• Title/Summary/Keyword: Immediate feedback

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App Inventor 2 As a Tool for Enhancement of Computational Thinking (Computational Thinking 향상 도구로서의 App Inventor 2)

  • Lim, Byeongchoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.519-526
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    • 2016
  • MIT App Inventor 2, much like the other block-based programming languages such as Scratch and Alice, is a useful tool that can be utilized to improve the computational thinking skills for students. The coding and the execution of program are done mainly on the computer in Scratch programming, but in App Inventor 2 programming, the students can execute the program and get immediate feedback on the smart-phone in the middle of the programming. Therefore, we can expect better enhanced learning effect. In this study, it has been claimed that the learning of App Inventor2 can strengthen the computational thinking skills of our students by extracting four core concepts of the computational thinking and then showing how these concepts are applied through the learning of App Inventor 2.

Development of a Program Outcomes Assessment System based on Course Embedded Assessment for Nursing Education (Course Embedded Assessment 기반 간호교육 프로그램학습성과 평가체제 개발)

  • Nam, Soung Mi
    • The Journal of Korean Academic Society of Nursing Education
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    • v.23 no.2
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    • pp.135-145
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    • 2017
  • Purpose: The purpose of this study was to develop a program outcomes assessment system based on Course Embedded Assessment for nursing education. Methods: This study was conducted in accordance with the procedures of the developmental research method. Results: The major results are as follows. 1) The program outcomes were measured according to the Analytic Hierarchy Process. 2) The Course Embedded Assessment matrix was made according to program outcomes' weight, the curriculum-organizing principle, and achievement levels. 3) The Course Embedded Assessment rubric was developed in logical process, and consisted of a performance criterion, and rating scale. The content validity index of the Course Embedded Assessment rubric was 0.85. 4) An evaluation guideline and 12 documents were developed to facilitate the performance of the assessment system. 5) The average content validity index of the Course Embedded Assessment-based program outcomes assessment system was as high as 0.89. Conclusion: A Course Embedded Assessment-based program outcomes assessment system is more suitable for accreditation of nursing education than previous studies. Because this system evaluates the process of achievement as well as program outcomes, the results can also serve as immediate feedback to improve the educational process. Above all, this system facilitates that students check their achievements and strive to acquire core competencies in nursing.

A Study on Kitschy Characteristics and its Consumer s of Webtoon

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.980-987
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    • 2015
  • Most of cultural area which people enjoy and consume is kitsch culture, though the culture is barely acknowledged. In this multimedia era, people create, publish and enjoy contents of 'webtoon(web+cartoon)', which is relatively faster and more convenient to enjoy comparing to published cartoon. Contrarily to its physical growth, the webtoon shows difficulty in advancing with other genres, is full of irritative factors and contents, and has tough time to become more sophisticated one. This study derived characteristics of kitsch in webtoon, suggested the way of webtoon as an art by analyzing conditions and usage motivation of webtoon. The conditions of kitsch are uniformity of mass consumption, popular vein, catharsis, vicarious satisfaction, immediate feedback-requiring image flood, and reproduction of techniques. The usage motivations of webtoon are studied as pursuit of information, entertainment, relaxation, socialization, convenience, and effectiveness. Usage motivation factors in webtoon and kitsch culture are almost identical. Contrary to its past of being underestimated and vulgarly considered, kitsch is acknowledged as an 'kitsch art'. By studying the process of becoming an art, the study has its purpose to suggest the experimental and developing way to make webtoon be acknowledged as 'webtoon art'.

