• Title/Summary/Keyword: Computer e-learning

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A Design and Implementation of MathML-based Math Equation Generating Website (MathML에 기반한 수학식 생성 웹사이트의 설계 및 구현)

  • Park, Jeong-Hee;Lee, Mee-Jeong
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.173-183
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    • 2003
  • E-learning education methodology using the web has been as much activated with the introduction of the internet to our society. As for the web-based education, there is no exception in case of mathematics. However, when it comes to representing math equations by using HTML image tags, a type of web marked-up language, it can be hard to represent math equations that have structural features, and to do the search, resulting in the difficulty in reusing math related applications. Therefore, based on MathML and using ActiveX control technology, a math equation generating website was designed and implemented in this study. Since this system employed ActiveX control technology, it is possible to generate math equations without the limit of time and place on the web, and to manage the program with the most up-to-dale version. And in this system, it is also possible to save the math equations generated in this system to be referred to for their reuse in the future.

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An Exploratory Study on Sustainable Lifelong Education Model -Focusing the Cyber University in Korea- (지속가능성을 위한 평생교육모형에 관한 탐색적 연구 -사이버대학을 중심으로-)

  • Lee, Jin-Soo
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.53-68
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    • 2010
  • Sustainable development has been recognized as one of the most important issues in economic growth since quantitative growth reached its limit. It is claimed that a non-economic value such as human right, education, welfare, and health is a vital factor for sustainable development. Most of all, education is considered to be the most important key to build up sustainable society. E-learning could make it easier for all to spread equal education out. This paper suggests a model for cyber universities which can explain how much cyber universities contribute to improve the sustainable development and what social responsibilities cyber university can carry out as lifelong education institutes. Cyber universities in Korea seem to aim quasipublic, openness, and integration to solve the educational issues we face and uncover their growth potential. Cyber universities will contribute to build sustainable society through giving a huge education opportunities for all based on boosting liberal art education, mass-education, globalization, and commercialization.

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The Analysis of Cognitive and Affective Effects on the CT-CPS Instructional Model for the Software Education Class in Middle School (중등 소프트웨어 수업에서 컴퓨팅 사고력 기반 창의적 문제해결(CT-CPS) 수업모형의 인지적·정의적 효과성 분석)

  • Jeon, YongJu;Kim, TaeYoung
    • The Journal of Korean Association of Computer Education
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    • v.20 no.4
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    • pp.47-57
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    • 2017
  • The purpose of this study is to verify the effectiveness of a CT-CPS(Computational Thinking-based Creative Problem Solving) instructional model on the cognitive and the affective area of middle school students' software class. To achieve our goal, we explored theoretical background and designed a lesson plan based on CT-CPS instructional model. Then we analyzed our experimental results after applying the lesson plan to middle school students. We performed our experiment to an experimental group by using our CT-CPS instructional model-based lesson plans, and we carried out three pre and post tests about cognitive and affective area, i.e. creative problem solving ability, meta cognition and motivation of learning. As a result, most of the test factors were statistically improved, so the effectiveness of the CT-CPS instructional model on the cognitive and the affective area of middle school students' software class was verified.

Development of Prototype and Model about the Moving Picture Searching System based on MPEG-7 and KEM (MPEG-7과 KEM 기반의 동영상 검색 시스템 모델 및 프로토타입의 개발)

  • Choe, HyunJong
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.75-83
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    • 2009
  • Moving picture has become the important media in education with expanded e-learning paradigm, but Korea Educational Metadata has limitation about representing information of lots of events and objects in moving picture. Announcing the MPEG-7 specification the information of lots of events and objects in it can be presented in terms of semantic and structural description of moving pictures. In this paper moving picture searching system model that integrates two metadata specifications, such as KEM and MPEG-7, is proposed. In this model one ontology to combine two metadata specifications is designed, and the other ontology about knowledge of a subject matter is added to search efficiently in searching system. As some moving picture data from Edunet were selected and stored in our server, our prototype of searching system using MPEG-7 and KEM shows the results that we are expected.

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Rethinking of Self-Organizing Maps for Market Segmentation in Customer Relationship Management (고객관계관리의 시장 세분화를 위한 Self-Organizing Maps 재고찰)

  • Bang, Joung-Hae;Hamel, Lutz;Ioerger, Brian
    • Journal of Intelligence and Information Systems
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    • v.13 no.4
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    • pp.17-34
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    • 2007
  • Organizations have realized the importance of CRM. To obtain the maximum possible lifetime value from a customer base, it is critical that customer data is analyzed to understand patterns of customer response. As customer databases assume gigantic proportions due to Internet and e-commerce activity, data-mining-based market segmentation becomes crucial for understanding customers. Here we raise a question and some issues of using single SOM approach for clustering while proposing multiple self-organizing maps approach. This methodology exploits additional themes on the attributes that characterize customers in a typical CRM system. Since this additional theme is usually ignored by traditional market segmentation techniques we here suggest careful application of SOM for market segmentation.

