• Title/Summary/Keyword: Information education character

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Development of Team-Mentoring for growth of whole person in adolescent (청소년의 전인적 성장을 위한 팀-멘토링 개발)

  • Park, Jong-Un;Park, Sung-Mi
    • Journal of Fisheries and Marine Sciences Education
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    • v.19 no.1
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    • pp.150-160
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    • 2007
  • The school system of fisheries high school was proper to specialist objective school system in order to training for expert human resource development.Training a field of human resources development from fisheries high school is fallow; fisheries production, seamen's training, ship engine and refrigerator, marine electronic telecommunication and information, fisheries foods production and fisheries foods production and distribution, fishery fisheries self-management, marine distribution, management and conservation of marine environment, safety and marine prevention of disasters, apparatus of marine development, under water area development.A new department opening and each department was revised toward to department name and department character. The unit-lesson hour of curriculum according to specialist objective school system of fisheries and marine highschool was revised. professional subject 98 unit-lesson hour(52%), normality subject 90 unit-lesson hour(48%), and educational activity of professional subject 10unit-lesson hour, total training activity 10 unit-lesson hour. And the special objective school system need to revise curriculum of 208 total unit-lesson hour.

The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.

The Effects of Learning Clinic Program on Cognitive Processing Styles for Learning Maladjusted Children (학습클리닉프로그램이 학습부적응 아동의 인지처리양식에 미치는 효과)

  • HWANG, Mi-Young;WON, Hyo-Heon
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.3
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    • pp.909-919
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    • 2017
  • The purpose of this study was to apply the learning clinic program to the maladjusted children to help the cognitive processing style, sense type and learning strategy. The results were as follows. First, the cognitive processing style of low-grade elementary school children is divided into the concept of sequential low-order style, which analyzes information sequentially and consecutively, concrete thinking style that processes real and direct information coming in from outside, and invisible principle or information. The abstract cognitive thinking style improved after the process before the program proceeded. However, There was no meaningful result in the simultaneous processing cognitive style which had excellent intuition and emotion and likes change. Second, the temporal lobe in which the linguistic activity is viewed, heard and spoken in the sensory type, the function of the occipital lobe in which the character or the language is processed is improved, but the function of the parietal lobe in moving and manipulating the body is not significant. Finally, factors that contribute to learning such as sincerity, learning initiative, study method, study habits, and concentration are helpful in learning and school life.

A Study on the Spacial Configuration of Public Libraries by the Multi-Functionality - Focus on the Japanese Public Libraries - (다기능화에 의한 공공도서관의 공간구조에 관한 연구 - 일본 공공도서관을 중심으로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.18 no.4
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    • pp.105-115
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    • 2009
  • As database become more variable and multimedia, the integration between conventional library based on printed matter and digital library on IT makes it accelerated that the changes in today's information circumstances. Due to more leisure time modern people who get intellectual and interested in variety so they need continuing education, intellectual satisfaction and cultural life. Consequently today's public library expands to become a source of every kind of information, an educational facility and community facility to fulfill the cultural needs. On the assumption above, this study aims at offering database for planning public library that meets the needs for multifunctional library through analyzing space, structure, and character of modern public libraries and chooses 8 cases in Japan provide both primary and additional functions. Quantitative data from blueprints, websites and publications has been collected to analyze the space arrangement corresponding with the functional characteristics.

An Authoring Tool based on Student Model for Intelligent Tutoring System - on the 300-Certification Program of English Conversation - (지능형 교육 시스템을 위한 학습자 모델 기반의 저작 도구 - 생활영어 300인증제 중심으로 -)

  • Kim, Jee-Youn;Lee, Young-Seok;Cho, Jung-Won;Choi, Byung-Uk
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.805-806
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    • 2006
  • In many of ITS(Intelligent Tutoring System), they only evaluate student level or simple some student character. We propose student model for considering many student characteristics. Our student model contains student level and student's weak problem type, domain field, problem situation. We can provide optimum problem to individual student by student model.

