• Title/Summary/Keyword: Education platform

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Comparative Study of Learning Platform for IT Developers (IT 개발자 대상 학습플랫폼 비교 연구)

  • Lee, Ji-Eun
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.147-158
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    • 2021
  • The digital transformation and COVID-19 are also causing major changes in teaching-learning methods. The biggest change is the spread of remote training and the emergence of various innovative learning platforms. Distance education has been criticized for not meeting technology trends and field demands..However, the problem of distance education is being solved through a system that supports various interactions and collaborations and supports customized learning paths. The researcher conducted a case study on domestic and foreign learning platforms that provide non-face-to-face ICT education. Based on the case study results, the researcher presented the functional characteristics of a learning platform that effectively supports non-face-to-face learning. In common, these sites faithfully supported the basic functions of the information system. In addition to learning progress check and learning guidance, some innovative learning platforms were providing differentiated functions in practice support, performance management, mentoring, learning data analysis, curation provision, and CDP support. Most learning platforms supported one-way, superficial interaction. If the platform effectively supports a variety of learning experiences and provides an integrated learning experience thanks to the development of IT technology, user satisfaction with the learning platform, intention to continue learning, and achievement will increase.

Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

  • Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.419-426
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    • 2024
  • Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

Developing a Platform of Platform for Disaster Technology and Information Sharing (재난기술·정보 공유를 위한 글로벌체계 플랫폼 개발)

  • Lee, Young Jai
    • Journal of Korean Society of Disaster and Security
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    • v.5 no.1
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    • pp.13-19
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    • 2012
  • This paper introduces platform of platform (POP) for global network on climate adaptation change and disaster risk reduction (CCA/DRR). The POP consists of disaster prevention technology e-market platform, e-learning platform, information sharing platform, and monitoring platform for AMCDRR action plan. The POP is developing based on Korean e-Government standard framework and supports Web and mobile service. Additionally the POP uses special product and technology to search and classify data about CCA/DRR.

Development of a Mobile Platform to Support Self-Regulated Learning (자기조절학습을 지원하는 모바일 연동 학습관리시스템 개발연구)

  • Chung, Ae-Kyung
    • The Journal of Korean Association of Computer Education
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    • v.12 no.4
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    • pp.23-34
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    • 2009
  • The main purpose of this study was to develop a mobile platform that supported college students to become self-regulated learners, and to examine its effects on students' academic achievement and self-regulated learning abilities. For this purpose, a mobile platform was designed and developed through the steps of systems approach. All the sub-steps were monitored and pilot-tested. The mobile platform incorporated a number of features designed specifically for the self-regulation components, with the intention of enhancing students' academic achievement and self-regulated learning abilities. Finally, research results suggested that students were taking advantage of the mobile platform that supported students' self-regulated learning. There were statically significant differences in academic achievement according to the type of mobile platform, F(1,133)=1767.202, P<.001

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Study on the Subway Platform Thermal Environment for using Natural Energy (자연에너지 활용을 위한 지하철 승강장 열환경에 관한 연구)

  • KIM, Hoe-Ryul;KIM, Dong-Gyu;KUM, Jong-Soo;CHUNG, Yong-Hyun;PARK, Sung-Chul
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.2
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    • pp.269-277
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    • 2009
  • Ventilation equipment performs a central role to maintain comfort subway environment. So ventilation equipment of Busan subway line No.1 is required to improve thermal environment. In this study, conditions of thermal environment are presented to improve ventilation equipment at existing subway station platforms by measuring thermal environment of platforms operated ventilation equipment at 14 stations of Busan subway line No.1. AWS of data in comparison with the neighbouring platforms and thermal environment analysis. Thermal environment status of subway platform analysis results are as follows. 1)Daytime platform temperature was higher than outdoor temperature, but night time platform temperature was lower than outdoor temperature. 2)Train wind had effect on improving thermal comfort in platform. 3)When outdoor temperature is below $24^{\circ}C$, inlet air is able to lower than platform temperature. 4)Considering existing ventilation system, night purge systems is useful to improving platform thermal environment.

A Mixed-Method Approach to Explore the Motivations and Constraints of Kiosks Consumers

  • Taehyee Um;Hyunji Kim;Jumi RHee;Namho Chung
    • Asia pacific journal of information systems
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    • v.32 no.1
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    • pp.92-124
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    • 2022
  • Providing services using kiosks is actively carried out between suppliers and consumers. These service processes have recently begun to play a dominant role in transactions. However, previous self-service technology (SST) studies or kiosks have not fully reflected the changing environment surrounding these different technologies. To cover the updated business environments, we combined qualitative and quantitative research methods. Through qualitative research and a review of previous studies, the variables emphasized as motivations and constraints for kiosks use and those that can be newly illuminated were selected for this study. We then applied the variables to the research model to assess their influence. In terms of the motivations for using kiosks, the results suggest that perceived usefulness and compatibility as service quality, forced use, and perceived service providers' efficiency as provider polices, absorptive capacity, and habit as an individual characteristic and social influence as a subjective norm have a significant effect on the attitude toward kiosks. In terms of constraints, difficult to use and need for interaction predicts the attitude toward kiosks. Attitude toward kiosks, perceived behavioral control, and social influence are directly related to the intention to use kiosks. Lastly, intention to use kiosks plays a significant role as an antecedent of revisit intention. Using these empirical results, we propose both academic and practical implications for future kiosks use.

The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.

Education Platform for Real Estate Industry on the Fourth Industrial Revolution : Proposing the Smart Space EduPlatform (4차 산업혁명시대 부동산 산업을 위한 교육플랫폼 연구: Smart Space EduPlatform 제안)

  • Lee, Jin-Kyung
    • Informatization Policy
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    • v.26 no.1
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    • pp.46-61
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    • 2019
  • The Fourth Industrial Revolution has been revolutionizing industry and education. This paper proposes an education platform, Smart Space EduPlatform (SSEP), for the real estate industry, aimed at educating the basic real estate technology (RETech) for workers in the real estate industry so they can achieve the highest and best use of the real estate in the smart environment. The habitat of SSEP is driven by the donation system ensuring sustainability, various technical functions such as tools for content production and learning participation, and learning behavior frameworks each in form of a learner, a teacher, and a helper. Services of SSEP consist of 17 important RETech lectures under 6 categories-planning and design, decision-making, management, economics, construction, and equipment-and project-based learning (PBL) curriculums. The lectures are provided along with video contents, additional learning materials and learning management service, while teachers' workshops, learner invitation and registration management, curriculum operation services are offered for the PBL curriculums.

Understanding MyData-Based Platform Adoption for SW·AI Education & Training Programs

  • Hansung Kim;Sae Bom Lee;Yunjae Jang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.269-277
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    • 2024
  • This study aims to explore the key factors for the systematic development and activation of a MyData-based platform for SW·AI education and training programs recently initiated by the government. To achieve this, a research model based on the Value-based Adoption Model (VAM) was established, and a survey was conducted with 178 participants who had experience in SW·AI education and training programs. The research model was validated using confirmatory factor analysis and Partial Least Squares Structural Equation Modeling (PLS-SEM). The main findings of the study are as follows: First, transparency and self-determination significantly influenced perceived benefits, while technical effort and security significantly influenced perceived risks. Second, perceived benefits positively affected the intention to use the platform, whereas perceived risks did not show a significant impact. Based on these results, this study suggests implications for the systematic development and activation of a MyData-based platform in the field of SW·AI education and training.