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The Effects of Coding Education Using the Unplugged Robot Education System on the Perceived Useful and Easy

  • Song, JeongBeom
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.8
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    • pp.121-128
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    • 2015
  • This study aimed to investigate the effects of an unplugged robot education system capable of computerless coding education. Specifically, this study compared this education system with PicoCricket, an educational robot that can also be used with elementary students in lower grades, using assessment tools on perceived usefulness and ease. Using random sampling and randomized assignment for more objective validation, 30 participants were assigned to the unplugged robot education system group (experimental group) and 30 participants were assigned to the PicoCricket group (control group), for a total of 60 study participants. The research procedure included verification of the equivalence of the two groups by conducting a pretest after a 2-hour basic training session on algorithms and programming. The experimental and control groups learned the same content using different educational tools in accordance with software training guidelines for a total of 12 hours. Then, the difference in perceived usefulness and ease between the two groups was examined using a post-treatment test. The study results showed that scores on both dependent variables, perceived usefulness and perceived ease, were significantly higher in the experimental group than the control group. Moreover, scores on all sub-variables of the dependent variables were significantly higher in the experimental group than the control group. These results suggest that learners using the unplugged robot education system found it more useful and easier to use than learners using the existing educational robot, PicoCricket. This study's findings are significant, as according to the technology acceptance model, the perceived usefulness and ease of an educational tool are important variables that determine the acceptance of the tool (i.e., persistence of learning).

CANVAS: A Cloud-based Research Data Analytics Environment and System

  • Kim, Seongchan;Song, Sa-kwang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.117-124
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    • 2021
  • In this paper, we propose CANVAS (Creative ANalytics enVironment And System), an analytics system of the National Research Data Platform (DataON). CANVAS is a personalized analytics cloud service for researchers who need computing resources and tools for research data analysis. CANVAS is designed in consideration of scalability based on micro-services architecture and was built on top of open-source software such as eGovernment Standard framework (Spring framework), Kubernetes, and JupyterLab. The built system provides personalized analytics environments to multiple users, enabling high-speed and large-capacity analysis by utilizing high-performance cloud infrastructure (CPU/GPU). More specifically, modeling and processing data is possible in JupyterLab or GUI workflow environment. Since CANVAS shares data with DataON, the research data registered by users or downloaded data can be directly processed in the CANVAS. As a result, CANVAS enhances the convenience of data analysis for users in DataON and contributes to the sharing and utilization of research data.

The Usage of Modern Information Technologies for Conducting Effective Monitoring of Quality in Higher Education

  • Oseredchuk, Olga;Nikolenko, Lyudmyla;Dolynnyi, Serhii;Ordatii, Nataliia;Sytnik, Tetiana;Stratan-Artyshkova, Tatiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.113-120
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    • 2022
  • Information technologies in higher education are the basis for solving the tasks set by monitoring the quality of higher education. The directions of aplying information technologies which are used the most nowadays have been listed. The issues that should be addressed by monitoring the quality of higher education with the use of information technology have been listed. The functional basis for building a monitoring system is the cyclical stages: Observation; Orientation; Decision; Action. The monitoring system's considered cyclicity ensures that the concept of independent functioning of the monitoring system's subsystems is implemented.. It also ensures real-time task execution and information availability for all levels of the system's hierarchy of vertical and horizontal links, with the ability to restrict access. The educational branch uses information and computer technologies to monitor research results, which are realized in: scientific, reference, and educational output; electronic resources; state standards of education; analytical materials; materials for state reports; expert inferences on current issues of education and science; normative legal documents; state and sectoral programs; conference recommendations; informational, bibliographic, abstract, review publications; digests. The quality of Ukrainian scientists' scientific work is measured using a variety of bibliographic markers. The most common is the citation index. In order to carry out high-quality systematization of information and computer monitoring technologies, the classification has been carried out on the basis of certain features: (processual support for implementation by publishing, distributing and using the results of research work). The advantages and disadvantages of using web-based resources and services as information technology tools have been discussed. A set of indicators disclosed in the article evaluates the effectiveness of any means or method of observation and control over the object of monitoring. The use of information technology for monitoring and evaluating higher education is feasible and widespread in Ukrainian education, and it encourages the adoption of e-learning. The functional elements that stand out in the information-analytical monitoring system have been disclosed.

A User Driven Adaptive Bandwidth Video Streaming System (사용자 기반 가변 대역폭 영상 스트리밍 시스템)

  • Chung, Yeongjee;Ozturk, Yusuf
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.825-840
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    • 2015
  • Adaptive bitrate (ABR) streaming technology has become an important and prevalent feature in many multimedia delivery systems, with content providers such as Netflix and Amazon using ABR streaming to increase bandwidth efficiency and provide the maximum user experience when channel conditions are not ideal. Where such systems could see improvement is in the delivery of live video with a closed loop cognitive control of video encoding. In this paper, we present streaming camera system which provides spatially and temporally adaptive video streams, learning the user's preferences in order to make intelligent scaling decisions. The system employs a hardware based H.264/AVC encoder for video compression. The encoding parameters can be configured by the user or by the cognitive system on behalf of the user when the bandwidth changes. A cognitive video client developed in this study learns the user's preferences(i.e. video size over frame rate) over time and intelligently adapts encoding parameters when the channel conditions change. It has been demonstrated that the cognitive decision system developed has the ability to control video bandwidth by altering the spatial and temporal resolution, as well as the ability to make scaling decisions.

The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.