• Title/Summary/Keyword: Education of simulation

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Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.329-331
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    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

Path Model for Presence Factors Affecting Expectations and Concerns of Using Virtual Simulation in Special Education (가상 시뮬레이션의 특수교육 활용 기대감에 영향을 미치는 현존감 요인의 경로 분석)

  • Baek, Jongnam
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.475-482
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    • 2020
  • The purpose of this study is to analyze the paths of the presence that influences the use of the virtual simulation in the special education classrooms. The participants consisted of 76 students who majored in special education in J and K universities. Participants took a three lectures of 3-h. that addressed the theory and practice of virtual technology such as virtual reality(VR) and augmented reality(AR), and then completed the questionnaires on participants' presence level and expectation level of virtual simulation for special education. Study results were as followings: (1) Enjoyment and Communication have direct effects on positive expectation, while Immersion has a direct effect on negative concern; (2) Reality, Accessibility Performance, Communication, and Immersion have indirect effects mediated by Enjoyment on positive expectation; and (3) Communication and Reality have indirect effects mediated by Immersion on negative concern. Lastly, the implications and suggestions for future research were presented.

A Study on Students Scientific Reasoning in Solving Pendulum Task

  • Yang, Il-Ho
    • Journal of The Korean Association For Science Education
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    • v.23 no.4
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    • pp.430-441
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    • 2003
  • The purpose of this study was to investigate the effects of students' prior knowledge on scientific reasoning in solving a pendulum task with a computer simulation. Subjects were 60 Korean students: 27 fifth-grade students from an elementary school and 33 seventh grade students from a middle school located in a city with 300,000 people. This study adapted a pendulum task presented with a computer simulation on which subjects would use a pattern of multivariable causal inferences. The subjects were interviewed individually in a three-phase structured interview by the researcher and three assistants while he/she was investigating the pendulum task. This study showed that most students across grades focused heavily on demonstrating the primacy of their prior knowledge or their current hypothesis. In addition, students' theories that are part of one's prior knowledge have a significant impact on formulating, testing, and revising hypotheses. Therefore, this study supported the notion that students' prior knowledge had a strong effect on students' experimental intent and hypothesis evaluation.

Current status of simulation training in plastic surgery residency programs: A review

  • Thomson, Jennifer E.;Poudrier, Grace;Stranix, John T.;Motosko, Catherine C.;Hazen, Alexes
    • Archives of Plastic Surgery
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    • v.45 no.5
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    • pp.395-402
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    • 2018
  • Increased emphasis on competency-based learning modules and widespread departure from traditional models of Halstedian apprenticeship have made surgical simulation an increasingly appealing component of medical education. Surgical simulators are available in numerous modalities, including virtual, synthetic, animal, and non-living models. The ideal surgical simulator would facilitate the acquisition and refinement of surgical skills prior to clinical application, by mimicking the size, color, texture, recoil, and environment of the operating room. Simulation training has proven helpful for advancing specific surgical skills and techniques, aiding in early and late resident learning curves. In this review, the current applications and potential benefits of incorporating simulation-based surgical training into residency curriculum are explored in depth, specifically in the context of plastic surgery. Despite the prevalence of simulation-based training models, there is a paucity of research on integration into resident programs. Current curriculums emphasize the ability to identify anatomical landmarks and procedural steps through virtual simulation. Although transfer of these skills to the operating room is promising, careful attention must be paid to mastery versus memorization. In the authors' opinions, curriculums should involve step-wise employment of diverse models in different stages of training to assess milestones. To date, the simulation of tactile experience that is reminiscent of real-time clinical scenarios remains challenging, and a sophisticated model has yet to be established.

The effect of SIM-PBL eduction on critical thinking disposition and self-efficacy in paramedic students (문제기반학습 연계 시뮬레이션(SIM-PBL) 교육이 응급구조과 학생들의 비판적 사고경향과 자기효능감에 미치는 영향)

  • Cho, Hye-Young
    • The Korean Journal of Emergency Medical Services
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    • v.17 no.3
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    • pp.61-71
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    • 2013
  • Purpose: This study was conducted to evaluate the effects of the simulation education integrated with problem based learning on critical thinking disposition and self-efficacy on paramedic students. Methods: The study subjects were 48 students. Pre and post design with nonequivalent control group was assigned. The experimental group received the one week education for 4 weeks(4 sessions in total) with 90 minutes for each session. The control group received a regular skill training curriculum. Results: The experimental group showed significantly higher improvement of self-efficacy and critical thinking disposition preference compared with the control group. Conclusion: These findings indicate that simulation education with scenario was effective in improving the critical thinking disposition and self-efficacy in paramedic students.

