• Title/Summary/Keyword: 발견학습

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Study On the Development of Convenience Evaluation Tool for Mobile VR Device (모바일 VR 디바이스의 사용편의성 평가도구 개발에 관한 연구)

  • Seo, Ji-Young;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.221-228
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    • 2021
  • This study was conducted to improve the convenience of design of mobile VR devices use in a way binds smart phones. Research on traditional mobile VR devices is insufficient. So the first survey was conducted on users 100 to understand the current status and status of mobile VR devices. As a result, it was found that the satisfaction with the convenience of use was significantly lowered, and countermeasures were needed. Then, a second survey of 30 Heavy Users was conducted to find out specific usability and problems of mobile VR devices. Through this, problems, ease of use, and other opinions of mobile VR devices were found. The survey results were analyzed through the Descriptive Statistics Act, and it was found that improvement was urgent due to low satisfaction with wearing and network. In-depth interviews were conducted with the same respondents. As with the problems derived first, problems such as wearing satisfaction, excessive head weight for long-term use, and lack of content could be found. Based on the previous studies, the focus group interview consisting of 6 experts derived the ease of use evaluation element. It consists of elements that can satisfy the convenience of use of mobile VR devices for creation, wearing satisfaction, network, morphology, learning, and spatiality, and has a total of 26. Using this evaluation elements, it is intended to provide better ease of use to users who will use the mobile VR device.

Image Retrieval: Access and Use in Information Overload (이미지 검색: 정보과다 환경에서의 접근과 이용)

  • Park, Minsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.703-708
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    • 2022
  • Tables and figures in academic literature contain important and valuable information. Tables and figures represent the essence of the refined study, which is the closest to the raw dataset. If so, can researchers easily access and utilize these image data through the search system? In this study, we try to identify user perceptions and needs for image data through user and case studies. Through this study we also explore expected effects and utilizations of image search systems. It was found that the majority of researchers prefer a system that combines table and figure indexing functions with traditional search functions. They valued the provision of an advanced search function that would allow them to limit their searches to specific object types (pictures and tables). Overall, researchers discovered many potential uses of the system for indexing tables and figures. It has been shown to be helpful in finding special types of information for teaching, presentation, research and learning. It should be also noticed that the usefulness of these systems is highest when features are integrated into existing systems, seamlessly link to fulltexts, and include high-quality images with full captions. Expected effects and utilizations for user-centered image search systems are also discussed.

Development and Application of a Maker Education Program Using Virtual Reality Technology in Elementary Science Class: Focusing on the Unit of 'Animal Life' (초등 과학 수업에서 VR 기술을 활용한 메이커교육 프로그램의 개발과 적용 - '동물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.399-408
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    • 2023
  • This study developed and applied a maker education program for an elementary school's science unit on 'Animal Life'. It examined the program's impact on students' academic achievement and creative problem-solving ability. The theme of the maker education program was 'creating a robot virtual reality (VR) exhibition hall mimicking animal characteristics'. It explored scientific concepts and creatively created a robot VR exhibition hall in accordance with the TMI maker education model. Findings revealed that the program significantly improved students' academic achievement and creative problem-solving ability (p<.05). This study provides evidence for the effectiveness of maker education in elementary school science classes and suggests that using maker education can increase students' interest in and engagement with science learning. To implement maker education more actively in elementary school science classes, stakeholders should develop various topics and programs. Additional research investigating the effectiveness of maker education in different age groups and various other areas of elementary science education is required to generalize the results of this study. Moreover, educational and teacher capacity building is required for educators to utilize maker education effectively.

