• Title/Summary/Keyword: Context of Use

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Practical Suggestions for the Effective Use of Everyday Context in Teaching Physics -based on the analysis of students' learning processes-

  • Jeong, Hyun-Suk;Park, Jong-Won
    • Journal of The Korean Association For Science Education
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    • v.31 no.7
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    • pp.1025-1039
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    • 2011
  • Even though many researchers have reported that everyday contexts can arouse students' interests and improve their science learning, the connection between everyday context and physics learning is not yet clearly discussed. In our study, at first, we assumed five guidelines for helping the development of teaching materials for physics learning in everyday context. Based on these guidelines, we developed teaching materials for understanding basic optics and applied these materials to ninth grade students. From the positive responses of students and science teachers about the developed materials, we could confirm that the guidelines were reflected well in the materials. And also, it was found that students and teachers wanted to learn or teach context-based physics in future classroom learning. However, all students do not receive benefits from learning physics in everyday context. By analyzing students' actual learning processes and interviews with them, we found five potential impeding factors which could hinder students' successful learning of physics in everyday context. As a result, we suggested five recommendations for overcoming these impeding factors.

Multimedia Technologies in Modern Educational Practices: Audiovisual Context

  • Mozhenko, Mykola;Donchyk, Andrii;Yushchenko, Anton;Suchkov, Denys;Yelenskyi, Roman
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.141-146
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    • 2022
  • In modern educational practices, the issue of dependence on the experience of using multimedia by students and the adoption of technologies in education, the perception of their benefits and effectiveness in blended learning is little covered. The purpose of the academic paper lies in assessing the audiovisual context of multimedia technologies, its acceptance by students in practice on the example of using video lectures in blended learning. The methodology is based on an online survey of 120 students of Ukrainian universities who have assessed the experience level in using video lectures, as well as the constructs as follows: Technology Characteristics, Fit, Perceived Usefulness, Perceived Ease of Use, Attitude, Intention to Use, Actual Use. The results show that the majority of students use video lectures to a certain extent in their training (20,8% have used technology to a certain extent, 49,2% have often used technology in training, 20% are regular users of technology). It has been revealed that most students agree with the relevance of video lectures, the accuracy of lectures, the brevity of lectures, the clarity of lectures, as well as the high quality of lecture videos. It has been estimated that 42,5% believe that lecture videos are an effective tool towards supporting students in hybrid learning. 26,7% of students consider video lectures to be appropriate technologies for online / hybrid courses. In general, 37,5% of respondents find video lectures useful; however, 35,0% do not agree with this statement. 83,3% of students have rated the high level of ease of access to video. In total, 95% of students find lecture videos easy to use. In general, positive attitude of students to video lectures has been revealed.

A Simultaneous Design of TSK - Linguistic Fuzzy Models with Uncertain Fuzzy Output

  • Kwak, Keun-Chang;Kim, Dong-Hwa
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.427-432
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    • 2005
  • This paper is concerned with a simultaneous design of TSK (Takagi-Sugeno-Kang)-linguistic fuzzy models with uncertain model output and the computationally efficient representation. For this purpose, we use the fundamental idea of linguistic models introduced by Pedrycz and develop their comprehensive design framework. The design process consists of several main phases such as (a) the automatic generation of the linguistic contexts by probabilistic distribution using CDF (conditional density function) and PDF (probability density function) (b) performing context-based fuzzy clustering preserving homogeneity based on the concept of fuzzy granulation (c) augment of bias term to compensate bias error (d) combination of TSK and linguistic context in the consequent part. Finally, we contrast the performance of the enhanced models with other fuzzy models for automobile MPG predication data and coagulant dosing process in a water purification plant.

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Development of Environmental Inquiry Activities in Science Subject of High School (고등학교 과학과의 환경 탐구활동 개발)

  • Hong, Jung-Lim
    • Hwankyungkyoyuk
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    • v.18 no.2 s.27
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    • pp.101-112
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    • 2005
  • The purpose of this study is to develop environmental inquiry activities for teaching the 10th grade students in science classes of high school. The activities are developed to perform goals of environmental education for sustainable development. In order to this, activities are sequently organized in order of context of laboratory, field, and problem solving in respect of one learning topic. The object of inquiry activities in laboratory context is understanding concepts related environment and environmental pollution. The inquiry activities in field context have an object of attaining good awareness and attitude toward environment. Throughout the activities in probem solving context students are expected to have a mind of participating in environmental issues. The activities are designed to learn and use integrated science knowledge in many domains. Some activities are intended to utilize MBL(Microcomputer-based Laboratory). The ICT materials, lesson plans, instructional sheets for teaching and student' sheets for inquiry were produced to guide these activities. It is expected that this effort will contribute to cultivate environmental literate persons who have not only scientific understanding but also practical will of environmental issues.

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Applying Gamification and Assessing its Effectiveness in a Tourism Context: Behavioural and Psychological Outcomes of the TripAdvisor's Gamification Users

  • Sigala, Marianna
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.179-210
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    • 2015
  • Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players' use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players' gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the 'play' tasks, and so, increasing the gamification's effectiveness.

