• 제목/요약/키워드: Interactive learning

검색결과 503건 처리시간 0.025초

멀티미디어를 이용한 인터액티브 공학개론 교육 (Interactive Education of Introductory Engineering via Multimedia)

  • 박상주;윤중선
    • 공학교육연구
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    • 제7권3호
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    • pp.44-50
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    • 2004
  • 수강자의 전공에 상관없이 어렵고 다양한 공학의 문제들을 쉽게 접근하도록 하는 강의를 소개한다. 이 강의는 공학에 대한 사전지식이나 경험을 요구하지 않는다. 반면에 기술과 동떨어져 생각할 수 없는 일상생활의 현재와 미래의 모습에 대한 강한 호기심과 상상력만을 수강자에게 요구한다. 강의를 통하여 바람직한 공학과 공학행위란 무엇인가 하는 공학의 기본적인 문제제기에 대해 수강자들이 고민해 볼 수 있도록 유도한다. 강의 주제가 공학의 다양한 면을 다루기 때문에 기존의 학습 방법은 효과적이거나 성공적이지 못하다. 이에 대한 대안으로 강의에서는 모의적인 사유실험과 물리적인 미디어 체험 등을 이용한 효과적인 학습법을 사용하였다. 선정된 공학적 주제에 따라 씌어진 시나리오를 구성하고 이 시나리오에 따라 짧은 영화 형식의 약 20개의 강의 컨텐츠를 만든다. 제작된 영상을 보면서 수강자들과 토론을 나누었다. 수강자의 흥미 유도를 위하여 로봇과 같은 미디어가 사용되었다. 온라인과 오프라인에서의 강의자와 수강자 사이의 인터액션 유도, 공학적 주제에 대한 적극적인 의견 개진을 유도하는 과제 수행, 강의 주제에 관련된 영상 제작 프로젝트 수행 및 평가 등 인터액티브한 공학개론 교육 사례로 부산대학교에서 시행된 지능공학 강의 경험을 소개한다.

대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석 (An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University)

  • 한형종
    • 한국콘텐츠학회논문지
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    • 제21권4호
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    • pp.14-25
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    • 2021
  • 본 연구는 대학 교육에 있어서 실시간 온라인 교육의 상호작용 수준을 확인하고 상호작용적 요소가 무엇인지를 탐색하는 목적을 지닌다. 이를 위해 혼합연구 방법을 활용하였다. 연구 결과, 상호작용 수준에 대해 대학의 학습자들은 면대면 교육이 실시간 온라인 교육보다 상호작용이 효과적으로 이루어질 수 있다고 인식하였다. 실시간 온라인 교육은 비실시간 온라인 교육보다 교수자와 학습자, 학습자 간 상호작용이 보다 잘 이루어질 수 있다고 인식하고 있었다. 실시간 온라인 교육에서 상호작용에 영향을 미치는 요소로는 소그룹 활동과 스캐폴딩, 의사소통 통로의 다양화, 학습자 질문을 학습 내용에 통합 반영하는 것으로 나타났다. 실시간 온라인 교육에서 상호작용을 저해하는 요소에는 교수자와 학습자 간 느껴지는 거리감, 학습자 간 낮은 친밀감, 내용이나 지식 전달 중심의 교육, 비언어적 의사소통 정보의 제한, 안정적이지 못한 시스템이나 마이크의 잘못된 사용 등으로 나타났다. 상호작용 촉진을 위한 필요 요소로는 상호작용적 수업 활동 등이 제시되었다. 이상의 결과를 기반으로 상호작용이 보다 효과적으로 이루어지기 위해 어떠한 노력이 필요한지를 교수학습 방법과 활동, 도구 및 시스템, 환경 측면에서 제안하고자 하였다.