A Striping Strategy Considering Variable Bit Rate in Clustered VOD Servers (클러스터드 VOD 서버에서 가변 비트율을 고려한 스트라이핑 정책)

  • Lee, Jae-Ho;Kim, Jong-Hoon;Ahn, You-Jung
    • Journal of The Korean Association of Information Education
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    • v.2 no.1
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    • pp.10-18
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    • 1998
  • In a VOD server, media data are usually encoded by VBR compression technique such as MPEG, therefore, media stream rates vary. We propose a striping strategy called VCS considering VBR compression in Clustered VOD servers. Simulation are conducted to evaluate and compare the new strategy with a known striping strategy. The results show that the VCS strategy improves the performance.

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Designing a Simulation for Algorithm Education (알고리즘 교육을 위한 시뮬레이션 설계 방안 연구)

  • Kim, Jung-Woo;Lee, Mi-Wha
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.243-248
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    • 2006
  • 본 연구는 초등학교 학생 수준에 맞는 알고리즘 교육을 위한 웹 기반 시뮬레이션의 설계 방안을 제시하는데 목적이 있다. 이에 따라 본 연구에서는 알고리즘 교육을 위한 시뮬레이션 모형을 기반으로 자료 처리의 가장 기본이 되는 정렬 및 탐색 알고리즘으로 제한하여 설계 방안을 고찰하였다. 각각의 알고리즘 학습을 위해 실생활과 밀접한 모의상활을 제시하여 알고리즘 학습에 대한 학습동기를 극대화할 수 있도록 설계하였다. 본 연구에서 설계한 시뮬레이션을 개발하여 적용한다면 초등학교 수준에 맞는 알고리즘 교수-학습에 도움을 줄 것으로 기대된다.

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Effective Simulation Control for Deformable Object (변형 가능한 물체를 위한 효과적인 시뮬레이션 제어)

  • Hong, Min;Choi, Min-Hyung
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.73-80
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    • 2005
  • To achieve a natural and plausible interaction with deformable objects and to setup the desirable initial conditions of simulation, user should be able to define and control the geometric constraints intuitively. In addition, user should be able to utilize the simulation as a problem solving platform by experimenting various simulation situations without major modification of the simulator. The proposed physically based geometric constraint simulation system solves the problem using a non-linear finite element method approach to represent deformable objects and constraint forces are generated by defining geometric constraints on the nodes of the object to maintain the restriction. It allows user to define and modify geometric constraints and an algorithm converts these geometric constraints into constraint forces which seamlessly integrate controllability to the simulation system. Simulator can handle linear, angular, inequality based geometric constraints on the objects. Our experimental results show that constraints are maintained in the tight error bound and preserve desired shape of deformable object during the entire simulation.

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Exploring Students Competencies to be Creative Problem Solvers With Computational Thinking Practices

  • Park, Young-Shin;Park, Miso
    • Journal of the Korean earth science society
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    • v.39 no.4
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    • pp.388-400
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    • 2018
  • The purpose of this study was to explore the nine components of computational thinking (CT) practices and their operational definitions from the view of science education and to develop a CT practice framework that is going to be used as a planning and assessing tool for CT practice, as it is required for students to equip with in order to become creative problem solvers in $21^{st}$ century. We employed this framework into the earlier developed STEAM programs to see how it was valid and reliable. We first reviewed theoretical articles about CT from computer science and technology education field. We then proposed 9 components of CT as defined in technology education but modified operational definitions in each component from the perspective of science education. This preliminary CTPF (computational thinking practice framework) from the viewpoint of science education consisting of 9 components including data collection, data analysis, data representation, decomposing, abstraction, algorithm and procedures, automation, simulation, and parallelization. We discussed each component with operational definition to check if those components were useful in and applicable for science programs. We employed this CTPF into two different topics of STEAM programs to see if those components were observable with operational definitions. The profile of CT components within the selected STEAM programs for this study showed one sequential spectrum covering from data collection to simulation as the grade level went higher. The first three data related CT components were dominating at elementary level, all components of CT except parallelization were found at middle school level, and finally more frequencies in every component of CT except parallelization were also found at high school level than middle school level. On the basis of the result of CT usage in STEAM programs, we included 'generalization' in CTPF of science education instead of 'parallelization' which was not found. The implication about teacher education was made based on the CTPF in terms of science education.

Real-time Bleeding Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 실시간 출혈 애니메이션 기법)

  • Lee, Jeong-Jin;Seo, Che-Hwan;Lee, Ho;Kye, Hee-Won;Lee, Min-Sun
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.664-671
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    • 2012
  • Recently, practice education using virtual medical simulation has been applied to real clinical environment by enhancing the learning efficiency. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been increased. Realistic bleeding animation, which represents bleeding special effects frequently occurred in virtual medical simulation environment, has not been proposed yet. In this paper, we propose realistic real-time bleeding animation. For bleeding simulation, proposed method calculates main and effective bleeding regions along the main bleeding direction vector to represent naturalistic bleeding effect. In addition, for bleeding rendering, proposed method uses sigmoid function to impose weights of vertex opacities for the smooth opacity change so that the results of bleeding animation is realistic. Proposed method improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be enhanced.