Design and Implementation of a Component and Context based Business Message for Creating a Single Global Electronic Market (단일 글로벌 전자상거래 시장을 만들기 위한 컴포넌트와 컨텍스트 기탄의 전자문서 설계 및 구현)

  • 김완평
    • Journal of Information Technology Applications and Management
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    • v.9 no.3
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    • pp.13-30
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    • 2002
  • ebXML (Electronic Business using extensible Markup language), sponsored by UN/CEFACT and OASIS, is a modular suite of specifications that enables enterprises of any size and in any geographical location to conduct business over the Internet. Using ebXML, companies now have a standard method to exchange business messages, conduct trading relationships, communicate data In common terms and define and resistor business processes. It is the mission of ebXML that provides an open XML-based infrastructure enabling the global use of electronic business information in an interoperable, secure and consistent manner by all parties for creating a single e1ectronic electronic market. This paper briefly overviews the concept of core component, context, assembly rule and context rule. Then, It designs by standard specifications of ebXML core component commonly used in an industry and among industries, and assembles business messages by using XML schema. Therefore, it suggests the mechanism which effectively exchanges business messages among the trading partners. This paper designs core component by using only three business messages of retail industry : orders, dispatch report, sales report.

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Factors Influencing Acceptance and Use of New Technologies in the Metaverse Era : Focusing on the Difference between B2C Context and B2B Context (Metaverse 시대의 신기술 사용 의도에 영향을 미치는 요인: B2C 맥락과 B2B 맥락의 차이를 중심으로)

  • Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.125-139
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    • 2021
  • As the 4th industrial revolution progresses, new technologies and services are being born, growing, and maturing. Now, beyond the mobile era, the metaverse is being discussed as a new paradigm. Therefore, in this study, in preparation for the metaverse era, we tried to analyze what factors have an important influence when consumers want to use new technologies. In particular, the research was conducted focusing on how the context in which consumers use the technology changes depending on whether they are B2C or B2B. For this, augmented reality (AR) was selected in the B2C context by linking the research subject with the metaverse era, and the smart factory was selected in the B2B context. The research model for the analysis was established by deriving and setting common influence variables by reflecting the characteristics of the research target technology based on the modified extended unified theory of acceptance and use of technology. A survey was conducted for empirical analysis, and 150 AR and 150 smart factory subjects were analyzed. The empirical study results are as follows. The relationship between performance expectancy and intention to use, technology readiness and intention to use was found to have a significant positive (+) effect on both AR and smart factory. On the other hand, it was found that effort expectancy, social influence, and trust had a positive (+) effect on intention to use only in AR. Only in smart factory, facilitating conditions had a significant positive (+) effect on intention to use. It was also found that the perceived risk had a significant negative (-) effect on the intention to use only in the smart factory. The results of this study are academically significant in that we empirically test that influencing factors of technology use varies depending on the context in which it is used by consumers. In practice, it provided an implication of what to focus on first is being implemented.

Design and Implementation of a Framework for Context-Aware Preference Queries

  • Roocks, Patrick;Endres, Markus;Huhn, Alfons;KieBling, Werner;Mandl, Stefan
    • Journal of Computing Science and Engineering
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    • v.6 no.4
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    • pp.243-256
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    • 2012
  • In this paper we present a framework for a novel kind of context-aware preference query composition whereby queries for the Preference SQL system are created. We choose a commercial e-business platform for outdoor activities as a use case and develop a context model for this domain within our framework. The suggested model considers explicit user input, domain-specific knowledge, contextual knowledge and location-based sensor data in a comprehensive approach. Aside from the theoretical background of preferences, the optimization of preference queries and our novel generator based model we give special attention to the aspects of the implementation and the practical experiences. We provide a sketch of the implementation and summarize our user studies which have been done in a joint project with an industrial partner.

Information Seeking in Context: Content Analysis of Information Search by College Students (맥락에 따르는 정보추구: 대학생의 과제 관련 정보탐색의 내용분석)

  • 윤정옥
    • Journal of Korean Library and Information Science Society
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    • v.35 no.2
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    • pp.199-218
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    • 2004
  • The purpose of this study is to examine the emotional and behavioral characteristics of information seeking of university students in context in which a class assignment should be completed. An attempt was made to understand better individualized and selective behavior observed while seeking information in the commonly defined context. Data was collected from content analysis of self-reports by 54 university students majoring in library and information science. Major findings were analyzed in relation to the preception and feelings over, and barriers and strategies of seeking information, and the use of information resources.

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Design of Service Management System based on Context Information (상황정보를 기반으로 한 서비스 관리 시스템 설계)

  • Lee, Seung-Keun;Rim, Ki-Wook;Lee, Jung-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.5
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    • pp.49-58
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    • 2005
  • There has been an increase in the interest of applications that use a combination of both pervasive computing technology and context-aware technology. This application based on the development environment along with the support of developing context-aware applications is now being researched thoroughly and by many. The service management system provides services that are needed for context-aware applications. This system is an integral part of the developmental environment of context-aware applications. But there is a restrictive matching based on ontology that uses simple syntactic matching or a plain type of service used in previous researches. And there is also no consideration for context-aware information. Also, if the user is unable to find a service that is satisfactory, or is a service which a user does not desire, they may use a service which is composed of other existing services. This paper proposes a service management system based on context-aware information. The proposed system enables the accurate finding of services by considering semantic matching methods based on ontology and context-aware information. If the user does not find a service that is helpful in the service registry, it can provide the service list to enable other existing service compositions, by providing the functionality of these service compositions. As a result, the experiment of the system proposed has shown that the system properly supported the service discovery based on context-aware information and service composition.