원문정보
A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone
초록
영어
In this study, the research model of VR․AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR․AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.
목차
1. 서론
2. 국내외 현황분석
2.1 사회문제 해결을 위한 글로벌 R&D 프로그램
2.2 사회적 문제 해결형 해외 VRㆍAR 콘텐츠 사례 [Park and Lee, 2020]
2.3 사회적 문제 해결형 국내 VRㆍAR 콘텐츠 사례
3. 피쉬본 다이어그램(Fishbone Diagram) 분석
3.1 연구방법론
3.2 사회문제 해결 분야 VRㆍAR 교육콘텐츠 Fishbone분석
4. 사회문제 해결형 VRㆍAR 콘텐츠 융합 교육연구모델
4.1 분과학문 한계를 넘어선 다학제간 융합형 교육(Education)
4.2 사회문제 해결 분야 연구중심(Research)
4.3 언택트 온라인교육 및 글로벌 연구 활성화(Globalization)
4.4 사회문제 해결형 융합 교육 연구모델
5. 결어
References
