• Title/Summary/Keyword: Active Learning Environment

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A Study of the Key Factors and Expected Outcomes of Convergence Education using a Delphi Technique (융합교육 핵심요인과 기대효과에 대한 델파이 분석)

  • Cho, Eunbyul;Lee, Seon-Young;Shin, Jongho;Hong, Yoon-Jeong
    • Journal of Gifted/Talented Education
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    • v.25 no.1
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    • pp.37-58
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    • 2015
  • The purpose of this study was to investigate the characteristics of convergence education through the Delphi survey targeting 19 teaching professionals. The Delphi survey was completed three times, drawing key factors and expected outcomes which explain the characteristics of convergence education. The key factors of convergence education were classified as 'educational design', 'teachers' expertise' and 'educational environment'. Educational design focused on the qualitative characteristics of leaner's experience. Teachers' expertise was teacher's active and supportive roles in relationship with fellow teachers and learners. Educational environment was the psychological factors with which various subjects can realize convergence education. The expected outcomes were classified as 'learner's cognitive characteristics', 'leaner's affective characteristics', and 'teacher and educational system'. The expected outcomes of convergence education leads to psychological changes for learners to increase the advanced learning experiences and to pursue values of education itself. Compared to similar concepts, convergence education has some unique characteristics in which many of regular learners in educational settings and various topics are targeted. It also focuses on psychological factors of various subjects and qualitative natures of leaners' learning experience for the advanced learning. Especially, these results have significance in understanding the nature of convergence education, focusing on educational practices through teachers'perspectives.

A Course Scheduling Multi-module System based on Web using Algorithm for Analysis of Weakness (취약성 분석 알고리즘을 이용한 웹기반 코스 스케줄링 멀티 모듈 시스템)

  • 이문호;김태석;김봉기
    • Journal of Korea Multimedia Society
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    • v.5 no.3
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    • pp.290-297
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    • 2002
  • The appearance of web technology has accelerated the role of the application of multimedia technology, computer communication technology and multimedia application contents. Recently WBI model which is based on web has been proposed in the part of the new activity model of teaching-teaming. How to learn and evaluate is required to consider individual learner's learning level. And it is recognized that the needs of the efficient and automated education agents in the web-based instruction is increased But many education systems that had been studied recently did not service fluently the courses which learners had been wanting and could not provide the way for the learners to study the learning weakness which is observed in the continuous feedback of the course. In this paper we propose design of multi-module system for course scheduling of learner-oriented using weakness analysis algorithm. First proposed system monitors learner's behaviors constantly, evaluates them, and calculates his accomplishment and weakness. From this weakness the multi-agent prepares the learner a suitable course environment to strengthen his weakness. Then the learner achieves an active and complete teaming from the repeated and suitable course.

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The Organization and Coherence of the Geography Experimental Textbooks in Chinese Senior Secondary Schools (중국의 고급중학교 지리교과서 내용체계와 정합성)

  • Kang, Chang-Sook
    • Journal of the Korean association of regional geographers
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    • v.19 no.1
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    • pp.181-200
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    • 2013
  • The Chinese Geography Standards for Senior Secondary Schools(trial) was released in 2003. The Standards put forward some changes for senior geography education, the changes in geographical education are reflected explicitly and implicitly by the textbooks. The purpose of this descriptive study was to review of the improvement of Chinese senior geography education by analyzing contents organization and coherence of the new standards-based geography experimental textbooks. The results of study are as follows. The textbooks adopts a student-centered approach through the way of 'more chapter topics with slimmed contents' and by introducing four type activities, geographical inquiries. These student activities are implicity encourages students' active acquisition of geographical knowledge what they have learned in their real lives. The organic coherence of the textbooks' contents rests on the compulsory and the elective subject relating to diversification of the learning areas. The organic coherence between the compulsory and the elective subject rests on diversification of the learning areas. More, looking at the arrangement of the four basic concepts(population, resource, environment, sustainable development) among the textbooks, it was imbalanced by subject.

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An Efficient Hand Gesture Recognition Method using Two-Stream 3D Convolutional Neural Network Structure (이중흐름 3차원 합성곱 신경망 구조를 이용한 효율적인 손 제스처 인식 방법)

  • Choi, Hyeon-Jong;Noh, Dae-Cheol;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.66-74
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    • 2018
  • Recently, there has been active studies on hand gesture recognition to increase immersion and provide user-friendly interaction in a virtual reality environment. However, most studies require specialized sensors or equipment, or show low recognition rates. This paper proposes a hand gesture recognition method using Deep Learning technology without separate sensors or equipment other than camera to recognize static and dynamic hand gestures. First, a series of hand gesture input images are converted into high-frequency images, then each of the hand gestures RGB images and their high-frequency images is learned through the DenseNet three-dimensional Convolutional Neural Network. Experimental results on 6 static hand gestures and 9 dynamic hand gestures showed an average of 92.6% recognition rate and increased 4.6% compared to previous DenseNet. The 3D defense game was implemented to verify the results of our study, and an average speed of 30 ms of gesture recognition was found to be available as a real-time user interface for virtual reality applications.

