Lee, Yerin;Lee, Dongmyeong;Quero, Luis Cavazos;Bartolome, Jorge Iranzo;Cho, Jundong;Lee, Sangwon
Science of Emotion and Sensibility
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v.23
no.1
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pp.29-40
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2020
Visually impaired people use tactile maps to get spatial information about their surrounding environment, find their way, and improve their independent mobility. However, classical tactile maps that make use of braille to describe the location within the map have several limitations, such as the lack of information due to constraints on space and limited feedback possibilities. This study describes the development of a new multi-modal interactive tactile map interface that addresses the challenges of tactile maps to improve the usability and independence of visually impaired people when using tactile maps. This interface adds touch gesture recognition to the surface of tactile maps and enables the users to verbally interact with a voice agent to receive feedback and information about navigation routes and points of interest. A low-cost prototype was developed to conduct usability tests that evaluated the interface through a survey and interview given to blind participants after using the prototype. The test results show that this interactive tactile map prototype provides improved usability for people over traditional tactile maps that use braille only. Participants reported that it was easier to find the starting point and points of interest they wished to navigate to with the prototype. Also, it improved self-reported independence and confidence compared with traditional tactile maps. Future work includes further development of the mobility solution based on the feedback received and an extensive quantitative study.
Journal of The Korean Association For Science Education
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v.30
no.2
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pp.192-205
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2010
We have investigated the recognition for the gifted science education program of middle school students being educated at the local center for the gifted. We developed a questionnaire that includes items for contents of the program, learning environments, participation attitude, effects of the program and improvements, and consists of it5-point Likert items and related descriptive items. 161 students at the local centers for the gifted responded to the questionnaire. The total score was 3.70 on a 5-point Likert scale. The score of effects of the program was highest, learning environments was the lowest. Most of the students referred that the participation of the programs help their schoolwork because of schoolwork preparations & review, learning the process of the solving problem and principle. On the contrary, difficult contents and long lesson hours interrupted their schoolwork. Students recognized that the programs are mainly composed of students' self-activities and the role of teachers is subsidiary. The programs have a good effect on them to increase interest in science and creative thinking. It is necessary that the program be improved in lesson hours, contents of the program, school facilities, and full service.
This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.
In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.
Journal of Korean Home Economics Education Association
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v.32
no.4
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pp.53-65
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2020
This study aimed to suggest measures expand career-related elective subjects in the high schools through a case of establishing and utilizing a learning space for hands-on home economics classroom activities. Upon the trend reviews of elective subjects in the high school and literature reviews on the educational outcomes from home economics classrooms, a case of career-related elective subject by establishment of learning space related to home economics was proposed in two high schools in Seoul. The results are as follows: First, the trend in 2020 showed that selecting a home economics course as a career-related subject depends on school situations. The results of the survey at schools show that the utilization rate of hands-on learning space for home economics was high with high preference among students, but schools implicitly guided students to select courses that are related to preparation for university entrance. Second, reductions of class hours and decreased likelihood to offer courses in home economics in general high schools would influence the recruitment of teachers, which may ultimately result in a threat to the subject. However, through career-related activities, students may develop positive perception of the subject of home economics and consequently select the subject. Therefore, it is necessary to open and promote multiple elective courses related to home economics for the survival of subject of home economics.
With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.
Journal of The Korean Association For Science Education
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v.21
no.1
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pp.89-101
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2001
The purpose of this study was to develop the elementary school science instructional material for nurturing students' creativity and to analyze the effects of this material on the changes of students' creativity. This material was composed of student's worksheet and a teacher's guidebook, in which are relevant to the elements of creativity and creative activities that can be applied to elementary science curriculum of 5th and 6th grades. Student's worksheets include various creative activities: imagination, guided imagery, experimental activity, mind mapping as wrap-up, and 'let's think' as an extended activity, game, puzzle, making a cartoon, to be, role playing, and so on. These materials were applied to 5th grade science class, 156 students. They were divided into two groups: the treatment group to which developed material was applied and the control group which was a traditional lecture-centered class. After this material had been applied for 3 months, students of both groups took a test of creativity. Interviews and observation were also carried out with three level groups (higher, medium and lower level) which were divided within the treatment group based on their creativity score. The results of this study were as follows: The treatment group showed higher score on creativity than that of control group(p<0.01). In the result of interviews and observation, the students of the higher and the medium level accomplished their tasks by themselves better than those on lower level.All of them took an interest in visual activity. In a wrapping-up step, the higher level students made mind map more systematically and the medium students improved as time goes on, but low level students feel constrained. In totally, they used various expression methods and were interested in making drawings and cartoons creatively.
