• Title/Summary/Keyword: Interactive learning

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Development of an Educational Web Site and e-Learning System for Elementary School Students to Reduce Sugar, Natrium and Fat Intakes (초등학생의 당, 나트륨, 지방 섭취 저감화를 위한 교육용 웹사이트 및 e-learning system 개발)

  • Kim, Hyung-Woo;Lee, Kyoung-Ae;Cho, Eun-Jin;Chae, Jong-Chan;Kim, Yoo-Kyeong;Lee, Sung-Sug;Lee, Kyung-Hea
    • Korean Journal of Community Nutrition
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    • v.15 no.1
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    • pp.36-49
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    • 2010
  • This study was carried out to reduce children's sugar, natrium and fat intakes and establish their healthy lifestyle. To achieve these goals, we developed an educational web site and an e-learning system. The targets of this web site are children, parents and educators. This site has various information about sugar, natrium and fat, and has special menus for each target: such as the 'Let's study' for children, 'Guides for child's eating' for parents, and 'Educational softwares, Lesson plans/materials, and Textbooks/Teaching guides' for educators. We developed three nutrient characters and applied them to the web site. We provided information in the form of texts, images, flash and sounds. This site has special boards in 'Nutrition cafe' menu to interchange information or their successful stories between the connecters. We developed an e-learning system with two courses. One is for junior elementary students and the other is for senior students. Children can study each nutrient step by step in a course according to their academic ability and concern. Also, they can evaluate their academic achievement in this system, which was uploaded into 'Let's study' in children menu in the web site. Conclusively this web site and e-learning system could contribute to reducing children's sugar, natrium and fat intakes by helping children study them systematically and effectively by on-line system. We expect this e-learning system would be a new nutrition education system to make nutrition education more active.

Eliciting and Analyzing Requirements for Smart Environment for Future-Oriented Learning and Coaching (스마트 배움터 시스템 설계에 관한 연구)

  • Lee, Jungwoo;Lee, Hyejung;Kim, Min Sun
    • Knowledge Management Research
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    • v.14 no.1
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    • pp.121-132
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    • 2013
  • In education, innovative ways of teaching and learning are always under development and keep being proposed with advanced concepts since the ancient times. Student-centered learning, problem-based learning and cooperative learning have been three major trends under development in secondary education research and practice more than a decade or so. Combined with advanced information and communication technologies, these trends will greatly transform the way we teach and learn in classroom environment and may change the classroom environment itself, into a more interactive and self-centered coaching type environment. In this study, a smart environment that utilizes advanced information technology devices and network is conceptualized, accommodating requirements contained and proposed in the recent trendy pedagogies. Pedagogical cases discussed in these trends are analyzed in detail, producing requirements for such a learning and coaching environment. These requirements are modeled using unified modeling language, leading to a proposal of a basic architecture for an information system supporting this environment.

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'Ecology & Environment' Learning Case by e-PBL (e-PBL에 의한 '생태와 환경' 수업 사례)

  • Lee Myong-Soon
    • Hwankyungkyoyuk
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    • v.19 no.2 s.30
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    • pp.108-121
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    • 2006
  • Nowadays environmental education is getting important. So, it is necessary to teach for students to realize the protection environment. Self-direct homepage was developed for 'Ecology & environment' environmental education. This homepage was made for sharing searched data and can be interactive each other on the internet. Therefore, in this study, environmental teaming was planned and practiced for high school 'Ecology & environment' class by e-PBL. Self-directed teaming, collaborative teaming and performance assessment are emphasized in the 7th educational curriculum. The PBL is efficient learning model for them. This study designed for a teaching and teaming method and strategies using PBL based upon the theories and practices. This study will also develop an e-learning. As a result, it is indicated that the teaching and learning method using PBL has the positive effects on learning that the development of self-directed learning and collaboration teaming Is observed by reflect journal and presentation of students. e-PBL is a teaming model for learning-centered that adapted many school and subject. Therefore e-PBL makes full use of be 'Ecology & environment' class and environmental education.

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Design and Implementation of Android-based Open U-Learning System for Improve Learning Effect : Focusing on 2009 revised science education courses (학습 효과 증진을 위한 안드로이드 기반의 개방형 U-러닝 시스템 설계 및 프로토타입 제작 : 2009년 개정 과학과 교육 과정 중심으로)

  • Kim, Youn-Soo;Lee, Ju-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.135-149
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    • 2014
  • This study proposed the ubiquitous learning system by finding the difficulties which students have in learning the course of science and analyzing the current learning applications that are used commercially. Through case studies, we found 4 problems. First, the request of long learning time by most of the existing video-based learning applications. Second, it is impossible to know their level of learning due to the lack of open learning contents. Third, it is difficult for learners to participate in interactive learning. Fourth, there are educational contents without considerations on the level of learners. To refine the difficulties due to these problems, we designed and implemented a new ubiquitous learning system which applies the small learning contents for short-term learning, open learning system and enhanced hierarchical learning contents. The system was implemented based on Android. It provides learners with useful science education. We conducted a questionnaire for third grade middle school students in order to show that the proposed system has a good educational effects. The questionnaire asks for the differences between the proposed ubiquitous learning system and the existing learning application. We concluded that the proposed system is better than the existing application by using t-test for improvement of learning effects using feedback with which students participate in interactive learning but not in unidirectional learning, and share the learning result.

