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Chapter 10 Broadcasting, game, movie

Chapter 10 Broadcasting, game, movie. Educational broadcasting. 라디오나 텔레비전을 통하여 학습내용을 전달하는 교수매체 동영상을 제시하기에 적합한 매체. 활용. 저장장치의 활용. 방 송. 특징. 여러 번 활용 언제든지 활용 가능. 일회성 동시성. 비디오 자료. 교육방송. Features of Educational broadcasting. 우수한 교사나 인물을 교실 안으로 초빙 2) 지구촌 교실의 현실화 3) 시청각에 호소하는 강력한 매체

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Chapter 10 Broadcasting, game, movie

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  1. Chapter 10Broadcasting, game, movie

  2. Educational broadcasting • 라디오나 텔레비전을 통하여 학습내용을 전달하는 교수매체 • 동영상을 제시하기에 적합한 매체 활용 저장장치의 활용 방 송 특징 여러 번 활용 언제든지 활용 가능 일회성 동시성 비디오 자료 교육방송

  3. Features of Educational broadcasting • 우수한 교사나 인물을 교실 안으로 초빙 • 2) 지구촌 교실의 현실화 • 3) 시청각에 호소하는 강력한 매체 • 4) 다양한 시청자 층 보유하고 안으로 보게 함. • 5) 교사와 학생의 학습시간을 절약시켜 줌

  4. Internet Protocol TV • Cable (line) broadcasting : TV broadcasting signal through cable 유선방송,케이블방송은 케이블선으로 방송신호가 TV에 들어가서 TV방송이 나오는것 • Satellite : 위성에서 안테나로 TV방송신호가 와서 TV방송이 나오는것 • IPTV :TV broadcasting signal through internet. If no internet, no TV signal • Cable < satellite < IPTV

  5. IPTV • Digital, HD quality broadcasting • VOD • Interactive • Available channels (as of 2010.6) Satellite : about 200 Cable : 110 IPTV : 100 • various specialized service possible game, 노래방, educational contents • IPTV provider :KT,SKB,LGT, 지역케이블iptv

  6. Roles of EBS for the future Communication plaza for educational issues Quality content provider Coping the new digital environment New sustainable business model

  7. Characteristics of EBS • 10 years since founded in 2010.6.22 • 公衆波放送, 地上波放送, must carry • 7 channels • One 公衆波放送 channel • Cables • Internet channels • Components of budget sources

  8. Central plaza for educational issues • Complex educational issues K-12 education, higher education, vocational & life long education • Education is everybody’s issue • Public broadcasting Massive delivery for educational information

  9. Challenges for Central plaza for educational issues • EBS is better than Mobile platform and web web service through internet ? • How can those video information can be reached to audience meaningfully? • Active participants for information? • How big will impact of EBS information be in the educational society? Biggest of all education related media?

  10. Quality content provider • Kindergarteners Creativity & emotion education • Primary and secondary sts Educational opportunity for 전인교육 Diversesubjects and domains which are difficult for formal education to offer Private support (SAT, English, school performance evaluation) • Higher edu & vocational education documentary • Life long learning Educating parents

  11. Challenges for Quality content provider • Quality content provider is challenged by other private organizations or individuals Ex) all primary teachers use i-Scream contents. Why? If EBS contents are not used by teachers, how can EBS promote teachers to use? • Educational contents have long tailed feature. How can EBS satisfy this need? Even a very big organization can not provide all EBS should concentrate on contents with bigger demands • If private sectors produce quality contents and education is long tailed market, EBS can still survive?

  12. Coping the new digital environment • Educational Digital Resource Bank • 일시적인 서비스가 아닌 EBS의 교육방송 콘텐츠를 기반으로 지식의 창조․공유․활용․소비․소멸과 같은 선순환적 체제 구축 • New technology for TV : IPTV, 3DTV etc From Broadcasting to Narrowcasting • Embedding the Mobile Smart Device &SSNfor educational implementation

  13. Challenges of coping the new digital environment • Re-definition of roles among KERIS, KEDI, KICE • Contents use at schools should come from grass root approach(teachers needs), not from the governmental authority • Narrowcasting for public broadcasting company EBS is appropriate model? • Media convergence becomes threat to EBS

  14. New sustainable business model • As of 2010 March, EBS has shortage of budget but big demand for expanding its service • Major income source is from the 수능참고서 whichis temporary model

  15. Need a new sustainable BM • As of 2010 March, EBS has shortage of budget but big demand for expanding its service • Sustainable BM requires convergence with mobile media, IPTV based on knowledge consumption behavior while keeping the identity

  16. Patterns of media consumption New on mobile : active use of video from text service, personalized 75& of smart phone users consume news information from SNS (facebook, twitter) 1/3 of those smart phone users share the news with other people Smartphone users check news 5 times a day through mobile instead of computer From portal -> mobile News consumption patters : from TV, Radio, newspaper to internet based mobile device (smartphone, tablet PC) http://www.cbs.co.kr/nocut/Show.asp?IDX=1612280

  17. Online Game • Average good online gamers spend 10,000 hrs by age of 21 yrs • Students spend 10,080 hrs from 5th to high school (perfect attendance to school) • Law of 10,000 hours In the book “out lier”, people spent 10,000 hrs in one area can become an expert • 10,000 hrs means • 10 hrs a day for 5 days a week for four years (no break)

  18. Characteristics of Gamers • Urgent optimism Reasonable hope, intense concentration • Social fabric Trusting among gamers, share the same value Cooperation and social bond • Blissful productivity Willing to work hard • Epic meaning

  19. Convert the energy of online game to education? • Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html

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