• Title/Summary/Keyword: 학습행동 유형

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A Development of Traffic Safety Education Application Using Mixed Reality (혼합현실을 활용한 교통 안전교육 애플리케이션 개발)

  • Kim, Kang-Ho;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1602-1608
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    • 2019
  • In this study, we developed a "Zetton Children's Traffic Safety Education" application using mixed reality to help children experience a variety of traffic situations indirectly and to help them defend themselves from accidents. We analyze the types of high mortality child traffic accidents to set learning goal. And we developed the experience-oriented contents that players could acquire signal systems and traffic information naturally and funny in the course of playing scenarios according to designed various traffic situations. In order to verify the educational effectiveness of the developed application, children were given traffic safety education through after-school education activities. The result shows that the frequency of right answers to questions related to traffic safety awareness and learning objectives is increased.

Collaborative Reading Comprehension of Science Textbook via Students' Knowledge Sharing in an Online Annotation System (온라인 주석시스템에서 학생들의 지식공유를 통한 과학교과서의 협력적 독해 양상 분석)

  • Lee, Jiwon
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.667-680
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    • 2018
  • The purpose of this study is to investigate 1) the types of knowledge students ask for in their reading comprehension of science textbooks using an online annotation system, 2) the accuracy of the knowledge provided by the students to their peers, 3) the frequency of knowledge sharing behaviors, 4) the evaluation of the effect of collaborative reading, and 5) the trust among peers as knowledge sharers. Questions made by 241 students in the second grade of middle school using an online annotation system in two chapters of the science textbook were analyzed using Bloom's revised taxonomy and their answers were grouped according to five accuracy categories. Also, questionnaires for the evaluation of the effectiveness of collaborative reading comprehension and of trust among the students were used. The students asked their peers 'understanding questions' which comprised almost 80% of the total questions they made and were similar with individual metacognitive strategies for reading comprehension. Of the total threads, 71% has scientifically correct threads shared by the students. The frequency of the knowledge sharing behaviors was high but this was affected by the rewards (point system). Students evaluated that collaborative reading comprehension conducted through an online annotation system were helpful in their learning. In addition, the ratio of students trusting their peers who did the knowledge sharing is over 80%. This study shows that when students use an online annotation system, they can fill one another's cognitive gaps in the reading process by sharing knowledge. Also, collaborative reading using an online annotation system has proved that cognitive individualization is possible through sharing knowledge interactively and dynamically, unlike reading hard copies of textbooks which are a one way information transfer.

A Study on UI Prototyping Based on Personality of Things for Interusability in IoT Environment (IoT 환경에서 인터유저빌리티(Interusability) 개선을 위한 사물성격(Personality of Things)중심의 UI 프로토타이핑에 대한 연구)

  • Ahn, Mikyung;Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.31-44
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    • 2018
  • In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.

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The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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A Case Study on the Professional Education Using SAFMEDS Teaching Strategy (SAFMEDS 교수전략을 적용한 전문가 교육 사례연구)

  • Jeong, Gyeong-Hee;Choi, Jinhyeok;Ahn, Sung-Woo;Shin, Chang-Suk
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.1
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    • pp.9-18
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    • 2016
  • This study reported a case study that showed educational usefulness of SAFMEDS (Say All Fast a Minute Every Day Shuffled) on the improvement of Fluency. The participants were 3 experts with special teacher and speech and pathology, who enrolled a graduate level course, Research in Children with Autism Spectrum Disorder. The SAFMEDS strategy was employed as a study tool for the participants to acquire fluent verbal repertoires related to the key terminologies of Skinner's (1957) analysis of verbal behavior, list 60 pairs of terms. The participants developed 60 term flash cards which presented a target term on the front of the card, and its definition on the back. During the intervention, the participants were required to see the definition and says its term. The results of this study indicated that the SAFMEDS was effective to improve participants' fluent verbal repertoires in terms of both accuracy and fluency. The results of this study would be able to contribute for education professionals to improve certain target operant's accuracy and fluency.

An Analysis of Media of Social Studies 1 Textbooks for the Middle School with the Information Processing Model (정보처리모형을 이용한 중학교 『사회 1』 교과서 수록 매체 분석)

  • Song, Gi-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.5-27
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    • 2019
  • The purpose of this study is to analyze the media of middle school social studies 1 textbooks with the information processing model and to suggest educational information services of teacher librarians under a collaborative Instruction. For this purpose, 1,089 inquiry tasks embedded in 8 types of textbooks for middle school social studies developed under the 2015 revised curriculum were analyzed. The media as an input element was analyzed by the type and the characteristic as a processing element was analyzed by the cognitive behavior types. And the aspect of the output factor of the media utilized the multiple intelligences. As a result of the analysis, the media in the inquiry task solving process mainly consisted of visual media based on photographs and illustrations and general reading materials. The processing method of media is understanding through analysis and inference through structuring. And the output utilized speaking and writing of the language intelligence. Based on the results, it is shown that educational information services that teacher librarians could provide for inquiry activities are composed of developing curriculum map, teaching inquiry processing and skills, and designing work sheets with graphic organizer and multiple intelligences under the information processing steps.

