• Title/Summary/Keyword: 학습 단계별

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The Effect of the Action Levels of Educational Game on the Intrinsic Motivation of the Learners by their Personality Types (교육용 게임의 액션수준이 성격유형에 따라 내적동기에 미치는 효과)

  • Park, Hyung-Sung;Wee, Nam-Hwan
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.259-266
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    • 2007
  • Much efforts to use educational games for students' learning is being made actively at home. In this study the action levels of the educational game and the learners' personality types are main variables to be explored. It is expected that the results of this study would suggest how to utilize educational games in teaching and learning. The above is the result of the research about the level of action of educational games, the type of the personality, and the intrinsic motivation. It is considered that the result can be enough information for learners, parents of students and teachers who try to use and develop educational games. For example, it can be an idea to construct menus considering characteristics of learners in various steps of designing and developing educational games. And it can help to improve learners' intrinsic motivation especially if games are developed, distinguishing games for extrovert learners from those for introvert learners.

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Current Research Trends and Present Conditions on Visual Transformation of Digital Text (디지털텍스트의 시각적 변형에 관한 연구 동향 및 실태 분석)

  • Jin, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.486-497
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    • 2010
  • The purpose of this study is to investigate the research trends and the present conditions of real digital texts on "Visual Transformation." For the purpose of this study adopted two different methods: meta analysis and case study. The research trends on visual transformation of digital text were investigated through analyzing the total of 167 literature by means of synthetic meta analysis. Relevant literature was categorized into three types of research: functional, dynamic, and interactional transformation. The type of literature and research methods in each literature were analyzed. The present conditions of real digital texts on visual transformation were investigated by means of case study. The well designed 12 e-learning contents selected and analyzed in terms of the analysis framework which was drawn by the research trends. The results suggested problems as follows in designing e-learning contents. Firstly, there were some cases that did not follow the basic design principles related to typography. Secondly, the content was just provided in each learning steps without consideration of design to enhance text comprehension in many cases. Thirdly, web technology adequately was not applied to design e-learning contents.

The Development of a Career-Anchor Based on Career Education Model for Elementary Schools (커리어 앵커 활용 초등학생 진로교육모형 구안)

  • Hong, Kwang-Pyo;Park, Su-Hong;Choi, Chang-Hwan;Kang, Soek-Kwoen;Shim, Da-Hee
    • Journal of vocational education research
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    • v.30 no.4
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    • pp.179-202
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    • 2011
  • The purpose of this study is to discern elementary students' career education model based on career anchor. For this purpose, we have researched literatures and case studies related to career anchor and developed a draft of the career education model. Afterwards, through expert formative evaluation of the draft, we have developed the final model. Specific model's processes include 'finding yourself' - 'selecting learning contents based on career anchor'- 'studying based on career'- 'over coming things lacking in your career' - 'assessment'. These steps include activity content and supporting elements for learners. This study is different from precedent career education related studies because through career anchor the learner can find his true self, teachers can able to teach flexibly while adjusting to diverse environment changes, also this program can be utilized within the class setting immediately, and it is developed to help learners and teachers to utilize the program with ease and systematically.

The Study on Reading Education Method to Improve the Cognitive Ability for the Petty officer Majoring Students in Community College (전문대학 부사관과의 인지 능력 향상을 위한 읽기 교육방안 연구)

  • Yu, Yong-tae
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.123-131
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    • 2018
  • The goal of this study is to look deeper into a reading education method for improving cognitive abilities of petty officer majoring students in community college level. Lack of the cognitive ability through the passing status of reading information processing highly can cause a problem for understanding information of context. Therefore, this study redefines the reading step to improve the cognitive ability. also, it sets up progress steps; material selection - learning - inspection - practice based on the cognitive abilities. To achieve those goals, there are two major ways. The first, setting up a proper reading assignment that is suitable for petty officer major students in community college level is a key step for this study. Second, the instructor leads the students to judge their own cognitive ability objectively by using a portfolio curriculum which contains a checking list of the portfolio, structuring a curriculum based on weekly achievements, self-checking, and setting up a direction of practice. The two presented ways are the most effective ways to develop students' cognitive ability based on continuous reading and checking. For the last, the study mentions a proposal for further tasks in this field of the study.

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The Perception and Needs Analysis of Early Childhood Teachers for Development of a Play-Based Artificial Intelligence Education Program for 5-Year-Olds (만 5세 대상 놀이중심 인공지능 교육 프로그램 개발을 위한 유아교사의 인식과 요구분석)

  • Park, Jieun;Hong, Misun;Cho, Jungwon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.39-59
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    • 2022
  • We analyze the perceptions and requirements of early childhood teachers for artificial intelligence(AI) education to develop an AI education program for 5-year-olds. As for the research methodology, we conducted a survey and an in-depth interview to extract the AI educational elements centering on the analysis stage, the first stage of the ADDIE model. The research result is that first, it is necessary to design a curriculum that combines the contents of early childhood education and AI education to be naturally accepted as AI education for 5-year-olds. Second, an evaluation tool for AI education that can showcase the teacher's reflection should be developed systematically. Third, it is necessary to support a play-centered AI education support and environment for early childhood teachers. Lastly, it is essential to establish a system that can be continuously operated in the field of early childhood education in consideration of AI education in the non-curricular curriculum. It is expected that in the future, a play-oriented AI education program for 5-year-olds will be developed to spread awareness of AI education for infants and present an AI education approach for each age and stage of learners.

