• Title/Summary/Keyword: 보편적 학습설계

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Development of Mobile Contents for Self-Directed Learning in Wireless Internet (무선인터넷 환경에서 자기주도학습 모바일 콘텐츠 설계)

  • Kim, Dong-Seok;Shin, Pan-Seop
    • Journal of the Korea Computer Industry Society
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    • v.8 no.1
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    • pp.29-40
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    • 2007
  • In this study, current status of technology and realities of usage on wireless Internet for educational applications were examined, and based on related studies and case analysis, 'Matrix OX Quiz' that can be applied at present time was designed and built. Main characteristics of this system are as below: Firstly, an attempt was made to achieve educational effect by offering educational contents that are suitable for wireless Internet era, breaking away form limitations on time and space with previous wired Internet. Secondly, mobile phone was selected as the wireless Internet terminal considering the current wireless Internet usage environment and technology, and improved convenience by supporting WAP form Markup language used by SK telecommunications with the most enrollment at present. Thirdly, self-directed learning capability of students can be improved through lessons utilizing wireless Internet. Especially, responsibilities for teaming can be increased through lessons utilizing wireless Internet, and abilities needed for solving immediate problems can be developed. Therefore, the educational contents built in this study should have sufficient educational effects if wireless Internet becomes widely spread and most students can easily use it in near future.

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Learning for Environment and Behavior Pattern Using Recurrent Modular Neural Network Based on Estimated Emotion (감정평가에 기반한 환경과 행동패턴 학습을 위한 궤환 모듈라 네트워크)

  • Kim, Seong-Joo;Choi, Woo-Kyung;Kim, Yong-Min;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.1
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    • pp.9-14
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    • 2004
  • Rational sense is affected by emotion. If we add the factor of estimated emotion by environment information into robots, we may get more intelligent and human-friendly robots. However, various sensory information and pattern classification are prescribed for robots to learn emotion so that the networks are suitable for the necessity of robots. Neural network has superior ability to extract character of system but neural network has defect of temporal cross talk and local minimum convergence. To solve the defects, many kinds of modular neural networks have been proposed because they divide a complex problem into simple several subproblems. The modular neural network, introduced by Jacobs and Jordan, shows an excellent ability of recomposition and recombination of complex work. On the other hand, the recurrent network acquires state representations and representations of state make the recurrent neural network suitable for diverse applications such as nonlinear prediction and modeling. In this paper, we applied recurrent network for the expert network in the modular neural network structure to learn data pattern based on emotional assessment. To show the performance of the proposed network, simulation of learning the environment and behavior pattern is proceeded with the real time implementation. The given problem is very complex and has too many cases to learn. The result will show the performance and good ability of the proposed network and will be compared with the result of other method, general modular neural network.

A Study on the Development Method of e-Learning Contents by the Level of Demand for Landscaping Practical Education - Development and Reuse of Modular Learning Objects - (조경실무 교육수요 수준별 이러닝 콘텐츠 개발 방법론 - 모듈형 학습객체 개발과 재사용을 중심으로 -)

  • Choi, Ja-Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.3
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    • pp.1-13
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    • 2018
  • Landscape Architecture is a minority manpower field that requires wide knowledge and experience. Therefore, the service market is narrower than other fields, and education service for practitioners is lacking. The purpose of this study is to propose e-learning content development methodology that can provide customized landscaping practical education according to the level of education and increase the economic efficiency of the development process. First, in theoretical review, the ADDIE model was modified to select the curriculum development model that pursues efficiency and introduced the concept of reusing learning objects in the SCORM-based model. In particular, to overcome the problems presented in the precious studies, the analysis and design stages have been strengthened and faculty designers with integrated knowledge of Landscape Architecture and ICT have led the overall phase. The actual development process is based on a step by step procedure--analysis of landscaping practitioners needs and environments, etc., teaching and learning procedures and the design of activities considering contents reuse, the first development such as actual shooting and editing, and the second development reusing the first development content--and was done in the order of evaluation and revision of professionalism and satisfaction. As a result of the study, the space-based courses composed of modular learning objects were first developed as 216 courses in 8 subjects, as 208 courses in 3 subjects in total, in which the modularized learning object are crossed and combined in units and difficulty-based courses were second developed in 216 courses with 3 subjects in total. As a result of the evaluation the satisfaction assessment of the overall satisfaction was 4.20 and the average value of the eight measures was 3.97, both being close to 4.0. For the professional assessment, the scores of 8 subjects were very high at 84.8 to 96.4 points. in context, the scores of 5 subjects were equal to from 89.9 to 96.4 points. In conclusion, as the study was conducted based on a clear understanding of the digital characteristics of e-learning contents and general characteristic of the landscaping industry, it was possible to develop a curriculum by developing a course composed of modular learning objects and reusing learning objects by unit. In particular, it has been proven to be effective in conveying professional knowledge and experiences via general procedures and provided an opportunity to overcome some analog problems that may occur in offline education. In the future, further studies need to be done by expanding the content and by focusing on segmented subjects.

