• 제목/요약/키워드: Experiential & Interactive Learning

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Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

A Study on the Educational Interactive Globe System using Physical Computing (피지컬 컴퓨팅을 이용한 교육용 인터렉티브 지구본 시스템에 관한 연구)

  • Kim, Gi-Bong;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.4
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    • pp.511-516
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    • 2011
  • Recently, the development of computing technology and experiential content for the increased interest in education and cultural facilities to target children and young people experience learning and experiential entertainment systems require a high propensity to invest and are. In this paper, for the 13.56MHz band RFID Reader and Tag RFID technology using the proposed interactive educational globe. Active tags attached to sensors attached to the globe were presented in the RFID reader, arduino and sensors in conjunction with Google Earth COM API was constructed through the physical computing educational system.

E-learning in India and Sri Lanka: A Cross-Cultural Study

  • Simmy Kurian;Hareesh N. Ramanathan;Chamaru De Alwis
    • Asia pacific journal of information systems
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    • v.31 no.1
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    • pp.102-120
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    • 2021
  • E-learning is a planned effort towards providing interactive and experiential learning having flexibility in terms of time, place, pace, participation and accessibility. Globalization has set the stage for a social transformation of the world economy driven by technological innovation, emphasizing knowledge-based processes. While the tertiary education enrolments in wealthy nations have gone up incrementally, the same cannot be said to be right about developing economies. E-Learning can streamline enrolments to higher education, in developing nations by being a cost-effective and flexible alternative. The objective of this paper is to draw attention to the similarities in the national culture of these two countries and compare students' perception on e-learning in India and Sri Lanka along eight dimensions viz., viability, dependability, flexibility, inclusivity, power, pertinence, challenge and equitability. The results reveal that e-learning is equally popular among students from both countries, and they have a high perception score towards e-learning on each of the measured eight dimensions. Hence results are indicative of an opportunity of tapping the potential of e-learning in reaching out to a broader audience of underprivileged students and onboarding them into the knowledge economy.

Virtual Reality and Augmented Reality - A New Approach for Construction Safety Education

  • Le, Quang Tuan;Pham, Hai Chien;Pedro, Akeem;Park, Chan Sik
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.573-577
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    • 2015
  • Safety is paramount for construction industry throughout the world. Human errors which contribute to more than half of construction accidents, could be proactively prevented through effective education and training methods. Although Virtual Reality (VR) and Augmented Reality (AR) have gained much attention in various disciplines, few studies applied them for construction safety education. This research presents a new approach in construction safety education by utilizing VR and AR. The vision of aligning teaching & learning strategies is examined in order to ensure the potential benefits of the new method. This innovative approach shifts safety education from "Listen, and I will forget. See, and I may remember" towards "Practice, and I understand".

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Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

Design and Implementation of Gesture based Interactive User Interface for Virtual Experiential Learning (가상체험 학습을 위한 제스처 기반 상호작용 사용자 인터페이스 설계 및 구현)

  • Jeong, Ji-Seong;Park, Chan;Im, Myeong-Sook;Han, Jae-Jong;Lee, Hae Seong;Jang, Rae-Hyun;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.75-76
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    • 2011
  • 멀티미디어 기술의 발달로 멀티미디어 교육용 콘텐츠가 다양하게 개발되고 있으며, 교수자와 학습자가 3D 가상공간에서 실제 체험을 통해 학습할 수 있는 시스템[1]이 등장하고 있다. 본 논문에서는 [1]과 같은 시스템에 사용자의 몰입도와 현실감을 높이기 위한 방법으로 사용자 제스처 인식 기술을 사용한 결과를 제시하며, 이들 제스처를 통해 3차원 가상공간에 있는 여러 객체를 조작할 수 있는 기법을 소개한다.