평지 및 계단 환경에서 보행 속도 변화에 대응 가능한 웨어러블 로봇의 보행 위상 추정 방법 (Gait Phase Estimation Method Adaptable to Changes in Gait Speed on Level Ground and Stairs)

  • 김호빈;이종복;김선우;기인호;김상도;박신석;김강건;이종원
    • 로봇학회논문지
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    • 제18권2호
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    • pp.182-188
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    • 2023
  • Due to the acceleration of an aging society, the need for lower limb exoskeletons to assist gait is increasing. And for use in daily life, it is essential to have technology that can accurately estimate gait phase even in the walking environment and walking speed of the wearer that changes frequently. In this paper, we implement an LSTM-based gait phase estimation learning model by collecting gait data according to changes in gait speed in outdoor level ground and stair environments. In addition, the results of the gait phase estimation error for each walking environment were compared after learning for both max hip extension (MHE) and max hip flexion (MHF), which are ground truth criteria in gait phase divided in previous studies. As a result, the average error rate of all walking environments using MHF reference data and MHE reference data was 2.97% and 4.36%, respectively, and the result of using MHF reference data was 1.39% lower than the result of using MHE reference data.

Interactive learning in oral and maxillofacial radiology

  • Ramesh, Aruna;Ganguly, Rumpa
    • Imaging Science in Dentistry
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    • 제46권3호
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    • pp.211-216
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    • 2016
  • Purpose: The use of electronic tools in teaching is growing rapidly in all fields, and there are many options to choose from. We present one such platform, Learning Catalytics$^{TM}$ (LC) (Pearson, New York, NY, USA), which we utilized in our oral and maxillofacial radiology course for second-year dental students. Materials and Methods: The aim of our study was to assess the correlation between students' performance on course exams and self-assessment LC quizzes. The performance of 354 predoctoral dental students from 2 consecutive classes on the course exams and LC quizzes was assessed to identify correlations using the Spearman rank correlation test. The first class was given in-class LC quizzes that were graded for accuracy. The second class was given out-of-class quizzes that were treated as online self-assessment exercises. The grading in the self-assessment exercises was for participation only and not accuracy. All quizzes were scheduled 1-2 weeks before the course examinations. Results: A positive but weak correlation was found between the overall quiz scores and exam scores when the two classes were combined (P<0.0001). A positive but weak correlation was likewise found between students' performance on exams and on in-class LC quizzes (class of 2016) (P<0.0001) as well as on exams and online LC quizzes (class of 2017) (P<0.0001). Conclusion: It is not just the introduction of technological tools that impacts learning, but also their use in enabling an interactive learning environment. The LC platform provides an excellent technological tool for enhancing learning by improving bidirectional communication in a learning environment.

단위 차시 수업 분석 및 교사 면담을 통한 초등학교 실시간 원격수업 개선 방향 모색 (Researching for Improvement Directions for Elementary school Real-time Remote Learning Through Unit Class Analysis and Teacher Interviews)

  • 김동진;구덕회
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2021년도 학술논문집
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    • pp.355-360
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    • 2021
  • 코로나19는 학교 교육에 커다란 변화를 가지고 왔다. 원격수업을 통해 학생들의 학습권을 보장하고자 하였으나 대면수업에 비해 원격수업이 가지는 제한점은 뚜렷했다. 그럼에도 불구하고 원격수업이라는 방식은 분리된 시공간을 고려할 수 있으며, 학습자의 개별적이고 자율적인 학습이 가능하다는 측면에서 지속적으로 발전시켜 나가야 할 학습 방법임에는 틀림없다. 이에 본 연구에서는 초등학교 단계에서 실시간 원격수업 사례를 분석하고, 이에 대한 교사 면담을 통하여 초등학교 실시간 원격수업에서의 문제를 발견하고 이를 개선하고자 하였다. 사례를 통해 살펴본 초등학교 단위차시 실시간 원격수업에서의 문제점은 첫째, 원격수업이라는 낯선 환경의 불안감으로 인해 교사 활동 비중이 높은 수업이 된다는 점, 둘째, 실시간 쌍방향 수업임에도 불구하고 학생들의 개별 활동 점검이나 원활한 피드백 제공이 불가능하다는 점이었다. 이에 대한 해결방안으로는 기본적인 수업의 단계(도입-전개-정리)을 고려할 필요가 있다는 것과 적절한 소통과 피드백 제공을 위한 수업 도구의 활용을 제시하였다.