Accessibility and Improvements for Flash E-learning Contents (플래시 이러닝 콘텐츠의 접근성 문제점 및 개선방안)

  • Hwang, Yun-Ja;Ahn, Mi-Lee
    • The KIPS Transactions:PartA
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    • v.18A no.4
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    • pp.129-134
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    • 2011
  • E-learning in Korea supports different educational needs of diverse learners. E-learning became one of the major source of educational services for schools, higher education, lifelong learning, and for special education. Many e-learning contents offered by cyber universities use HTML, CSS, and Flash, and these are known to have limitations on accessibilities. People with disabilities or aged have problems accessing such contents. The purpose of this study is to evaluate accessibility of Flash e-learning contents offered by 9 cyber universities. AccChecker is used to assess accessibility of the contents. The result shows many errors and warning with Text Equivalents, Keyboard Navigation, Properties, Depth of Tree, and Structures that restrict access. In order to improve the quality and expansion of quality e-learning contents, we need aggressive measures to obtain accessibility of contents, and these should be designed at the planning phase rather than adjusted during the development stage. Furthermore, it is vital to train instructional designers, developers and the CEOs to realize the importance of accessibility and learn appropriate skills to increase accessibilities of e-learning contents.

Analysis of the Structural Relationship among Learning Outcomes in Science Classes applying Universal Design for Learning (보편적 학습 설계를 적용한 과학 수업의 학습 성과에 관한 구조적 관계 분석)

  • Lee, Kyoeng-Ran;Back, Nam-Gwon;Park, Jong-Ho
    • Journal of Korean Elementary Science Education
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    • v.34 no.1
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    • pp.1-14
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    • 2015
  • The variety of learners include students with disabilities and general students, and an ongoing focus of inclusive education research is non-discrimination. As part of integrated education, UDL (Universal Design for Learning) for students with disabilities supports a practical approach, participation, and advancement to improve learning opportunities for all students. The purpose of this study was to examine the effects of using UDL in science classes. The dependent variables of this study were academic achievement in science, scientific attitude, and scientific motivation. In this study, the experimental groups were 9 people in the 5th grade and 11 people in 6th grade. The experimental groups were taught science class using UDL. In order to analyze the learning outcomes, the structure equation model was performed. The results of this study were as follows: First, the science achievement of learning outcomes of the science class applying UDL directly affected both scientific attitude and scientific motivation. Second, the scientific attitude of learning outcomes of the science class applying UDL directly did not affect scientific motivation. According to these results, learning outcomes for science achievement of the science class applying UDL showed that UDL affected both general students and students with disabilities. To summarize the analysis of learning outcomes, science achievement directly affected both scientific attitude and scientific motivation while scientific attitude did not affect scientific motivation. This study offered a specific implementation method for integrated education. Using the structure equation model for analyzing the effect has more significance.

Development of Design Elements of Rehabilitation for Individuals with Developmental Disabilities Based on Cultural Convergence of Lifelong Education for Individuals with Disabilities: Reflect Basic Related Fields such as Rehabilitation Science and Special Education as Centripetal Points (장애인평생교육 문화융합(cultural convergence) 기반의 발달장애 재활 설계 요소 개발: 재활과학-특수교육 기초 유관 분야 구심점)

