유아교육 애플리케이션의 인터랙티브 컨텐츠 활용사례 연구 – 몬테소리 브랜드를 중심으로 -

A Case Study on the Use of Interactive Contents in Applications for Early Childhood Education - Emphasis on the Montessori brand -

초록

Early childhood of these days is the generation to face smart devices such as mobile phones and tablet PCs at their earliest age. Under the reality of increasing in smart device use and also of increasing in parents' burden of their children studies, it is essential to use interactive contents for the more effective attraction of early childhood education, Therefore, after selected the applications for early childhood education making use of interactive contents, this study analyzed it based on the strategic experiential modules by Bernd H. Schmitt to look into the impact of the utilization of interactive contents in the applications for early childhood education on the early childhood with the improvement plans. At first, this study looked into interactive media, the concepts of early childhood education, the features of early childhood, and the strategic experiential modules of Bernd H. Schmitt through theoretical consideration and prior research, by which it was able to derive the three types of detailed analysis elements such as sensory experiences (visual-color, shape, text/auditory sense-sound effect, background sound), emotional experiences (pleasure/sense of accomplishment), and cognitive experiences (understanding of concept/thinking/problem solving out of the five elements in the experiential theory to be applied to this study. Based on the elements derived, this study circulated a questionnaire of the 30 workers who are engaged in early childhood education (teachers at nursery schools & kindergartens) to conduct a survey, and the results of this survey and the analysis on the use of interactive contents in applications for early childhood education are as follows. First, it was found that the current interactive contents in applications for early childhood education are made around sensory experiences. Second, it was found that emotional experiences (feeling) are important as the experiences for effective learning of early childhood. Third, it was found that active development of applications for early childhood education making use of the interactions of interactive contents is necessary. Therefore, it is believed that continuous researches should be made on various technical fields and plans for design activation for effective achievement of early childhood education by increasing interactions with the media through the inducement of interest from early childhood while using applications for early childhood education making use of the current interactive contents.

키워드

Interactive Media; Interactive media; Applications for early childhood education; Strategic experiential modules of Bernd H. Schmitt; 인터랙티브 미디어; 유아교육 애플리케이션; Bernd H. Schmitt의 전략적 체험 모듈
제목
유아교육 애플리케이션의 인터랙티브 컨텐츠 활용사례 연구 – 몬테소리 브랜드를 중심으로 -
제목 (타언어)
A Case Study on the Use of Interactive Contents in Applications for Early Childhood Education - Emphasis on the Montessori brand -
저자
김채영; 김성훈
DOI
10.25111/jcd.2021.75.27
발행일
2021-04
저널명
커뮤니케이션디자인학연구
권
75
페이지
384 ~ 396