A Research for Digital Literacy Education Methodlogies based on Mobile Devices (모바일 기기 기반의 디지털 리터러시 교육 방안에 대한 연구)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.107-115
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    • 2020
  • The computing environment is rapidly changing to mobile device base, with the development of computer technology. Until now, digital literacy education has been based on desktop PC education, but it is time to change it into literacy education suitable for mobile environment. In this paper, we propose a mobile-based digital literacy MoDL (Mobile Device Digital Literacy). MoDL proposes three phases. One is Mobile Based Digital Environment (MoDE), which builds a mobile digital environment, seconds is Bring Your Own Devices (BYOD) class method when using it for education. Finally, MoDLI (MoDL Instruction) for learning mobile literacy is presented step by step. To verify the validity of the proposed, eight experts were surveyed so that the Content Validity Ratio was calculated. As a result, CVR was ensured in all items except for the applicability of MoDLI.

Open Platform for Improvement of e-Health Accessibility (의료정보서비스 접근성 향상을 위한 개방형 플랫폼 구축방안)

  • Lee, Hyun-Jik;Kim, Yoon-Ho
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1341-1346
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    • 2017
  • In this paper, we designed the open service platform based on integrated type of individual customized service and intelligent information technology with individual's complex attributes and requests. First, the data collection phase is proceed quickly and accurately to repeat extraction, transformation and loading. The generated data from extraction-transformation-loading process module is stored in the distributed data system. The data analysis phase is generated a variety of patterns that used the analysis algorithm in the field. The data processing phase is used distributed parallel processing to improve performance. The data providing should operate independently on device-specific management platform. It provides a type of the Open API.

Target Detection Using Texture Features and Neural Network in Infrared Images (적외선영상에서 질감 특징과 신경회로망을 이용한 표적탐지)

  • Sun, Sun-Gu
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.5
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    • pp.62-68
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    • 2010
  • This study is to identify target locations with low false alarms on thermal infrared images obtained from natural environment. The proposed method is different from the previous researches because it uses morphology filters for Gabor response images instead of an intensity image in initial detection stage. This method does not need precise extracting a target silhouette to distinguish true targets or clutters. It comprises three distinct stages. First, morphological operations and adaptive thresholding are applied to the summation image of four Gabor responses of an input image to find out salient regions. The locations of extracted regions can be classified into targets or clutters. Second, local texture features are computed from salient regions of an input image. Finally, the local texture features are compared with the training data to distinguish between true targets and clutters. The multi-layer perceptron having three layers is used as a classifier. The performance of the proposed method is proved by using natural infrared images. Therefore it can be applied to real automatic target detection systems.

Development of Educational Content for Dental Extraction Skill Training Using Virtual Reality Technology (가상현실 기반의 치아발치 수기 훈련을 위한 교육콘텐츠 개발)

  • Park, Jong-Tae;Kim, Ji Hyo;Lee, Jeong-hyun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.218-228
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    • 2018
  • The purpose of this study was to present a educational content developed for training of dental extraction skill in a virtual environment. The development of the content consists of five steps: learning content analysis, draw a design model, development, test of validity, rectification and complete of the content. We developed the virtual reality (VR) simulator with producing an animation of surgical stages on the 3D models of human face for simulating dental extraction procedure. The results of validity tests for the content were mean 4.81 (SD, 0.72) for interface validity and mean 4.66 (SD, 0.71) for content validity, which represents strong evidence for the validity of the content. The data of the study indicates that the educational content developed for training of dental extraction skill using VR technology can be suitable to improve surgical skill of dental extraction in clinical field. We expect that further development of the education contents based on the VR technology to improve various surgical skills in clinical field will be addressed in the future.

The Study on Applying Ankle Joint Load Variable Lower-Knee Prosthesis to Development of Terrain-Adaptive Above-Knee Prosthesis (노면 적응형 대퇴 의족개발을 위한 발목 관절 부하 가변형 하퇴 의족 적용에 대한 연구)

  • Eom, Su-Hong;Na, Sun-Jong;You, Jung-Hwun;Park, Se-Hoon;Lee, Eung-Hyuk
    • Journal of IKEEE
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    • v.23 no.3
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    • pp.883-892
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    • 2019
  • This study is the method which is adapted to control ankle joint movement for resolving the problem of gait imbalance in intervals where gait environments are changed and slope walking, as applying terrain-adaptive technique to intelligent above-knee prosthesis. In this development of above-knee prosthesis, to classify the gait modes is essential. For distinguishing the stance phases and the swing phase depending on roads, a machine learning which combines decision tree and random forest from knee angle data and inertial sensor data, is proposed and adapted. By using this method, the ankle movement state of the prosthesis is controlled. This study verifies whether the problem is resolved through butterfly diagram.