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Analysis of Students' Level of Participation through the Content Analysis of the Unit of Dietary Life from Grade 9 Technology.Home Economics Textbooks (중학교 2학년 기술.가정 교과 내 식생활 단원의 내용 분석을 통한 학생들의 실천도 조사)

  • Kim, Yoon-Sun;Kim, Bok-Ran
    • Journal of Korean Home Economics Education Association
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    • v.25 no.2
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    • pp.65-78
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    • 2013
  • The following experiment was designed to test the students' involvement in the interactive activities and objectives of the relevant chapters in the newly revised curriculum of 2007. The experiment was carried out with the purpose of understanding the level of participation of the Grade 9 students who have successfully completed the Grade 8 "Choice of Food and Diet" and "Table Manners and Dining Etiquette" courses with classified materials such as tables/diagrams/pictures, reading, and activity resources from Technology Home Economics textbooks. The chapters "Choice of Food and Diet" and "Food Preparation and Etiquette" generally emphasize the practical and experiential part of domestic life through using various activity resources; while the tables/diagrams/pictures and reading materials do not provide the students with first-hand experience, they support the students' learning by explaining the basic knowledge required for doing the activities and solving various problems. Within the main training courses, the objectives which the students achieved the highest marks were(in a descending order) "Table Manners and Dining Etiquette" (3.24), "Checking Nutrition Labels, Food Expiration Date, Country of Origin When Buying Food" (3.18), Additionally "Making Food" and "Planning a Healthy, Balanced Diet" hardly met the goals, the result of which shows clear relations to the well achieved objectives from the list of in-class activities that students directly participated in. Therefore, in order to increase the students' interest in the Food and Diet section of Technology Home Economics textbooks, it is recommended to encourage the students to actively engage in the class activities by developing various learning resources and teacher education/pedagogical materials, rather than following the conventional lecture-based teaching methods.

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An Analysis of Multi-dimension of Students' Interest in Learning Physics (중학생의 물리학습에 대한 흥미의 다차원성 분석)

  • Im, Sung-Min;Pak, Sung-Jae
    • Journal of The Korean Association For Science Education
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    • v.20 no.4
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    • pp.491-504
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    • 2000
  • Recent research has shown that students' interest in learning physics is not a simple one. In this study the dimensions of students' interest in learning physics have been identified. These are the topic being taught, the activity in which the students are involved, and the motive of the students for learning physics. A Likert-style pilot questionnaire was constructed for identifying these dimensions and given to 13 year-old 162 students. A factor analysis of the results indicates that there are meaningful sub-dimensions in interest. In other words, while there were no specific sub-dimensions in topic dimension, motive dimension could be divided into intrinsic motive and extrinsic motive, and activity dimension could also be divided into receptive, experiential, high cognitive, and interactive activity.

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Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Elementary Teachers' Perception in Using Smart-Technology in STEAM Class : Focus on Application Type, Difficulties and Support Required (STEAM 수업에서 스마트테크놀로지 적용에 대한 초등교사의 인식 -적용 유형과 어려움 및 지원을 중심으로-)

  • Han, Areum;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.39 no.6
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    • pp.777-790
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    • 2019
  • The purpose of this study is to investigate the experience of teachers who apply Smart-technology in elementary school STEAM class and the reasons, difficulties when applying the technology and required support. Semi-structured in-depth interviews were conducted with six elementary school teachers with specialized knowledge in STEAM education who have experienced STEAM lessons several times before. The research findings are as follows: First, research participants utilized a variety of Smart-technology in STEAM class, most of which were experiential or interactive technology. Among the STEAM learning criteria, the Smart-technology in 'Creative Design' course was most often applied. Second, they adopted Smart Technology in STEAM class to encourage students to feel interested, actively participate in the class, enjoy indirect experience, and nurture interest in state-of-the-art technology. They used it to prepare for future societies and organize classes that are suitable for STEAM learning criteria. They also used Smart-technology because it was easy to use. Third, they found it difficult to find, secure, and use suitable Smart-technology when applying Smart-technology in the STEAM class. They also had trouble restructuring the curriculum. In addition, there were difficulties in using Smart-technology in the class such as lack of class hours, increased level of activity, insufficient physical environment and unexpected malfunction of Smart-technology, thus interrupted the class. After the class, it was hard to manage Smart-technology and also, there were difficulties in assessment, record, and negative awareness of surrounding people. Fourth, they mentioned that's suggesting education guidelines, develop, and distribute educational materials are required to enable 'Creative Design,' reduce educational content, provide training, secure Smart-technology equipment and provide Wi-Fi, support teacher's club and communities and create an atmosphere to emotionally support teachers in order to activate using Smart-technology in STEAM class.