A Study on the Effect of Government Support System and Obstacles to Innovation on R&D investment and Performance of Small and Medium-Sized Manufacturing Companies : Based on CDM Model (정부지원제도와 기술혁신 저해요인이 중소제조기업의 연구개발 투자와 성과에 미치는 영향: CDM 모형을 바탕으로)

  • Lee, Yun-Ha;Park, Jae-Min
    • Korean small business review
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    • v.41 no.3
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    • pp.49-75
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    • 2019
  • Market instability offers opportunities as well as the need for careful innovation strategies and learning for a company's survival. Companies that find new opportunities decide to carry out innovation and decide on the size of their investments by considering their position in the market they are aiming for and the intensity of competition. This study was conducted to check whether obstacles to innovation face by SMEs in the manufacturing sector vary depending on the stage of corporate growth and to identify the impact of the government support system on the decision-making process on the performance of innovation. According to the analysis, there were differences in obstacles to innovation depending on the stage of corporate growth. It was found that more innovative SMEs are, more obstacles they face, and to overcome such obstacles, they try to access government support systems more. In addition, the use of a government support system eliminated obstacles to innovation, and the positive and significant effects of investing in innovation were identified. This study is meaningful in that it explicitly approached these hypotheses by applying a multistage model to the process of innovation carried out by SMEs in the manufacturing sector.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Longitudinal Relationships between Academic Achievement and School Satisfaction :Using Fully Autoregressive Cross-Lagged Modeling and Multi-group Analysis by Poverty Status (학업성취와 학교만족도의 종단적 상호 관계 : 빈곤 및 비빈곤 집단 차이를 중심으로)

  • Park, Hyun-Sun;Lee, Hyun-Joo;Chung, Ick-Joong
    • Korean Journal of Social Welfare Studies
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    • v.42 no.3
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    • pp.183-206
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    • 2011
  • This study examined the longitudinal relationship between academic achievement and school satisfaction using a data of the Seoul Panel Study of Children(SPSC). Fully autoregressive cross-lagged analysis and multi-group comparison were performed to measure the longitudinal relationship between two constructs as well as differences between poverty and non-poverty groups. The results showed that both academic achievement and school satisfaction were stable over time in non-poverty group. Academic achievement at the 4th grade significantly affected the school satisfaction at the 6th grade and it subsequently affected on the academic achievement at the 8th grade in non-poverty group. In contrast, academic achievement was not consistent over time in poverty group. Only the school satisfaction at the 6th grade affected the academic achievement at the 8th grade. The findings of this study have various practical implication for school interventions. It is more important to keep supporting the children to maintain the level of academic achievement in non-poverty group. While, in poverty group, it is essential to make school satisfaction and academic motivation increase with school attachment programs.

Effect of a Novel App-based Listener Responsiveness Conversation Training Program on Enhancing Conversational Skills in Children with High-Functioning Autism Spectrum Disorder (App-기반 청자 반응 대화훈련 프로그램이 고기능 자폐스펙트럼 아동의 대화기술 향상에 미치는 효과)

  • Hee-Joung Cho;So-Yeon Kim
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.115-128
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    • 2023
  • This study examines the effects of a new app-based intervention program for conversational skills of children with high-functioning autism spectrum disorder (ASD). Participants in this study comprised 26 children diagnosed with autism, Asperger's syndrome, or pervasive developmental disorder-not otherwise specified (PDD-NOS). Participants were randomly assigned into a treatment group or a control group according to their ages, IQ, SCQ, and ASSQ scores. The treatment group met with teachers once a week for a single non-face-to-face class for nine weeks, along with conversation training at home using an app. The control group did not participate in any specific programs for conversational skills. Conversation data of all participants were collected before and after the intervention to compare the two groups based on changes in the conversational turn-taking and topic manipulation skills. When analyzed with respect to a Group X Period analysis of variance (ANOVA), the data indicated maintenance on the rate of appropriate listener's verbal responses in the treatment group, whereas the rate of inappropriate listener's verbal response significantly declined in the control group. In addition, the rate of conversation initiation and maintenance and the rate of appropriate initiation improved in the treatment group, whereas the rate of inappropriate initiation declined in this group. Overall, the study demonstrates promising effects of the novel App-based digital intervention on verbal conversational skills in children with high function ASD.

