인문학
사회과학
자연과학
공학
의약학
농수해양학
예술체육학
복합학
지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
학술저널
Full-text
오류 신고하기해당 페이지 내 제목·저자·목차·페이지정보가 잘못된 경우 알려주세요!
초록·키워드
The rapid advancement of information and communication technology has had a considerable impact on human lives. It is exactly the same for the education field. Not only for education on digital technology itself, but also the many different processes utilizing digital technology, such as Artificial Intelligence (AI), Internet of Things (IoT), Virtual Reality (VR) and Augmented Reality (AR), that have been introduced. Museums, as social educational institutions, have adopted digital technology in various areas including exhibition, collection management, and education. Especially, in the educational area, a museum is a place in which constructivism through which learners are able to restructure their knowledge based on their experiences is a vital component.
The aim of this study is to seek for the development measures of educational programs in museums utilizing digital technology by examining case studies that introduced digital technology; the outcomes of the precedent studies that have intended to work out the appropriate methods for further application and development directions; the educational programs of Gyeongju National Museum to introduce digital technology; and the cases of the exhibition contents of the Children’s Museum.
Through this review, the strengths of the museum educational programs utilizing digital technology were summarized as follows: by inspiring the curiosity of participants who are familiar with the smart environment it was possible for them to engage self-initiated learning; without any restrictions on space, steady communication was possible; and various outcomes can be produced depending on the choices of the users. It was also identified that the satisfaction level is higher when the analogue and digital are properly interconnected, their interaction is possible, and various senses are made use of.
However, depending on the level of skill on how to use smart devices, the outcomes displayed distinct differences. Also, there were technical and economic limitations according to the arrangement of the internet environment including Wi-Fi and the development of software and the establishment of hardware.
By reviewing the analyzed cases, this study was able to discover the development direction for the education program of museums: where digital devices are utilized as the learning tools for participants for their self-initiated learning and where the advantage of the interaction of digital media is made best use of by preparing for measures to improve the sensibility and expression ability of participants through the proper integration of digital and analogue, thus enabling education programs that have adopted digital in museums to be more enriched.
In the future, museums will place greater emphasis on social educational institutions that can produce new knowledge by combining the previous knowledge based on people’s knowledge. Digital technology can be used as excellent tools to foster such roles of museums. By accumulating experiences and verifying them in the academic system through various case studies and analyses, we shall continue to make every effort to minimize the adverse effects of digital technology and maximize the positive effects thereof.
The aim of this study is to seek for the development measures of educational programs in museums utilizing digital technology by examining case studies that introduced digital technology; the outcomes of the precedent studies that have intended to work out the appropriate methods for further application and development directions; the educational programs of Gyeongju National Museum to introduce digital technology; and the cases of the exhibition contents of the Children’s Museum.
Through this review, the strengths of the museum educational programs utilizing digital technology were summarized as follows: by inspiring the curiosity of participants who are familiar with the smart environment it was possible for them to engage self-initiated learning; without any restrictions on space, steady communication was possible; and various outcomes can be produced depending on the choices of the users. It was also identified that the satisfaction level is higher when the analogue and digital are properly interconnected, their interaction is possible, and various senses are made use of.
However, depending on the level of skill on how to use smart devices, the outcomes displayed distinct differences. Also, there were technical and economic limitations according to the arrangement of the internet environment including Wi-Fi and the development of software and the establishment of hardware.
By reviewing the analyzed cases, this study was able to discover the development direction for the education program of museums: where digital devices are utilized as the learning tools for participants for their self-initiated learning and where the advantage of the interaction of digital media is made best use of by preparing for measures to improve the sensibility and expression ability of participants through the proper integration of digital and analogue, thus enabling education programs that have adopted digital in museums to be more enriched.
In the future, museums will place greater emphasis on social educational institutions that can produce new knowledge by combining the previous knowledge based on people’s knowledge. Digital technology can be used as excellent tools to foster such roles of museums. By accumulating experiences and verifying them in the academic system through various case studies and analyses, we shall continue to make every effort to minimize the adverse effects of digital technology and maximize the positive effects thereof.
인공지능 문자 인식 모델을 통해 추출된 텍스트로, 일부 오타나 오류가 포함될 수 있으나 지속적으로 개선 중입니다.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.