• Title/Summary/Keyword: Interactive Learning Environment

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Strategies for Revitalizing E-Learning Through Investigating the Characteristics of E-Learning and the Needs of Distance Learners in the Domestic Universities in Korea (국내 대학 e-러닝의 운영 특징 및 수강자 요구 조사를 통한 활성화 방안)

  • Min, Kyung-Bae;Shin, Myoung-Hee;Yu, Tae-Ho;Kwak, Sun-Hye
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.30-39
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    • 2014
  • The purpose of this study is to suggest the feasible strategies to vitalize e-learning through investigating the characteristics of e-learning and the evaluations of distance learners on online courses in the domestic universities in Korea. First, in order to accomplish this, 10 Universities and 17 Cyber Universities were selected to explore their characteristics and main projects of e-learning for the administration level investigation. Secondly, content analysis of the bulletin board systems(BBS) and in-depth interviews on distance learners in Cyber Universities were conducted for the user level investigation. The results revealed that Universities in Korea were focused on establishing mobile or smart campuses, diversifying online educational contents, enhancing online interactive systems, and educating e-learning system and smart device utilization. However, distance learners reported that mobile e-learning lacked stability when taking online courses despite its convenience for purpose of academic administration. In addition, distance learners requested the social application workshops to improve on their learning experience as well as the interactions among peers. Therefore, it is important to focus more on how to establish the education-oriented e-learning environment rather than how to implement the administrative projects to animate e-learning in the domestic universities in Korea.

A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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A Collaborative learning using Wiki for the effectiveness of positive interaction (위키를 활용한 협력학습이 타인과의 긍정적인 상호작용에 미치는 영향 연구)

  • Joo, Yun-Jae;Moon, Gyo-Sik
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.167-173
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    • 2011
  • Recently, the Web 2.0 bas gained much attention as an advanced form of Web technology. It is well observed that openness, participation, and sharing are the key ideas of Web 2.0 among many desirable characteristics of the technology. Furthermore, Wiki is one of the best representing tools that reflect effectively most of the characteristics of Web 2.0. Wiki is widely used to provide a Web-based communication tool for collaborative writing and editing freely. Therefore, it may be used for collaborative learning so that students can learn how to interact online with each other effectively and also acquire communication skills in an affirmative way. In the paper, we will discuss how students can change their aggresive, offensive, judgemental attitudes to affirmative, aggreable, thoughtful ones by way of exposing them to collaborative learning environment using Wiki as their interactive communication tool.

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Competition, Collaboration and Innovation Networks in Regional Economic Development: The Case of Chonbuk (지역경제발전에서의 경쟁, 헙력 및 혁신 네트워크: 전북의 경우)

  • Baek, Young-Ki
    • Journal of the Economic Geographical Society of Korea
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    • v.9 no.3
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    • pp.459-472
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    • 2006
  • This paper examines the implication of competition and collaboration in the innovation process for regional economic development in an increasingly knowledge-based economy. While competition is an important force in securing the competitive advantage of firms, collaboration between firms and organizations should be necessary for promoting the innovative capacity of a region. This study shows that collaboration relations based on trust and stability is important for the long-term development of learning and innovation in competitive environment, and the way how spatial proximity plays an important role in interactive learning processes. It also discusses the reason why the innovative networks facilitating the exchange of tacit knowledge should be embedded in region. Finally, the paper examines the possibility of the networks based on collaboration relationship in less-favored regions such as Chonbuk, and suggests the policy implication of the result for achieving regional innovation systems in the region successfully.

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Exploring Application Ways of Virtual Reality Technology in Science Education (과학교육에서 가상현실 기법의 활용 모색)

  • Shim, Kew-Cheol;Park, Jong-Seok;Kim, Hyun-Sup;Kim, Jae-Hyun;Park, Young-Chul;Ryu, Hai-Il
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.725-737
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    • 2001
  • Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.

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Analysis of Understanding Using Deep Learning Facial Expression Recognition for Real Time Online Lectures (딥러닝 표정 인식을 활용한 실시간 온라인 강의 이해도 분석)

  • Lee, Jaayeon;Jeong, Sohyun;Shin, You Won;Lee, Eunhye;Ha, Yubin;Choi, Jang-Hwan
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1464-1475
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    • 2020
  • Due to the spread of COVID-19, the online lecture has become more prevalent. However, it was found that a lot of students and professors are experiencing lack of communication. This study is therefore designed to improve interactive communication between professors and students in real-time online lectures. To do so, we explore deep learning approaches for automatic recognition of students' facial expressions and classification of their understanding into 3 classes (Understand / Neutral / Not Understand). We use 'BlazeFace' model for face detection and 'ResNet-GRU' model for facial expression recognition (FER). We name this entire process 'Degree of Understanding (DoU)' algorithm. DoU algorithm can analyze a multitude of students collectively and present the result in visualized statistics. To our knowledge, this study has great significance in that this is the first study offers the statistics of understanding in lectures using FER. As a result, the algorithm achieved rapid speed of 0.098sec/frame with high accuracy of 94.3% in CPU environment, demonstrating the potential to be applied to real-time online lectures. DoU Algorithm can be extended to various fields where facial expressions play important roles in communications such as interactions with hearing impaired people.

