• Title/Summary/Keyword: Educational Technology Research

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A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

Research on Safety Education Methodology Based on the Metaverse (메타버스를 기반으로 한 안전교육 방법론에 관한 연구)

  • Hyeon-Gi Baek
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.55-63
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    • 2024
  • This paper discusses the concept and continuously evolving applications of metaverse technology in the field of safety education, and proposes methodologies for employing metaverse technology in safety education. Additionally, it analyzes educational cases using the metaverse to explore specific directions for the advancement of safety education. Therefore, this study aims to propose methodologies for safety education utilizing metaverse technology. Recently, the metaverse has emerged as a new platform in various fields, including education. In particular, safety education using metaverse technology is carried out because it can provide an engaging learning experience by fostering understanding and immersion through interaction, moving away from one-way didactic teaching. This paper proposes a three-stage educational process for safety education using metaverse technology and presents various implementable projects and activity examples for each stage. This approach can contribute to developing practical response skills for various situations, going beyond traditional safety education methods. Future research is expected to deeply explore the long-term effectiveness of this educational methodology and its practical applicability in educational settings.

A Study on the Differences of University Performance according to Participation in the Engineering Educational Innovation Support Project (정부재정지원 사업 참여에 따른 대학 성과 차이 분석 연구 : 2018~2020년 공학교육혁신지원사업과 LINC사업을 중심으로)

  • Huh, Ji-suk;Hwang, Yunja
    • Journal of Engineering Education Research
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    • v.25 no.4
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    • pp.13-20
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    • 2022
  • The purpose of this study is to objectively grasp the effect of the engineering education innovation support project among the national engineering-related financial support projects by dividing the groups according to the participation of support projects from 2018 to 2020 and dividing the university performance. As a result of the research the engineering education innovation support project has been consistently producing excellent results of field-based engineering education such as field-oriented industrial-educational collaboration capstone design, technology commercialization, and development and operation of corporate-linked education. It was found that the results showed that the dropout rate of college were lowered. In the future, it needs to be prepared as a place for new and free trials, innovations, and opportunities so that the engineering education innovation support projects can become the mother of other business groups.

An Analysis of Teachers' Perceptions of Educational Change in the Fourth Industrial Revolution (4차 산업혁명에 따른 교육 변화에 대한 교원의 인식 분석)

  • Lee, Youngju;Kim, Youngmin
    • Journal of Engineering Education Research
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    • v.22 no.3
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    • pp.11-17
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    • 2019
  • With technology rapidly changing our economic, cultural and social realities, the question of how to educate the generation for the fourth industrial revolution has been a pressing issue. The purpose of this study is to review teachers' perception regarding the educational change in the fourth industrial revolution. For this purpose, we surveyed 420 school teachers and administrators. Most teachers highly understand The Fourth Industrial Revolution and they think AI(Artificial Intelligence) is a core technology. They recognize The Fourth Industrial Revolution is very important and great influence in the education field. For this, they need educational innovation in the education field. Elementary school teacher perceive understanding Elementary school teachers think that understand The Fourth Industrial Revolution and change of curriculum is highly important. And, Secondary school teachers perceive that the change of education system and class is very necessary. Lastly, STEAM education is the most appropriate to prepare for a changing society.

A Curricular Comparison Study with TIMSS (우리 나라 수학교육과정 현황 및 TIMSS 연구결과와의 비교분석)

  • 김민경;노선숙
    • Journal of Educational Research in Mathematics
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    • v.11 no.1
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    • pp.137-156
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    • 2001
  • IEA's Third International Mathematics and Science Study(TIMSS) from 1994-1995 has placed Korea as one of the top three countries among 45 countries that participated in the study in mathematics achievement for the 3rd, 4th, 7th, and 8th grade students. While the test scores were excellent, the study also showed that mathematics education in Korea needed improvements in student attitudes, technology incorporation, and gender difference in achievement. An analysis of the a survey conducted as part of the mathematics curriculum research program showed that very little progress has been made in these areas for the past 5 years. Moreover, the progressively declining attitudes towards mathematics for high school students is a problematic phenomena for educators as we believe that mathematics is becoming even more important in an information technology based society. A comparison between the top three TIMSS scoring countries (Korea, Singapore, and Japan) and low scored country (U.S.) was made In this paper. We also compare some of problematic results from TIMSS to those from EERI Curriculum Study implemented in 2000. The study shows that simply using technology and improving student attitudes do not necessarily guarantee improved performance. Most of educators agree that potential for technology is great for both changing the way students learn and improving the attitudes of students. However, improperly implemented technology can hinder rather than help the educational process. Therefore, as we begin to implement and use more and moore technology, it is critical to develop the proper curriculum, training for teachers and research programs to track the progress and to make the necessary adjustments to provide the best possible education for our students. Another TIMSS result shows for all four grade levels(3rd, 4th, 7th, 8th), Korea shows the highest gender difference among all the participating countries. TIMSS data such as this is valuable to benchmark all types of information to get a better understanding about what is happening for improvements in math curriculum in Korea. More research needs to be done in comparing the performance of Korean mathematics education to understand both the strengths and weaknesses of our curriculum so that improvements can be made.