Analysis of factors affecting College students willingness perform Cardiopulmonary Resuscitation (대학생들의 심폐소생술 수행 의지에 영향을 미치는 요인 분석)

  • Nam Jong Lee;Jin Woo Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.383-390
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    • 2024
  • We conducted this study to identify factors that influence college students' willingness to perform CPR. The subjects of the study were 229 college students from J City and D City. A URL was distributed to those who agreed to the study and a non-face-to-face survey was conducted using a questionnaire form. The research results were analyzed using SPSS/WIN 23.0. 155 out of 229 people (67.7%) responded that they would perform CPR if they found a patient suffering from cardiac arrest. Factors that differences between the CPR performing group and the non-performing group include gender, grade, experience of practice, number of CPR training, period of last CPR training, Have a CPR certification, and knowledge of CPR, Confidence of CPR. There was a statistically significant difference(p<0.05). Factors affecting the willingness to perform CPR include those who have actual experience of CPR, those who have CPR certification, and the higher their confidence in CPR, the higher the willingness to perform CPR. Accordingly, in order to increase confidence in CPR, we emphasize the importance of realistic performance experience and propose the development and application of various educational methods to increase the implementation rate through sufficient simulation learning.

Exploring the Factors Influencing the Understanding of the Nature of Science through Authentic Open Inquiries (개방적 참탐구 활동에서 학생들의 과학의 본성에 대한 이해에 영향을 미치는 요인 탐색)

  • Kim, Mi-Kyung;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.28 no.6
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    • pp.565-578
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    • 2008
  • The purpose of this study is to search for the factors that influence students' understanding of the nature of science through the experience of the cognitive processes of authentic open inquiries. The freshmen of a science high school practiced authentic open inquiries reflecting epistemological characteristics of authentic science. The case study was conducted with four focus students who were successful or unsuccessful at learning the nature of science during the authentic open inquiry activity. Questions that the focus students asked during the inquiries as well as students' answers to pre- and post-VNOS (C type) were analysed, and then elaborated in the semi-structured interview. The findings suggest that open inquiry activities provide the inquiry contexts that help science high school students to understand the nature of science, and that the characteristics of students' cognition influence the understanding of the nature of science. For instance, designing experiments with their own research questions had an influence on the students' understanding about the scientific methods and the diversity of research types, and drawing conclusions from their own data made students experience scientific reasoning. In addition, the experience of collecting anomalous data helped students to understand the role of inferences in generating scientific knowledge and the creative nature of scientific knowledge. In this inquiry context, the reflective thinking that came from proactive discussion among students, made students think about the validity of the designing experiments and interpreting data, and helped them to understand the uncertain nature of reasoning and the diverse nature of scientific methods. Moreover, divergent thinking linked to analogical thinking helped students to understand the creative nature of science.

User Centered Interface Design of Web-based Attention Testing Tools: Inhibition of Return(IOR) and Graphic UI (웹 기반 주의력 검사의 사용자 인터페이스 설계: 회귀억제 과제와 그래픽 UI를 중심으로)

  • Kwahk, Ji-Eun;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.331-367
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    • 2008
  • This study aims to validate a web-based neuropsychological testing tool developed by Kwak(2007) and to suggest solutions to potential problems that can deteriorate its validity. When it targets a wider range of subjects, a web-based neuropsychological testing tool is challenged by high drop-out rates, lack of motivation, lack of interactivity with the experimenter, fear of computer, etc. As a possible solution to these threats, this study aims to redesign the user interface of a web-based attention testing tool through three phases of study. In Study 1, an extensive analysis of Kwak's(2007) attention testing tool was conducted to identify potential usability problems. The Heuristic Walkthrough(HW) method was used by three usability experts to review various design features. As a result, many problems were found throughout the tool. The findings concluded that the design of instructions, user information survey forms, task screen, results screen, etc. did not conform to the needs of users and their tasks. In Study 2, 11 guidelines for the design of web-based attention testing tools were established based on the findings from Study 1. The guidelines were used to optimize the design and organization of the tool so that it fits to the user and task needs. The resulting new design alternative was then implemented as a working prototype using the JAVA programming language. In Study 3, a comparative study was conducted to demonstrate the excellence of the new design of attention testing tool(named graphic style tool) over the existing design(named text style tool). A total of 60 subjects participated in user testing sessions where their error frequency, error patterns, and subjective satisfaction were measured through performance observation and questionnaires. Through the task performance measurement, a number of user errors in various types were observed in the existing text style tool. The questionnaire results were also in support of the new graphic style tool, users rated the new graphic style tool higher than the existing text style tool in terms of overall satisfaction, screen design, terms and system information, ease of learning, and system performance.

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