• Title/Summary/Keyword: English Learning Application

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Development and Application of Action Based Mathematics Digital Textbook (활동 중심 수학과 디지털교과서의 개발 및 적용)

  • Heo, Nam Gu;Lew, Hee Chan
    • Journal of Educational Research in Mathematics
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    • v.25 no.2
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    • pp.241-261
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    • 2015
  • "SMART" is a word to condense a new kind of educational system recently proposed by the Korean government. It signifies an intelligent adaptive learning system to innovate the educational environment, the contents, methodology and assessment. Developing a digital textbook was one of the main strategic goals to drive forward "smart" education. The Korean government expected to finish the development of digital textbooks of science, mathematics, social studies and English by 2013 and to have a field experiment for them in 2014. However, the case of mathematics was postponed for an indefinite period because its draft version was no different from a traditional textbook in its functional aspect. This situation might come from the non-existence of a good authoring tool and an inexperienced sense by developers of the opportunities available with digital textbooks. This paper introduces the main features for developing a digital mathematics textbook for the 12th grade students, which was developed in the environment of Cabri LM as an authoring tool. This paper also looks upon the results of a whole lesson using the textbook in managing the classroom interaction with students.

Target Word Selection Disambiguation using Untagged Text Data in English-Korean Machine Translation (영한 기계 번역에서 미가공 텍스트 데이터를 이용한 대역어 선택 중의성 해소)

  • Kim Yu-Seop;Chang Jeong-Ho
    • The KIPS Transactions:PartB
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    • v.11B no.6
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    • pp.749-758
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    • 2004
  • In this paper, we propose a new method utilizing only raw corpus without additional human effort for disambiguation of target word selection in English-Korean machine translation. We use two data-driven techniques; one is the Latent Semantic Analysis(LSA) and the other the Probabilistic Latent Semantic Analysis(PLSA). These two techniques can represent complex semantic structures in given contexts like text passages. We construct linguistic semantic knowledge by using the two techniques and use the knowledge for target word selection in English-Korean machine translation. For target word selection, we utilize a grammatical relationship stored in a dictionary. We use k- nearest neighbor learning algorithm for the resolution of data sparseness Problem in target word selection and estimate the distance between instances based on these models. In experiments, we use TREC data of AP news for construction of latent semantic space and Wail Street Journal corpus for evaluation of target word selection. Through the Latent Semantic Analysis methods, the accuracy of target word selection has improved over 10% and PLSA has showed better accuracy than LSA method. finally we have showed the relatedness between the accuracy and two important factors ; one is dimensionality of latent space and k value of k-NT learning by using correlation calculation.

The Use of Information and Communication Technologies in Education of Students' Civic Responsibility

  • Sadovyi, Mykola;Terenko, Olena;Filimonova, Tetiana;Malanchuk, Serhii;Vovkochyn, Lyudmyla;Paslawska, Alla;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.213-219
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    • 2022
  • Building Ukraine as an independent, sovereign state requires the education of a citizen-patriot, able to live and work in a democracy, ensure the unity of Ukraine, feel constant responsibility for themselves, their people, country, seek to make a real contribution to the reform process. Modern modernization of the education system requires the search for new information and communication technologies that can ensure the formation of a citizen with an active civic position, which involves not only students mastering the rights and responsibilities of citizens, convincing them of the feasibility of democratic transformation of society, patriotic qualities and feelings, but also the identification of motivated civic actions. The pandemic and hostilities have led to significant changes in the field of education around the world, they have caused educational problems in Ukraine. At the beginning of the quarantine in the spring of 2020, all educational institutions in the emergency mode switched to distance learning. Intensive use of information and communication technologies in the life of modern society has led to a rethinking of the content of education and training of future professionals: the main role is played not so much by the information itself as the ability to work with it, critically comprehend and produce new knowledge; the main thing is not the amount of information, but its quality; information is needed for further practical application and transformation into knowledge, and the ability to work with information becomes one of the important competencies of the modern specialist in the new transformation of society: from information to the knowledge society. In this context, one of the main forms of training is distance learning, which is able to respond to the challenges of society. The main methodological positions that are taken into account in the construction of the structure and dynamics of the formation of civic responsibility of the individual during the use of information and communication technologies are highlighted. The structure of civil responsibility as a holistic system of information and communication technologies is outlined, which includes three subsystems that characterize the natural, social and systemic qualities of citizenship, interconnected hierarchically and synergistically.The constituent elements of the structural part of the model of civic culture of the individual are analyzed.

