designing DWETP result in the target for low-budget, supporting a vocational community by using Digital Technology. Lastly, 5 factors for supporting DWETP, which include Digital Experiential Contents sharing System, On-line Community for mentoring system, Vocational Expert Network, the Space and System to support some communities which has the same vocation, and the Experiential learning Model related to public educational system, is added.
      Further, By realizing the self directed Digital Work Experience Theme Park based on Entertainment and learning, on and off-line, It will be helpful to students' career guidance that new work experience environment supporting new career guidance policy will be established.

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      목차 (Table of Contents)

      • 목 차
      • Ⅰ.서 론 5
      • 1.1 연구의 필요성과 목적 5
      • 1.2 연구 문제 10
      • 1.3 용어의 정의 11
      • 목 차
      • Ⅰ.서 론 5
      • 1.1 연구의 필요성과 목적 5
      • 1.2 연구 문제 10
      • 1.3 용어의 정의 11
      • Ⅱ.이론적 배경 12
      • 1.1 진로교육과 직업체험 12
      • 1.2 AEEP의 에듀테인먼트 파크 모형 15
      • 1.3 디지털 융합기술을 활용한 체험형 테마파크 23
      • Ⅲ.연구방법 및 절차 28
      • 1.1 문헌연구 28
      • 1.2 연구도구 30
      • 1.3 조사연구 31
      • 1.4 연구절차 36
      • Ⅳ.연구 결과 37
      • 1.1 에듀테인먼트 파크 구성 원리에 입각한 ‘직업 체험관’과‘디지털 체험관’의 문제점은 무엇인가? 37
      • 1.2 디지털 직업 체험관의 설계를 위한 요구는 어떠한가? 44
      • 1.3 디지털 직업 체험관의 설계를 위한 기본원리는 무엇인가? 51
      • Ⅴ.결론 및 제언 61
      • 1.1 결론 61
      • 1.2 제언 64
      • VI.참고문헌 65
      • VII.설문지 70
      • VII.Abstract 76
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