이미 소장하고 있다면 판매해 보세요.
|
머리말 / 3
PART 01 컨텐츠 설계 및 개발의 기초 CHAPTER 01 컨텐츠 설계와 개발의 개요 ····················································11 1. 컨텐츠 설계와 개발의 특성 ··················································13 2. 체제적 교수설계ㆍ개발 ·······················································14 3. 체제적 교수설계ㆍ개발의 단계별 세부 활동 ································20 CHAPTER 02 기획 ···············································································27 1. 기획의 의의 ···································································29 2. 기획의 과정 ···································································30 CHAPTER 03 분석 ···············································································43 1. 분석의 개요 ···································································45 2. 요구 분석 ·····································································47 3. 학습 내용 분석 ·······························································52 4. 학습자 분석 ···································································63 5. 학습 환경 분석 ·······························································71 6. 학습 목표 진술 ·······························································74 CHAPTER 04 기획 및 분석의 실제 ····························································81 1. 기획의 실제 ···································································83 2. 분석의 실제 ···································································95 PART 02 컨텐츠 설계 CHAPTER 05 컨텐츠 설계의 기초 ····························································119 1. 교수설계의 의미와 특성 ····················································121 2. 설계개요서 ···································································124 3. 학습 흐름도 ··································································129 4. 내용 구성 원고 ······························································137 5. 스토리보드 ···································································142 CHAPTER 06 교수설계 이론 ··································································159 1. 교수설계 이론의 인식론적 관점과 학습 이론 ·····························161 2. 객관주의적 관점을 토대로 한 교수설계 이론 ·····························164 3. 구성주의적 관점을 토대로 한 교수설계 이론 ·····························173 4. 사회문화적 관점의 학습 이론 ··············································185 CHAPTER 07 상호작용 설계 방법 ····························································193 1. 상호작용 설계의 원칙 및 전략 ·············································195 2. 상호작용을 위한 인터페이스 설계 ·········································201 3. 상호작용성 향상을 위한 화면설계 ·········································206 CHAPTER 08 교수-학습 유형별 설계 방법 ·················································219 1. 개인교수 ·····································································221 2. 반복연습 ·····································································224 3. 시뮬레이션 ···································································227 4. 교육용 게임 ··································································232 5. 자료제시 ·····································································236 6. 문제해결 ·····································································238 CHAPTER 09 지식의 유형별 설계 방법 ·····················································245 1. 개념 학습을 위한 설계 방법 ···············································247 2. 원리 학습을 위한 설계 방법 ···············································250 3. 절차 학습을 위한 설계 방법 ···············································252 4. 인지 전략 학습을 위한 설계 방법 ·········································254 5. 태도 증진 학습을 위한 설계 방법 ·········································256 6. 운동 기능 숙달 학습을 위한 설계 방법 ···································258 CHAPTER 10 설계의 실제 ·····································································261 PART 03 컨텐츠 개발 및 평가 CHAPTER 11 컨텐츠 개발 ·····································································309 1. 개발 과정 ····································································311 2. 멀티미디어 자료 제작 ·······················································327 3. 웹 문서 제작 ································································335 CHAPTER 12 컨텐츠 운영 환경 ······························································343 1. e-Learning 컨텐츠 운영 환경의 개념 ····································345 2. e-Learning 컨텐츠 운영 환경의 구성 ····································347 3. LMS(Learning Management System)의 기능 ··························351 4. 다양한 교육매체의 운영 환경 ··············································356 CHAPTER 13 컨텐츠 평가 ·····································································363 1. 컨텐츠 평가의 개념과 목적 ·················································365 2. 컨텐츠 평가의 절차 ·························································367 3. 평가도구의 신뢰성과 타당성 ···············································369 4. 컨텐츠 평가의 주요 영역 ···················································370 5. 컨텐츠 평가 항목 및 준거 ··················································373 6. 컨텐츠 평가와 스마트교육 ··················································383 CHAPTER 14 개발 및 평가의 실제 ··························································389 1. 개발의 실제 ··································································391 2. 평가의 실제 ··································································419 부 록: 행동목표 진술 동사 리스트 ····························································437 찾아보기 ·········································································447 |
|
e-Learning 컨텐츠에 대한 관심과 수요가 증대됨에 따라서 e-Learning 컨텐츠의 설계ㆍ개발 활동을 지원하고, 그 컨텐츠의 품질을 관리하며, 컨텐츠를 학교, 가정, 지역사회 등에 효율적으로 유통하는 체제가 마련되어 운영되고 있다. e-Learning 컨텐츠의 설계와 개발 과정에서는 학습 내용, 학습자, 학습 환경 등이 미리 확정된 조건에서 효과성, 효율성, 매력성 등의 목표를 달성하기 위한 최적의 방법들을 구상하고 구현해야 하기에 컨텐츠의 설계와 개발은 다양한 문제들을 해결하도록 하는 목표지향적인 작업이다. 이 책은 컨텐츠의 설계와 개발에 관심이 있는 교사를 포함한 개인은 물론 연구기관이나 공공기관, 컨텐츠 개발사 등의 관계자들이 참고할 수 있는 지침들을 제공한다.
이 책은 3부, 총 14개의 장으로 구성되었다. 제1부에서는 컨텐츠 설계와 개발의 개요를 소개하는 내용과 더불어서 컨텐츠 설계의 시작 단계에서 수행하는 기획 활동과 분석 활동에 초점을 두고 필요한 지침들을 제공하였다. 제2부에서는 컨텐츠 설계의 세부 활동들을 네 가지로 나누어서 살펴보고, 설계 이론과 더불어서 상호작용 설계, 교수-학습 유형별 설계, 지식의 유형별 설계 등 설계 과정에서 고려해야 할 사항들을 여러 측면에서 제안하였다. 그리고 제3부에서는 컨텐츠의 개발 과정을 다섯 가지 세부 단계로 나누어서 살펴보고 각종 자료들의 제작 과정과 도구들을 소개하였으며, 컨텐츠의 운영 환경에 대한 소개와 더불어서 개발한 컨텐츠에 대한 평가 방안을 제시하였다. 특히 제3부에서는 디지털 융ㆍ복합 환경의 지속적인 발전에 따라 다양화된 e-Learning 컨텐츠의 운영 환경과 기본적인 멀티미디어의 활용과 더불어서 AR, VR과 같은 실감형 컨텐츠에 대한 관심이 증가된 변화 등을 반영하였다. 이 책의 각 부 마지막 장에서는 각 부에서 다룬 지침 내용들을 기초로 하여 기획, 분석, 설계, 개발, 평가 등의 활동을 위해 활용할 수 있는 각종 양식과 점검표를 제공하여 실습과정에서 쉽게 참고하고 활용할 수 있도록 하였다. |