Design and Implementation of an Integrated Browser to Support Internet-Based Collaborative Learning (인터넷기반 협동학습을 위한 통합브라우저의 설계 및 구현)

  • Song, Tae-Ok;Ahn, Sung-Hoon;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.1
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    • pp.23-30
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    • 2000
  • The educational effect and practical use of collaborative learning produced in virtual learning communities are being discussed actively in these days. A higher-level interactive tool is essential for successful Internet-based collaborative learning through the network. In this paper, we designed and implemented an integrated browser which has the integrated learning environment to support collaborative learning, and thus the user interface of the network client(News, FTP, HTTP, SMTP, voice text chatting Clients) is improved. Therefore, the educational effect of Internet-based collaborative learning is get closer to that of face-to-face learning.

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Developement and Application of Interactive type WBI on the Unit of 'Moon Motion' in Middle School Science (중학교 과학 '달의 운동' 단원의 상호작용형 WBI 개발 및 적용)

  • Jung, Ji-Young;Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.25 no.8
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    • pp.663-673
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    • 2004
  • This study has developed an interactive WBI to enhance learning effects on 'the Moon motion' for middle-school students. The quality of this examined by applying it to 20 science teachers and 49 middle school students 49. As a result, over 85% of the test subjects gave an affirmative response in the interest induction, the curiosity solving, and the degree of learning participation category, the degree of difficulty item. Response of the students with negative perception on science have changed positively(p<.05) after this WBI learning. In addition, we compared the learners' of knowledge prior and subsequent to 'the Moon motion'. As a result, it was found that the case of 'no concept' was enhanced more than the case having 'partly or ambiguously concept' for 'the Moon motion'.

Development of an Interactive self-control-mode based RTE System based on CBT (CBT 환경을 기반으로 하는 쌍방향 자율모드 기반 RTE 시스템 개발)

  • Kim, Seong-Yeol;Choi, Bo-Chul;Hong, Byeong-Du
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.227-234
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    • 2012
  • Development of Computer science and internet technoloy have led changes all over the social area. Educational markets based on this circumstance are offering various services named remote education, cyber lecture, e-Learning, etc. Due to these products, systems for computer based teaching and evaluating student's achievement are wide spread. But in many systems we can find functional restrictions. In this paper we propose a RTE system offering interactive self control mode based education so as to provide customized education for each individual by realtime feedback of the level of the student's comprehension we expect that this system provides customized education environment considering student's achievement level and maximizes their motivation.

Implementation of the Educational Game for Learning the Lecturers Information using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 강사 소개 교육용 게임의 구현)

  • Wahyutama, Aria Bisma;Gusdya, Wanda;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1190-1198
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    • 2021
  • In this paper, we present the results of implementing an interactive lecturer introduction game that allows new students or freshmen to learn about their lecturer's information using a Digital Game-based Learning (DGBL) methodology. This game provides information such as the lecturer's name, photo, the courses that they teach in the form of a quiz game, with Unity and PHP used as the development environment. Communication between the game, Content Management System (CMS), and the database is by using the REST API, which enables the administrator to manage the content of the game such as score and number of questions for each level, user's password, and performance threshold, as well as the lecturer's information itself. Since the developed interactive game uses an integrated CMS, the content can be updated dynamically according to the situation, therefore, it can be easily applied to other departments, as well as other various educational games.

Characteristics of Children's Interactive Learning in a Natural History Museum (자연사박물관에서 일어나는 또래 아동간의 상호작용적 학습 양상)

  • Kim, Ki-Sang;Lee, Sun-Kyung;Kim, Chan-Jong
    • Journal of the Korean earth science society
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    • v.30 no.1
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    • pp.127-140
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    • 2009
  • The purpose of this study was to explore the characteristics of children's interactive learning focusing on the Vygotsky's ZPD (the zone of proximal development) in a natural history museum as a representative free-choice learning context. We focused on the understanding of peer dyadic discourses and data were collected from 13 peer groups of children (3rd and 4th graders) who were videotaped all conversations occurred as they visited around the exhibits with no predetermined path. The transcribed data were analyzed by the developmental level of ZPD system and the discourse within an ADL (an actual developmental level) was overwhelmingly common in the conversations between child-child dyads. The representative discourse by discourse types were parsed according to three constructs of ZPD. Children formed the intersubjectivity through semiotic mediation such as conversations and exhibits and ended up with the similar situation definition. In conclusion, the details of discourses of the most impressive dyad were looked into focusing on the scientific concept. The study implies that a natural history museum becomes a meaningful resource to offer a deeper understanding of the nature of children's learning as an informal learning setting.

Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.