The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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A Normalization Method to Utilize Brain Waves as Brain Computer Interface Game Control (뇌파를 BCI 게임 제어에 활용하기 위한 정규화 방법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.115-124
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    • 2010
  • In the beginning brain waves were used for monkeys to control robot arm with neural activity. In recent years there are research that measured brain waves are used for the control of programs which monitor the progression of dementia or enhance of attention in children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). Moreover, low-price devices that can be used as a game control interface have become available. One of the problems associated with control using brain waves is that the mean amplitude, mean wavelength, and mean vibrational frequency of the brain waves differ from individual to individual. This paper attempts to propose a method to normalize measured brain waves using normal distribution and calculate the waveforms that can be used in controlling games. For this, a framework in which brain waves are converted in seven stages has been suggested. In addition, the estimation process in each stage has been described. In an experiment the waveforms of two subjects have been compared using the proposed method in the BCI English word learning program. The level of similarity between two subjects' waveforms has been compared with correlation coefficient. When the proposed method was applied, both meditation and concentration increased by 13% and 8%, respectively. Because the proposed regularization method is converted into a waveform fit for control functions by reducing personal characteristics reflected in the brain waves, it is fitting for application programs such as games.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Can ChatGPT Pass the National Korean Occupational Therapy Licensure Examination? (ChatGPT는 한국작업치료사면허시험에 합격할 수 있을까?)

  • Hong, Junhwa;Kim, Nayeon;Min, Hyemin;Yang, Hamin;Lee, Sihyun;Choi, Seojin;Park, Jin-Hyuck
    • Therapeutic Science for Rehabilitation
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    • v.13 no.1
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    • pp.65-74
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    • 2024
  • Objective : This study assessed ChatGPT, an artificial intelligence system based on a large language model, for its ability to pass the National Korean Occupational Therapy Licensure Examination (NKOTLE). Methods : Using NKOTLE questions from 2018 to 2022, provided by the Korea Health and Medical Personnel Examination Institute, this study employed English prompts to determine the accuracy of ChatGPT in providing correct answers. Two researchers independently conducted the entire process, and the average accuracy of both researchers was used to determine whether ChatGPT passed over the 5-year period. The degree of agreement between ChatGPT answers of the two researchers was assessed. Results : ChatGPT passed the 2020 examination but failed to pass the other 4 years' examination. Specifically, its accuracy in questions related to medical regulations ranged from 25% to 57%, whereas its accuracy in other questions exceeded 60%. ChatGPT exhibited a strong agreement between researchers, except for medical regulation questions, and this agreement was significantly correlated with accuracy. Conclusion : There are still limitations to the application of ChatGPT to answer questions influenced by language or culture. Future studies should explore its potential as an educational tool for students majoring in occupational therapy through optimized prompts and continuous learning from the data.

The development of resources for the application of 2020 Dietary Reference Intakes for Koreans (2020 한국인 영양소 섭취기준 활용 자료 개발)

  • Hwang, Ji-Yun;Kim, Yangha;Lee, Haeng Shin;Park, EunJu;Kim, Jeongseon;Shin, Sangah;Kim, Ki Nam;Bae, Yun Jung;Kim, Kirang;Woo, Taejung;Yoon, Mi Ock;Lee, Myoungsook
    • Journal of Nutrition and Health
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    • v.55 no.1
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    • pp.21-35
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    • 2022
  • The recommended meal composition allows the general people to organize meals using the number of intakes of foods from each of six food groups (grains, meat·fish·eggs·beans, vegetables, fruits, milk·dairy products and oils·sugars) to meet Dietary Reference Intakes for Koreans (KDRIs) without calculating complex nutritional values. Through an integrated analysis of data from the 6th to 7th Korean National Health and Nutrition Examination Surveys (2013-2018), representative foods for each food group were selected, and the amounts of representative foods per person were derived based on energy. Based on the EER by age and gender from the KDRIs, a total of 12 kinds of diets were suggested by differentiating meal compositions by age (aged 1-2, 3-5, 6-11, 12-18, 19-64, 65-74 and ≥ 75 years) and gender. The 2020 Food Balance Wheel included the 6th food group of oils and sugars to raise public awareness and avoid confusion in the practical utilization of the model by industries or individuals in reducing the consistent increasing intakes of oils and sugars. To promote the everyday use of the Food Balance Wheel and recommended meal compositions among the general public, the poster of the Food Balance Wheel was created in five languages (Korean, English, Japanese, Vietnamese and Chinese) along with card news. A survey was conducted to provide a basis for categorizing nutritional problems by life cycles and developing customized web-based messages to the public. Based on survey results two types of card news were produced for the general public and youth. Additionally, the educational program was developed through a series of processes, such as prioritization of educational topics, setting educational goals for each stage, creation of a detailed educational system chart and teaching-learning plans for the development of educational materials and media.