This study focuses on the fact that students and teachers commonly have difficulty in 'selecting the topic' in many activities including student-led research that is conducted from topic selection to the drawing of conclusion. The purpose of this study is to develop a manual for science teaching research. The instructional manuals of 4 stages were developed based on practical knowledge that can be implemented in the actual class through previous research and literature. Each stage is composed of , , , and . In the third stage, students are expected to find scientific questions and develop them into research topics through detailed class research on newspaper articles, scientific magazines, traditional knowledge, proverbs, daily life, and textbook experiments. In the experimental group, the final research topic was selected through a variety of sources such as textbook experiments, proverbs, YouTube images, newspaper articles, individual WHY NOTEs, and understood the conditions of the scientific research topic and expressed the variables in the research title. However, in the control group, some students did not consider the research scope of the selected research subjects to be specific or not to be able to study at their level. As a result of giving the students as much autonomy as possible, many groups did not fully understand the previous research and submitted it. Based on the results of this study, it can be concluded that development and use of a 'topic selection stage' centered practice manual for general high school teachers would not only improve the students' abilities to discover solutions to scientific questions, but it will also help shift their attitudes towards science in a positive direction.
Journal of The Korean Association For Science Education
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v.32
no.1
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pp.95-112
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2012
The research evaluated the effects of the improvements in scientific inquiry for elementary school students and focused on the development and application of the explicit and reflective learning strategy through observation and classification. The explicit and reflective learning strategy was modified and completed with the review of the experts after the development of the draft based on the theoretical approach. The students were evaluated for their academic achievements in scientific inquiry skills before and after taking the course. The results were as follows: First, the steps of the developed learning strategy (1) to motivate, (2) to explore reflectively, (3) to guide explicitly, (4) to inquire explicitly, and (5) to verify reflectively were set to reflect the verification. Second, the results of applying the developed model to the lessons based on the quantitative analysis was effective for observation and classification skills in the quest for improved performance of the whole (the sum of observation and classification, inquiry skills) and the observed features, but there was no effect on classification. Also, the lessons applied the developed teaching strategy and showed effectiveness in improving academic achievement. Particularly in analyzing the relationship between the academic achievement and exploration capabilities, in order to improve academic achievement, the importance of improving inquiry skills was found. Third, the qualitative analysis of teaching and learning strategy developed by applying the lessons of this teacher guide and small group activities through the explicit and reflective observation and classification of the student learning activities showed the significant improvement of ability of the scientific inquiry skills. In addition to the improvement in the abilities of the classification showed after the formation of the most basic observation skills of the scientific inquiry.
Microcomputer Based Laboratory (MBL), by offering accurate and effective data collection and real-time graphs, enables students to reduce experiment time and, thereby, have deeper discussions concerning experimental results. This helps to emphasis the essential aspect of scientific inquiry; the process communication. Therefore, this study examined secondary school earth science MBL lessons with regards to the five basic aspects of scientific inquiry: "Asking", "Evidencing", "Explaining", "Evaluating" and "Communicating". It then investigated the level of argumentative communication between the students and teachers and also among the students themselves. For this study, three classroom activities were observed and videotaped, and teaching materials, textbooks and students' notes were collected. The transcribed data were analyzed from the perspective of scientific inquiry level and argument frames. The results showed that the scientific inquiry levels of the three classes were similar, except for the "Communicating" aspect, which appeared in only one episode. "Asking" was carried out by the teacher and then students were directed to collect certain data in the "Evidencing" stage. Furthermore, students were given possible ways to use evidence to formulate explanations and connections through the "Explaining" and "Evaluating" stages. In the argumentation analysis, most argumentative communication was identified as being associated with a given procedure, rather than with any scientific phenomena. In only one episode, did "Communicating" relate directly to any scientific phenomena. It can be concluded, that although MEL places emphasis on communication for authentic scientific inquiry, the environment required for such inquiry and argumentative communication can not be easily created in the classroom. Therefore, in order for authentic inquiry to take place in the MBL classroom, teachers should provide students with the opportunity to develop meaningful argumentation and scaffolding abilities.
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