전북특별자치도익산교육지원청(교육장 정성환)은 지난 10일부터 11일까지 양일간 익산외국어센터와 어울누리에서 초·중·고 특수교육대상학생과 교직원 230여 명이 참여한 가운데 ‘2025 익산 꿈빛e한마당’을 성황리에 개최했다고 12일 밝혔다.
이번 행사는 특수교육대상학생들의 도전정신과 성취감을 키우고, 건전한 디지털 여가문화를 형성하기 위한 축제로 마련됐다. 학생들은 다양한 정보경진 및 e스포츠 종목에 참가하며 서로 경쟁하고 협력하는 경험을 쌓았다.
한컴타자, 카드라이더, 모두의 마블 등 익숙한 콘텐츠와 함께 진행된 이번 대회에서는 특히 ‘스위치스포츠’ 종목이 주목받았다. 이 종목은 신체활동과 디지털 기술이 결합된 새로운 형태의 게임으로, 학생들의 큰 호응을 얻었다.
대회에 참가한 한 중학생은 “게임을 단순히 즐기는 게 아니라 친구들과 함께 경쟁하고 응원하다 보니 더 열심히 하고 싶다는 마음이 생겼다”며 “다음에는 꼭 1등을 하고 싶다”고 말했다.
정성환 교육장은 “학생들이 즐겁게 경쟁하며 서로의 가능성을 발견한 뜻깊은 시간이었다”며 “앞으로도 특수교육대상학생들이 놀이와 학습, 도전을 함께 경험할 수 있도록 다양한 기회를 마련하겠다”고 밝혔다.
Iksan Education Support Office Successfully Holds '2025 Iksan Dream e-Plaza'
Over 230 students with special education needs participated in a digital leisure culture and challenge event
The Jeonbuk Special Self-Governing Province Education Support Office in Iksan (Education Superintendent Jung Sung-hwan) announced on the 12th that the two-day event, '2025 Iksan Dream e-Field,' was successfully held with the participation of around 230 elementary, middle, and high school students with special education needs and staff at the Iksan Foreign Language Center and Ulluri on the 10th and 11th.
This event was organized to promote the challenging spirit and sense of achievement of students with special education needs and to establish a healthy digital leisure culture festival. Students participated in various information contests and e-sports events, gaining experience in competing and cooperating with each other.
Familiar contents such as Hancom typing, KartRider, and Everyone's Marble were conducted along with this competition, with particular attention given to the 'Switch Sports' event. This event is a new form of game that combines physical activity and digital technology, receiving great enthusiasm from the students.
A Korean middle school student who participated in the competition said, "Instead of just enjoying the game, I felt more motivated to work harder because I competed and cheered with my friends," adding, "Next time, I definitely want to come in first place."
Superintendent Jung Sung-hwan stated, "It was a meaningful time where students enjoyed competing and discovered each other's potential," and expressed, "In the future, we will continue to provide various opportunities for students with special education needs to experience play, learning, and challenges together."
뉴스로 배우는 영어
📝 Brief Summary:
Over 230 students with special education needs took part in a digital leisure culture and challenge event organized by the Jeonbuk Special Self-Governing Province Education Support Office. The event aimed to promote a sense of achievement and a healthy digital leisure culture festival among the students, who engaged in information contests, e-sports events, and a new 'Switch Sports' game.
🗣️ Natural Korean Translation:
특수교육 필요 학생 230명이 전북 특별자치도 교육지원청이 주최한 디지털 여가 문화 및 도전 행사에 참여했습니다. 이 행사는 학생들의 도전 정신과 성취감을 증진하고 건전한 디지털 여가 문화 축제를 확립하기 위해 기획되었으며, 학생들은 정보 경진대회, e스포츠 행사, 그리고 새로운 '스위치 스포츠' 게임에 참여했습니다.
❓ Comprehension Questions:
1. What was the main purpose of the '2025 Iksan Dream e-Field' event?
그 '2025 익산 드림 e-필드' 행사의 주요 목적은 무엇이었습니까?
2. Which familiar contents were part of the competition mentioned in the article?
기사에서 언급된 대회의 일부인 익숙한 콘텐츠는 무엇이었습니까?
3. How did a Korean middle school student feel after participating in the competition?
한국 중학생은 대회에 참여한 후 어떤 감정을 느꼈습니까?
💡 Vocabulary Learning:
1. participate - 참여하다 (verb)
- to take part in an activity or event
- 학생들은 행사에 참여했고 즐거운 경험을 얻었습니다.
- The students participated in the event and had a fun experience.
2. challenge - 도전 (noun)
- a task or situation that tests someone's abilities
- 학생들은 다양한 도전에 참여하면서 새로운 것을 배웠습니다.
- The students learned new things while participating in various challenges.
3. enthusiasm - 열정 (noun)
- intense and eager enjoyment, interest, or approval
- 학생들은 '스위치 스포츠' 행사에 대해 큰 열정을 보였습니다.
- The students showed great enthusiasm for the 'Switch Sports' event.
4. potential - 잠재력 (noun)
- qualities or abilities that may be developed and lead to future success
- 학생들은 서로의 잠재력을 발견하고 경쟁하는 것을 즐겼습니다.
- The students enjoyed discovering each other's potential and competing.
5. cooperate - 협력하다 (verb)
- to work together towards a common goal
- 학생들은 서로 협력하여 새로운 게임을 즐겼습니다.
- The students cooperated with each other to enjoy the new game.