A Hierarchical Evaluation for Success Factors of the Mobile-Assisted Language Learning Using AHP

  • Kim, Gyoo-mi;Lee, Sang-jun
    • International Journal of Contents
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    • v.13 no.3
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    • pp.25-31
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    • 2017
  • With tremendous advancement of information and communication technologies, mobile learning systems have been widely adopted in language learning contexts, and several frameworks have been developed for identifying and categorizing different factors of mobile-assisted language learning (MALL). However, pre-existing frameworks have limitations when evaluating the importance level of criteria. The purpose of this study is to develop a comprehensive hierarchical framework for identifying and categorizing success factors of MALL and prioritizing them according to the importance level. To do that, AHP method is used to quantitatively estimate weight values of MALL criteria. Results reveal that the priority of MALL criteria is ordered as follows: content, system, learner, language learning. Local weights of each criterion are also analyzed; for example, usefulness, accuracy, and authenticity are critical factors for improving MALL contents. Ease of use and mobility of MALL systems are also considered more critical than other systematic factors. In addition, availability of immediate feedback and self-directness has the highest weight values of importance. The findings of the study are discussed regarding hierarchical orders of MALL criteria and conclude that successful MALL implementation may be achieved if related elements are diversely measured and evaluated. Pedagogical implications and suggestions for further research are also presented.

Fusion Approach for Optimizing Web Search Performance (웹 검색 성능 최적화를 위한 융합적 방식)

  • Yang, Kiduk
    • Journal of the Korean Society for information Management
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    • v.32 no.1
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    • pp.7-22
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    • 2015
  • This paper describes a Web search optimization study that investigates both static and dynamic tuning methods for optimizing system performance. We extended the conventional fusion approach by introducing the "dynamic tuning" process with which to optimize the fusion formula that combines the contributions of diverse sources of evidence on the Web. By engaging in iterative dynamic tuning process, where we successively fine-tuned the fusion parameters based on the cognitive analysis of immediate system feedback, we were able to significantly increase the retrieval performance. Our results show that exploiting the richness of Web search environment by combining multiple sources of evidence is an effective strategy.

The Mobile Quiz System Using SMS (SMS를 이용한 모바일 퀴즈 시스템)

  • Park, Hyo-Won;Lee, Kyoung-Deug;Lee, Sun-Heum;Kim, Sun-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.525-531
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    • 2010
  • In this paper, a mobile quiz system using SMS has been developed, which can be conveniently used on the spot of education. The system immediately not only provides each individual student with the results of his/her quizzes but also a instructor with the statistics of the results by SMS. Field tests of the quiz system have shown that it can be effectively used as a good teaching tool for teachers getting immediate feedback from participants in the lecture and adjusting teaching level as well as for inducing more interest in learning from participants and raising their concentration on the class.

Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications (유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로)

  • Sung, Mi Young
    • Human Ecology Research
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    • v.53 no.2
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.

Development and Application of Tangible Programming Tool based on Dotmatrix LED (LED 기반 텐지블 프로그래밍 도구개발 및 적용)

  • Shim, JaeKwoun;Lee, WonGyu;Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.35-43
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    • 2015
  • Tangible programming tool based on a graphic interface platform is unlike programming on a computer due to the fact that young students can utilize their hands and tools without an on-line interface. This is effective in enhancing student understanding about difficult programming algorithms. B-Bricks was constructed to consolidate multiple commands onto one block, having immediate feedback about the result, and other algorithms based on assessing the problems that arose from the previous tangible block model. Upon experimenting on 29 students of grades 4th~6th, it was observed that as problems became more difficult, the accuracy of the answers derived diminished and their problem-solving time increased.

Adaptive Speech Emotion Recognition Framework Using Prompted Labeling Technique (프롬프트 레이블링을 이용한 적응형 음성기반 감정인식 프레임워크)

  • Bang, Jae Hun;Lee, Sungyoung
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.160-165
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    • 2015
  • Traditional speech emotion recognition techniques recognize emotions using a general training model based on the voices of various people. These techniques can not consider personalized speech character exactly. Therefore, the recognized results are very different to each person. This paper proposes an adaptive speech emotion recognition framework made from user's' immediate feedback data using a prompted labeling technique for building a personal adaptive recognition model and applying it to each user in a mobile device environment. The proposed framework can recognize emotions from the building of a personalized recognition model. The proposed framework was evaluated to be better than the traditional research techniques from three comparative experiment. The proposed framework can be applied to healthcare, emotion monitoring and personalized service.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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