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Design of Image Generation System for DCGAN-Based Kids' Book Text

  • Cho, Jaehyeon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.16 no.6
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    • pp.1437-1446
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    • 2020
  • For the last few years, smart devices have begun to occupy an essential place in the life of children, by allowing them to access a variety of language activities and books. Various studies are being conducted on using smart devices for education. Our study extracts images and texts from kids' book with smart devices and matches the extracted images and texts to create new images that are not represented in these books. The proposed system will enable the use of smart devices as educational media for children. A deep convolutional generative adversarial network (DCGAN) is used for generating a new image. Three steps are involved in training DCGAN. Firstly, images with 11 titles and 1,164 images on ImageNet are learned. Secondly, Tesseract, an optical character recognition engine, is used to extract images and text from kids' book and classify the text using a morpheme analyzer. Thirdly, the classified word class is matched with the latent vector of the image. The learned DCGAN creates an image associated with the text.

Research of Verifying the Remote Test Answer Sheets Authentication (원격시험 컴퓨터활용 답안지 진본성 검증에 관한 연구)

  • Park, Kee-Hong;Jang, Hae-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.135-141
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    • 2012
  • Development of the Internet has brought many changes in methods of education and assesment. When enforcing the on-line distance education, the tests to check the outcomes of the learning are taken on the Internet. The current trends of education evaluation are focused on the types of questions and the detachments of exam proctor but verifying the authentication of answer sheet. There are several forms to make answers; selection type, short-answer type, write-out answer type, practical exercise type, etc. All the forms can be done on the Internet except the practical exercise type because the source of the examinee's answer sheet is unreliable. In this paper, we made the verification system to solve the doubt by setting the proved information on the answer sheet. Putting the information down to confirm the authenticity during the exam on the server is distinct character of this system. After the test finished, the system will operate when examinee turn in the answer sheet.

The Current Situation and Prospect of Safety Education Contents based on VR (VR기반 안전 교육콘텐츠 현황과 전망)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1294-1299
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    • 2020
  • Recently, interest in safety education based on VR has been increasing, but it started rising doubts are growing over its effectiveness. Therefore, the purpose of this thesis project is to research the current status of safety education contents based on VR and present situations and future prospects for safety education based on VR. As a result of researching about safety education contents using VR, the movement or condition of characters in the contents in the VR environment was very unnatural. Especially, in simulations such as driving a VR device, the controller was skeptical about its efficiency because the operation was different from the actual environment. As a result, we would like to make suggestions and forecasts as follows: First, the production of real and twin environment in VR should be realized. Second, the natural movement of the character should be performed. Third, various controllers should be released in VR devices. Fourth, a realistic scenario should be developed.

Embodied Conversational Agent Using a Virtual Character to Induce Children's Verbal Communication (가상 캐릭터를 활용하여 아동의 구어 대화를 유도하는 대화형 에이전트)

  • Choi, Jiyeong;Jung, Keechul
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1296-1306
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    • 2020
  • Childhood verbal communication impacts children's language skills and has a positive effect as partners use more vocabulary. But reduction in family time, caused by lowered age for private education and so on, has reduced the chance for children to speak with partners who have a proficient language skill. This vacancy was naturally occupied by the media, which has become one of the cornerstones of the growth of kids' contents. Kids contents are making various attempts to expand the breadth of services. But most contents still focus on unilateral visual information delivery yet, so there is a limit to satisfy the vacancy of conversation partners. Therefore this paper suggests an ECA(Embodied conversational agent) to induce children's spoken conversation using a virtual character frequently used in kids contents. This system is implemented by the voice bot and agent model produced using an IBM assistant and Unity. As a result of using ECA for 66 children of 5-9 years old, it showed meaningful results in terms of induction of verbal communication.

The research about game storytelling list -Based on 4 core elements of game- (게임 스토리텔링 리스트에 관한 연구 - 게임의 4요소를 중심으로 -)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.13-24
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    • 2009
  • The research about methodology to educate professional storytellers should be done very actively. As many people became interested in digital storytelling lately, many theoretical researches about game storytelling are being made in varied aspects. However, systematic methodology to educate game storytellers still remains in theoretic level, so that we can hardly find the outputs brought by the fusion of practical and theoretical knowledges. In this paper, I made a list of 4 core e1ements(character, event, world view, interactive factors of game) which construct the narratives of games to elevate the quality of practical game storytelling. The goal of this research is to complete the practical information list in detail, in order to deliver storytellers' creative ideas precisely to the game designers in every parts.

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