A Study on Productive Struggle in Mathematics Problem Solving (수학적 문제해결에서 Productive Struggle(생산적인 애씀)에 관한 연구)

  • Kim, Somin
    • Journal of the Korean School Mathematics Society
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    • v.22 no.3
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    • pp.329-350
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    • 2019
  • Productive struggle is a student's persevering effort to understand mathematical concepts and solve challenging problems that are not easily solved, but the problem can lead to curiosity. Productive struggle is a key component of students' learning mathematics with a conceptual understanding, and supporting it in learning mathematics is one of the most effective mathematics teaching practices. In comparison to research on students' productive struggles, there is little research on preservice mathematics teachers' productive struggles. Thus, this study focused on the productive struggles that preservice mathematics teachers face in solving a non-routine mathematics problem. Polya's four-step problem-solving process was used to analyze the collected data. Examples of preservice teachers' productive struggles were analyzed in terms of each stage of the problem-solving process. The analysis showed that limited prior knowledge of the preservice teachers caused productive struggle in the stages of understanding, planning, and carrying out, and it had a significant influence on the problem-solving process overall. Moreover, preservice teachers' experiences of the pleasure of learning by going through productive struggle in solving problems encouraged them to support the use of productive struggle for effective mathematics learning for students, in the future. Therefore, the study's results are expected to help preservice teachers develop their professional expertise by taking the opportunity to engage in learning mathematics through productive struggle.

Analysis of Working Memory for Attention Deficit Hyperactivity Disorder (ADHD) Children using fMRI (주의력결핍 과잉행동성장애(ADHD) 아동의 작업기억 과제 수행 시 fMRI 분석)

  • Lee, Yong-Ki;Ahn, Sung-Min
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.854-862
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    • 2014
  • Attention deficit hyperactivity disorder (ADHD) students' intellctual defects, learning problems, and poor academic achievements seem to be due to significantly lower intelligence compared to the normal students, but rather the characteristic of inability to pay attention at a given time can be seen as the more attributing reason. In this study, a comparison between the ADHD students and the normal students will be performed using a fMRI analysis in order to differentiate the brain function between the two groups during a working memory task performance and to assess the difference in the activated regions of the brain. Clinical survey examinations and fMRI measurements were performed for a group of 26 elementary students from the Incheon area. The stimulus of fMRI was a working memory. Cartography statistically analyzed parameters and the Statistical Package of Social Sciences using single-sample t-test, two-sample t-test, were analyzed by multiple regression analysis, the statistical significance level was p<0.05 in, respectively. The disproportionate developments could be seen in the ADHD students group such as the frontal cortex, parietal cortex, thalamus, and caudate nucleus, among others. In addition, as some students felt the increase in the difficulty of working memory task performance, the orbitofrontal cortex and the hippocampus were activated, which seems to be the result of an effort for looking for an answer. More types of ADHD students needs to be secured as research subjects, and more stimulations for fMRI experiments should be considered as it would be useful in the overall evaluation of brain function.

Analysis and Recognition of Behavioral Response of Selected Insects in Toxic Chemicals for Water Quality Monitoring (수질 모니터링을 위한 유해 물질 유입에 따른 생물체의 행동 반응 분석 및 인식)

  • Kim, Cheol-Ki;Cha, Eui-Young
    • The KIPS Transactions:PartB
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    • v.9B no.5
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    • pp.663-672
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    • 2002
  • In this paper, Using an automatic tracking system, behavior of an aquatic insect, Chironomus sp. (Chironomidae), was observed in semi-natural conditions in response to sub-lethal treament of a carbamate insecticide, carbofuran. The fourth instar larvae were placed in an observation cage $(6cm\times{7cm}\times{2.5cm)}$ at temperature of $18^\circ{C}$ and the light condition of 10 time (light) : 14 time (dark). The tracking system was devised to detect the instant, partial movement of the insect body. Individual movement was traced after the treatment of carbofuran (0.1ppm) for four days 2days : before treatment, 2 days : after treatment). Along with the other irregular behaviors, "ventilation activity", appearing as a shape of "compressed zig-zag", was more frequently observed after the treatment of the insecticide. The activity of the test individuals was also generally depressed after the chemical treatment. In order to detect behavioral changes of the treated specimens, wavelet analysis was implemented to characterize different movement patterns. The extracted parameters based on Discrete Wavelet Transforms (DWT) were subsequently provided to artificial neural networks to be trained to represent different patterns of the movement tracks before and after treatments of the insecticide. This combined model of wavelets and artificial neural networks was able to point out the occurrence of characteristic movement patterns, and could be an alternative tool for automatically detecting presences of toxic chemicals for water quality monitoring. quality monitoring.

Effects of Instructional Supervision Emphasizing Reflective Thinking on Teaching Science of Elementary Teacher (반성적 사고를 강조한 수업장학이 초등교사의 과학수업에 미치는 영향)

  • Kim, Young-Soon;Kim, Hyo-Nam;Sin, Ae-Kyoung
    • Journal of The Korean Association For Science Education
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    • v.31 no.8
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    • pp.1092-1109
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    • 2011
  • The purpose of this study was to analyze of the effects of instructional supervision emphasizing reflective thinking on science teaching of elementary teachers. The participants in this study were two teachers. This study was divided in former, middle, and later periods, and consisted of monitoring their own teaching, interviewing, journal writing, discussion with peer teachers and teacher training. Data included descriptions of nine science classes, nine interviews, seven journals and the journals of the researcher. Data analysis tools were the frameworks of the questions, feedback, teaching methods, elements of teaching behavior, and reflection levels. This study employed qualitative research, analysis of the frequency of data, and quoting of descriptions related to the result. The results of this study were as follows: First, teachers showed mainly technical reflection, but changed to show more practical reflection, and critical reflection in the later period of instructional supervision. Second, instructional supervision emphasizing reflective thinking on science teaching for elementary teachers meaningfully changed the question, feedback, teaching methods and teaching elements of teachers. From the results of this study, instructional supervision emphasizing reflective thinking on science teaching for elementary teachers can be considered an effective method in improving teaching elementary science, and instructional supervision used in this study made possible the higher level of reflection and appropriate teaching behavior.