The Intelligent Determination Model of Audience Emotion for Implementing Personalized Exhibition (개인화 전시 서비스 구현을 위한 지능형 관객 감정 판단 모형)

  • Jung, Min-Kyu;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.39-57
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    • 2012
  • Recently, due to the introduction of high-tech equipment in interactive exhibits, many people's attention has been concentrated on Interactive exhibits that can double the exhibition effect through the interaction with the audience. In addition, it is also possible to measure a variety of audience reaction in the interactive exhibition. Among various audience reactions, this research uses the change of the facial features that can be collected in an interactive exhibition space. This research develops an artificial neural network-based prediction model to predict the response of the audience by measuring the change of the facial features when the audience is given stimulation from the non-excited state. To present the emotion state of the audience, this research uses a Valence-Arousal model. So, this research suggests an overall framework composed of the following six steps. The first step is a step of collecting data for modeling. The data was collected from people participated in the 2012 Seoul DMC Culture Open, and the collected data was used for the experiments. The second step extracts 64 facial features from the collected data and compensates the facial feature values. The third step generates independent and dependent variables of an artificial neural network model. The fourth step extracts the independent variable that affects the dependent variable using the statistical technique. The fifth step builds an artificial neural network model and performs a learning process using train set and test set. Finally the last sixth step is to validate the prediction performance of artificial neural network model using the validation data set. The proposed model is compared with statistical predictive model to see whether it had better performance or not. As a result, although the data set in this experiment had much noise, the proposed model showed better results when the model was compared with multiple regression analysis model. If the prediction model of audience reaction was used in the real exhibition, it will be able to provide countermeasures and services appropriate to the audience's reaction viewing the exhibits. Specifically, if the arousal of audience about Exhibits is low, Action to increase arousal of the audience will be taken. For instance, we recommend the audience another preferred contents or using a light or sound to focus on these exhibits. In other words, when planning future exhibitions, planning the exhibition to satisfy various audience preferences would be possible. And it is expected to foster a personalized environment to concentrate on the exhibits. But, the proposed model in this research still shows the low prediction accuracy. The cause is in some parts as follows : First, the data covers diverse visitors of real exhibitions, so it was difficult to control the optimized experimental environment. So, the collected data has much noise, and it would results a lower accuracy. In further research, the data collection will be conducted in a more optimized experimental environment. The further research to increase the accuracy of the predictions of the model will be conducted. Second, using changes of facial expression only is thought to be not enough to extract audience emotions. If facial expression is combined with other responses, such as the sound, audience behavior, it would result a better result.

A Dynamic Menu Layout of the Board Writing Software for IWB system considering the Writing Position and the Frequency of Menu Usage (판서 위치와 메뉴 사용 빈도를 고려한 전자 칠판용 판서 소프트웨어의 동적 메뉴 배치)

  • Jeong, Si-Sik;Hwang, Min-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.906-909
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    • 2015
  • The smart educational environment using the IWB(Interactive White Board) system has been built and developed since e-learning industry was developed significantly in the early 2000's. Basically the IWB system includes the board writing software, and instructors can further increase the training effect by handwriting on the IWB. In this paper we propose new menu layout mechanism of board writing software that only a few menu buttons are displayed based on the frequency of menu usage and the position of menu layout is dynamically moved according to user's writing position. The implementation of our proposed mechanism shows that it is simple and easy to use without user's unnecessary movement. Therefore it is expected to contribute greatly to the development of a future smart education.

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Ordinary Life Plays as Musical Activities - Objectives and Methods (음악활동으로서의 일상생활놀이 - 교육목표 및 방법)

  • Rho, Joohee
    • Journal of Music and Human Behavior
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    • v.2 no.1
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    • pp.47-65
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    • 2005
  • One of important goals for early childhood music learning program is to build a positive attitude toward music. Positive attitude toward music is a basic condition on effective music education for all ages of children including early childhood. Although scholars realize such importance of positive music attitude, much research for creating educational environment to foster a positive music attitude has not been performed. Edwin E. Gordon who found a music learning theory for early childhood emphasized the importance of enriched musical environment. Very young children should be provided best quality of music in an interactive way. Audie's important method of education is to provide young children with a variety of musical activities containing the materials in the ordinary life. Through this method, children accept music as close as friends who are always beside themselves, which naturally builds a solid foundation for audiation for children.

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Case study of Ontact PBL Development and Application to Improve Teaching Presence & Learning Presence (교수실재감 및 학습실재감을 높이기 위한 Ontact PBL 개발 및 적용 사례 연구)

  • Lee, Seong Ah
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.303-337
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    • 2022
  • The purpose of this study is to realize Ontact PBL that can sufficiently contain interactive elements that can increase the perception of reality between professors and students in an environment without human contact. This is a class designed, developed, and operated ontact PBL for the first semester of 2021. As a result of diagnosing the realism of teaching and learning for students who took the class, the average teaching realism improved significantly by 0.95. This was found to be effective in improving the sense of realism in teaching as there were many related opinions in the reflective journal on students' classes. In addition, there was an effect on learning presence, and it was confirmed that emotional presence, which is a sub-element of learning presence, significantly improved by 0.7, social presence by 0.5, and cognitive presence by 0.6. Learning presence also confirmed the students' reflection on the class, and it was possible to judge that Ontact PBL was effective in improving the sense of presence.