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Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

Domestic Research Trends of Learning with AI (국내 AI활용교육 연구동향)

  • Huh, Miseon;Bae, Yoonju;Seok, Huijin;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.973-985
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    • 2021
  • The purpose of this study is to suggest the direction and implications of learning with AI in the future by analyzing the trends of research learning with AI in the field of education. For doing this, the final 78 papers published in domestic journals over the past three years from 2019 to July 2021 were selected for analysis through review. The analysis results are as follows. First of all, papers in 2020 among the three years were most published, and the most utilized research method was the qualitative research. In addition, according to the analysis by study subject, studies on elementary school students were the most common, followed by studies on college and graduate students. In the analysis by subject, research related to foreign language education was most utilized and chatbot was most used in the AI technology type. Finally, the research learning with AI accounted for the majority, and student support accounted for the majority as the type of education system learning with AI at the implementation stage among the areas of teaching and learning and evaluation. Based on these results, the direction and implications of learning with AI in the future were presented. This study is meaningful in that it grasped research trends of learning with AI in domestic from an overall perspective, and examined learning with AI focusing on the instructor-learner and the teaching and learning design process.

A Study on the Implementation of Cyber Education System into the Associated School of Government Research Institutes (출연(연)연합대학원대학 사이버교육시스템 도입방안 연구)

  • 이상환;정택영;이병민
    • Journal of Korea Technology Innovation Society
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    • v.6 no.1
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    • pp.74-91
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    • 2003
  • Science and Technology University(STU) will be established by twenty-two government institutes next year. STU has latent problems with geographical limitations caused by organizing the faculties and facilities of the government research institutes, which are located all over the country. This study tries to examine the Educational Administration(Opreation) Model of STU and analyse expected problems and further, proposes the introduction of cyber education system which will maximize efficiency of educational operation of the system and enhance learning. It also discusses the practical problems in the implementation of cyber education system.

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Unpacking the Potential of Tangible Technology in Education: A Systematic Literature Review

  • SO, Hyo-Jeong;HWANG, Ye-Eun;WANG, Yue;LEE, Eunyul
    • Educational Technology International
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    • v.19 no.2
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    • pp.199-228
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    • 2018
  • The main purposes of this study were (a) to analyze the research trend of educational use of tangible technology, (b) to identify tangible learning mechanisms, and potential benefits of learning with tangible technology, and (c) to provide references and future research directions. We conducted a systematic literature review to search for academic papers published in recent five years (from 2013 to 2017) in the major databases. Forty papers were coded and analyzed by the established coding framework in four dimensions: (a) basic publication information, (b) learning context, (c) learning mechanism, and (d) learning benefits. Overall, the results show that tangible technology has been used more for young learners in the kindergarten and primary school contexts mainly for science learning, to achieve both cognitive and affective learning outcomes, by coupling tangible objects with tabletops and desktop computers. From the synthesis of the review findings, this study suggests that the affordances of tangible technology useful for learning include embodied interaction, physical manipulations, and the physical-digital representational mapping. With such technical affordances, tangible technologies have the great potential in three particular areas in education: (a) learning spatial relationships, (b) making the invisible visible, and (c) reinforcing abstract concepts through the correspondence of representations. In conclusion, we suggest some areas for future research endeavors.

Students' Performance Prediction in Higher Education Using Multi-Agent Framework Based Distributed Data Mining Approach: A Review

  • M.Nazir;A.Noraziah;M.Rahmah
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.135-146
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    • 2023
  • An effective educational program warrants the inclusion of an innovative construction which enhances the higher education efficacy in such a way that accelerates the achievement of desired results and reduces the risk of failures. Educational Decision Support System (EDSS) has currently been a hot topic in educational systems, facilitating the pupil result monitoring and evaluation to be performed during their development. Insufficient information systems encounter trouble and hurdles in making the sufficient advantage from EDSS owing to the deficit of accuracy, incorrect analysis study of the characteristic, and inadequate database. DMTs (Data Mining Techniques) provide helpful tools in finding the models or forms of data and are extremely useful in the decision-making process. Several researchers have participated in the research involving distributed data mining with multi-agent technology. The rapid growth of network technology and IT use has led to the widespread use of distributed databases. This article explains the available data mining technology and the distributed data mining system framework. Distributed Data Mining approach is utilized for this work so that a classifier capable of predicting the success of students in the economic domain can be constructed. This research also discusses the Intelligent Knowledge Base Distributed Data Mining framework to assess the performance of the students through a mid-term exam and final-term exam employing Multi-agent system-based educational mining techniques. Using single and ensemble-based classifiers, this study intends to investigate the factors that influence student performance in higher education and construct a classification model that can predict academic achievement. We also discussed the importance of multi-agent systems and comparative machine learning approaches in EDSS development.