  • Kim, Young-Jun;Han, Seung-A
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.427-434
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    • 2022
  • This study aims to develop design elements for cultural convergence between rehabilitation for individuals with developmental disabilities and lifelong education for individuals with disabilities, which is a key area in the practical support system for independent life support for individuals with developmental disabilities. As for the research method, a procedure for conducting FGI by forming two teams for professors majoring in special education and rehabilitation science was formed. The research was presented in three upper categories (universal cultural convergence elements, field-centered cultural convergence elements, and policy-centered cultural convergence elements) that should be designed for cultural convergence between rehabilitation for individuals with developmental disabilities and lifelong education for individuals with disabilities. In addition, subcategories were specifically composed for each upper category. First, as a universal cultural element, "open creative convergence" was presented in principle, which can be explained as a principle of exploring and practicing the validity of convergence between related fields for rehabilitation for individuals with developmental disabilities and lifelong education for individuals with disabilities. Second, field-centered cultural factors included development of joint practice model between fields of rehabilitation science and special education, subject matter education knowledge and skills, teaching and learning methods, learning career roadmaps, employment and job career development roadmaps, and the formation of an independent life development history certification system. Third, as policy-centered cultural elements, the formation of a curriculum integration composition system between local related institutions, the establishment of a qualification development path for coordinator-professional teacher-type personnel, and the organizational systematization between school-center types were presented. The study concluded that independent life support for individuals with developmental disabilities should not only be guaranteed for the entire life of adulthood, but also a lifelong education for individuals with disabilities based rehabilitation support system for individuals with developmental disabilities should be established through cultural convergence.

Analysis of G4 Science Digital Textbook according to Universal Design for Learning (보편적 학습 설계의 관점에서 초등학교 4학년 과학 디지털 교과서 분석)

  • Seo, Jeong-Hee;Sung, Jung-Hee;Koo, Yang-Mi
    • Journal of Korean Elementary Science Education
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    • v.30 no.4
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    • pp.442-458
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    • 2011
  • Digital textbook project is one of government-driven project to improve education due to integrating technology. Digital textbook need to be universally designed to fit for each student. Recently, universal design for learning( UDL) gains great attention as one of promising approaches for the development of the digital textbook through giving various options and flexibility to all students. UDL has three main principles, first provide multiple means of representation, second provide multiple means of action and expression, third provide multiple means of engagement. The purpose of the study is to analyze fourth grade science textbook according to three UDL guidelines and suggest implications to improve an existing science textbook. The results indicated that fourth grade science digital textbook has been partly applied UDL guidelines like implementing multimedia and multi- mode contents, learning and communication tools, and motivation strategies. But options which students can choose according to their needs and styles are insufficient and tools for expression and communication need to enhance for helping each student to overcome his/her obstacles for learning and need to be more and elaborate to support learner-centered science digital textbook.

Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.449-455
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    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.

Development of Copyright Education Program using Digital Storytelling in Creative Experience Activities (창의적 체험활동에서 디지털 스토리텔링을 활용한 저작권 교육프로그램 개발)

  • Heo, SaeRom;Chun, Soek-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.119-122
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    • 2014
  • 인터넷과 스마트폰의 보편화로 디지털 저작물의 생산이 고품질 콘텐츠로 연계되어 발전함에 따라 저작권은 오늘날 국민의 재산을 지키고 문화산업 등 21세기 산업을 성장시키는 원동력이자 국가경쟁력의 원천으로 주목받고 있다. 이와 같이 저작권의 중요성이 커짐과 동시에 전 세계적으로 저작권 교육의 중요성도 강조되고 있다. 하지만 현재 한국에서는 초등학생에게 적합한 저작권 교육 체계 및 수업 방법에 관한 연구가 미비하여 저작권 교육이 잘 이루어지지 못하고 있는 실정이다. 이에 본 연구에서는 교육현장에서 활용할 수 있는 저작권 교육의 새로운 방안을 제시하고 학습자 주도의 디지털 스토리 제작 과정을 경험하는 디지털스토리텔링을 기반 저작권 교육 프로그램을 설계하였다. 본 연구에서 구현한 디지털 스토리텔링 기반 저작권 프로그램을 통해 초등학교 학생들의 저작권에 대한 인식 및 의식 확대와 저작권 보호 실천 의지 강화를 기대하며 초등학교에서의 효과적인 저작권 교육활동이 이루어지길 기대한다.

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A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
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    • v.15 no.1
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    • pp.143-152
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    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

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