A Study on the Recognition of Teacher Librarians on the Introduction of ChatGPT in School Library (학교도서관에서의 ChatGPT 도입에 대한 사서교사 인식에 관한 연구)

  • Ji Soo Kim;Su Jung Kang;Sun Young Kwon
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.349-377
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    • 2023
  • With the recent advancements in artificial intelligence, the emergence of ChatGPT is expected to bring significant changes to various industries. In particular, there are active attempts to introduce ChatGPT in the education sector, and for librarians, utilizing ChatGPT is seen as an essential element for future learning tools. Against this background, this study aimed to examine librarians' perceptions of introducing ChatGPT in the school library through Focus Group Interviews (FGI). As a result, six themes were derived, including differences in perceptions of ChatGPT application in school libraries, teaching and learning activities utilizing ChatGPT, practical operation of ChatGPT, considerations for successful performance, librarians' required competencies and environment (infrastructure), and the development direction of ChatGPT utilization services in school libraries. Based on these findings, implications for the necessity of educational services utilizing ChatGPT were proposed. This study is significant as the first attempt to introduce ChatGPT in the school library field.

Present State of Programming Language Education and Suggestions for Its Improvement (프로그래밍 언어 교육현황과 개선제안)

  • Rheem, Jae-Yeol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.56-61
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    • 2011
  • As IT technology improves, software is being more and more important. Industry demands higher level of programming ability from university graduates. As a result, programming related courses already take higher possession of electronics department curricula. But even though the environment likewise computer laboratory is improved as much, and professors have tried to enhance the quality of their lectures and educational results, still programming education does not match the demand of our society and industry. In this paper, we introduce the overview of programming education in electronics department, KUT and discuss problems in programming language education especially for the 1st year students, since programming education to the 1st year university students becomes one of the most important part as it deals with fundamentals on programming language and we suggest its improvement directions in regards with students, teaching materials, professors, class size, and class hours.

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Implementing Home Visiting Simulation for Nursing Students (방문간호 시뮬레이션 실습 운영과 간호학생의 경험)

  • Baek, Hee Chong
    • Journal of Korean Public Health Nursing
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    • v.27 no.1
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    • pp.40-49
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    • 2013
  • Purpose: To describe nursing students' perceptions of their experiences on the home visiting simulation in community health nursing practicum. Methods: Descriptive survey method was used to evaluate students' experiences from the home visiting simulation. Results: The simulation was divided into three sections: orientation, facilitating the scenario and debriefing. The orientation was held for fifteen minutes, and four sessions of the simulation were implemented for 180 minutes. Sixty-one nursing students participated (91.8% female) and the mean age was $21.4{\pm}2.4$ years. No one had prior simulation experiences. Participants experienced reflective thinking during the scenario implementation and debriefing session. They perceived the home visiting simulation as an active learning and realistic training environment. However, participants expressed difficulties in focusing on the simulation when their peers played a patient role. In addition, peer patient role-players expressed the role burden. Conclusion: The home visiting simulation is a feasible and effective method for attaining goals a community health nursing clinical course for students. It can be used as a part of an orientation before the clinical rotation or as an evaluation after the clinical rotation. To provide a realism, we recommend using standardized patients. And further research on the effects of using standardized patients is recommended.

Analysis of New Generation Learner Characteristics : College Students Use of Cyber Communication (신세대 학습자 특성 분석 : 대학생의 사이버 커뮤니케이션 이용 특성)

  • Lee, Okhwa
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.25-36
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    • 2005
  • Data of 650 college students in the nation were collected by mail in 2001 Nov. Students preference over cyber communication methods were SMS message, messenger, blog, e-mail in that order. Younger students prefer SMS messages while older students prefer e-mail in relative term. Mobile phone is used more for SMS message than voice communication which is more so with females. The rate of non e-mail use is 57.8%, particularly males(61.9%) and younger students(69.4%) are higher. E-mail, once was very high in use, is being replaced by new media. Suggestion for e-learning environment are being connected, immediacy, active use of blog, more use of fun multimedia information.

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University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
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    • v.23 no.2
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    • pp.155-163
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    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

The Structure and Characteristics of the Korean National Innovation System (한국 국가혁신체제의 구조와 특성)

  • 이공래;송위진
    • Journal of Technology Innovation
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    • v.6 no.2
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    • pp.1-31
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    • 1998
  • This paper summarizes the research results on the structural characteristics of the Korean innovation system. The Korean NIS has functioned well in the foreign technology imitation stage. However, there are many drawbacks to advancing to the stage of technological innovation. Weak infrastructure and linkages among technological institutions are detrimental factors that affect technological innovation. The immobility of professional manpower is a serious bottleneck to knowledge diffusion. Especially, the inactivity of university research prevents universities from being able to play a relevant role in the national innovation system. The drawbacks of the Korean innovation system are mainly associated with the public sector and social culture. Weak linkages among organizations are due to the lack of trust among people and organizations, and absence of demand-oriented management in public institutes. Weaknesses in technological infrastructure, university research and the social and cultural environment are tile result of the lack of government will. However, the private sector was evaluated as being relatively active in innovation. Particularly, Chaebols deployed aggressive strategies to acquire their own technological capabilities. The findings of this study suggest that to strengthen the Korean innovation system, the government continues to be important, as in the past, in order to shape social institutions and a culture that is learning friendly, diffusion friendly and, consequently, innovation friendly.

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