• Title/Summary/Keyword: 인터랙티브 학습 환경

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A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality (교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험)

  • Yu, Jeong Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.419-427
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    • 2012
  • This paper presents the effect of a interactive learning experience and student's response to technological components We develop the interactive learning environment and learning model in lessons relying on educational robots and augmented reality in the school classroom. The developed learning model is based on the problem-based learning model. The experiments of the study conduct with 18 students, the $5^{th}$ and $6^{th}$ graders of an elementary school for 8 weeks using developed system. We find out the interactive learning experiences have an influence on the creative ability of children. We know that students who scored lower on the school exam scored higher on the score of creativity compared to top students through educational robots and augmented reality.

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An Augmented Education Contents for an E-learning Environment (e-learning 환경을 위한 실감형 교육 컨텐츠 시스템)

  • 한은정;김기락;정기철
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10a
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    • pp.268-270
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    • 2004
  • 본 논문은 증강 현실(augmented reality)을 이용하여 학습자에게 효과적으로 교육할 수 있는 e-learning 교육컨텐츠 환경을 제공한다. 현재까지 연구되어온 증강환경을 이용한 교육 컨텐츠는 단순한 상호작용만을 허용하고, 실감형 인터페이스를 제공하기에는 제약이 따른다. 본 논문은 이를 개선하기 위해 기존의 교육 컨텐츠를 실감형 교육 컨텐츠로 전환할 수 있는 시스템 구성 방법에 관한 것으로써. 컨텐츠의 배치, 조작, 학습과정 등에서 기존의 교육 컨텐츠보다 인터랙티브하고 직관적으로 교육할 수 있는 실감형 인터페이스를 제공한다.

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A Technical Trend Analysis of e-Learning (e-러닝 기술 동향)

  • Jee, H.K.;Lee, S.J.;Kim, S.Y.;Kang, S.B.;Yoo, J.S.;Ming, S.H.;Lee, J.S.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.36-46
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    • 2011
  • 급변하는 사회 환경과 기술 변화에 적응하기 위해 평생 교육에 대한 관심이 높아지고 있으며 이러한 욕구를 충족시키기 위한 새로운 개념의 e-러닝 기술에 대한 연구가 활발히 진행중이다. 또한 기존의 단순한 정보 전달 수준을 뛰어 넘어 학습자가 직접 참여하고 체험할 수 있는 고품질의 인터랙티브 e-러닝 콘텐츠에 대한 요구가 증대되고 있다. 본 고에서는 최근 이슈가 되고 있는 증강 현실 학습 기술, 가상현실 학습 기술, 시뮬레이션 학습 기술, 맞춤형 학습 기술 등 e-러닝 요소 기술 개발 현황에 대해 살펴보고 관련 기술 동향을 분석한다. 또한 e-러닝 기술 관련 표준화 동향에 대해서도 살펴본다.

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Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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An interactive education system for web based robot soccer (인터랙티브 기능을 이용한 웹기반 로봇축구 교육 시스템)

  • Kim, Geun-Deok;Kim, Chonggun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.303-304
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    • 2009
  • 본 논문에서는 로봇축구에 관심을 가지고 있는 프로그래밍 초보자가 웹 환경에서 인터프리터 기반의 학습기능을 통해 쉽게 제어 언어에 대한 이해도를 높이고 프로그래밍을 학습할수 있는 시스템을 제안하고 설계한다. 개발시 사용한 실버라이트[1]는 웹에서의 닷넷 기반 미디어 경험과 리치 인터렉티브(Interactive) 어플리케이션을 실행하기 위한 차세대 크로스브라우저이다. 본 논문에서는 로봇축구와 관련된 기본기능, 시스템 구조, 구현 시 구축한 웹기반 시뮬레이션 및 사용자 학습 Interpreter 시스템에 대해 설명한다. 결론에서는 구현한 전체 시스템 평가 및 연구방향에 대해 논하였다.

CLOVES: a Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning (클로브스: 과학 탐구 학습을 위한 가상환경 저작도구)

  • Cho Yong-joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.268-276
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    • 2005
  • This paper presents the motivation, design, and a preliminary evaluation of a virtual world builder, CLOVES. CLOVES is designed to support rapid construction of data-rich virtual environments and instruments for young children's science inquiry teaming. It provides a three-tiered programming Interface: a visual design environment, scripting layer, and low-level application programming interface targeting for multiple levels of programming expertise. It is also intended to be a collaborative medium among interdisciplinary domain experts such as educators, 3D modelers and software developers. A preliminary case study was conducted to evaluate the capabilities and effectiveness of CLOVES. The results showed that designers actively participated in decision making at every stage of the design process and shared knowledge among one another.

Designing a Digital Reconstruction of Koguryo Mural using Virtual Reality Technology for Interactive Cultural Heritage Learning (상호작용적인 문화 교육을 위해 가상현실을 이용한 고구려 벽화 복원 연구)

  • Cho Yong-Joo;Moon Hyung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.8
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    • pp.1359-1365
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    • 2006
  • Digital Koguryo is a virtual reality reconstruction of the Koguryo mural tumulus, Anak No. 3, designed for an interactive educational gaming and learning environment. Digital Koguryo aims at not only developing a digital reconstruction of cultural heritage but also helping young students learn the living style and the custom of Koguryo Kingdom while playing the game environment. This paper describes the digital restoration process of Koguryo mural paintings and 3D structure, as well as the construction of educational virtual environment designed to get more user's interests. It then discusses a few design issues learned from the development and the public demonstration. Finally, it will present the future research directions to improve the users' immersion.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.