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사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현 (Design and Implementation of the Image Creation System based on User-Media Interaction)

  • 송복득;김상윤;김채규
    • 한국멀티미디어학회논문지
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    • 제19권5호
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

미래학습에서의 Learning by Teaching 적용가능성 (Reconsidering the Concept and Potential of Learning by Teaching)

  • 최효선
    • 의학교육논단
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    • 제23권1호
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    • pp.3-10
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    • 2021
  • Learning by teaching (LbT) has long been recognized as an important learning behavior that constructs meaning based on interactions between learners. This study aimed to explore the meaning of LbT as an important learning activity for future implementation in education. LbT is based on the cultural historical activity theory and sociocultural learning theory, as developed by scholars including Vygotsky. These frameworks value the construction of meaning based on language, and LbT is reported to be effective in constructing meaning. In addition, within the zone of proximal development posited by Vygotsky, learning through interaction between learners improves academic achievement, higher-order thinking, deep learning, and reflective learning. LbT also promotes students' learning presence, and strengthens various competencies such as collaboration and communication skills. Interactive behavior between learners in the form of LbT has been explored as an approach to teaching and learning, with methods including peer learning, peer tutoring, peer teaching, peer mentoring, Lernen durch Lehren, and peer-assisted learning. LbT has also been applied as a learning method. In the future, LbT has boundless potential to improve learning through activities such as flipped learning or online learning based on interactions between learners.

Web Hypermedia Resources Reuse and Integration for On-Demand M-Learning

  • Berri, Jawad;Benlamri, Rachid;Atif, Yacine;Khallouki, Hajar
    • International Journal of Computer Science & Network Security
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    • 제21권1호
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    • pp.125-136
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    • 2021
  • The development of systems that can generate automatically instructional material is a challenging goal for the e-learning community. These systems pave the way towards large scale e-learning deployment as they produce instruction on-demand for users requesting to learn about any topic, anywhere and anytime. However, realizing such systems is possible with the availability of vast repositories of web information in different formats that can be searched, reused and integrated into information-rich environments for interactive learning. This paradigm of learning relieves instructors from the tedious authoring task, making them focusing more on the design and quality of instruction. This paper presents a mobile learning system (Mole) that supports the generation of instructional material in M-Learning (Mobile Learning) contexts, by reusing and integrating heterogeneous hypermedia web resources. Mole uses open hypermedia repositories to build a Learning Web and to generate learning objects including various hypermedia resources that are adapted to the user context. Learning is delivered through a nice graphical user interface allowing the user to navigate conveniently while building their own learning path. A test case scenario illustrating Mole is presented along with a system evaluation which shows that in 90% of the cases Mole was able to generate learning objects that are related to the user query.

A Study on the Delivery Systems of Teaching and Learning Contents for Education System Reform of Developing Countries

  • Kim, Myong-Hee;Park, Man-Gon
    • 한국멀티미디어학회논문지
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    • 제14권3호
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    • pp.471-479
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    • 2011
  • The world has witnessed a phenomenal growth in information and communication technologies (ICT). The development of new broadband communication services convergence of telecommunication with computers and recent developments in the field of communication protocol have fostered challenges as well as offerings in the wide-ranging use of ICT to support the creation of dynamic and interactive teaching and learning environment. By emergence of ICT, most of education and training institutions are struggling to integrate ICT and education and training systems. It is so important to apply proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms. It will be a preliminary activity for building open and flexible distance teaching and learning systems in developing countries. In this paper, we would like to suggest and recommend the proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms for education sector reform in developing countries.

또래협력학습 경험에 의한 유추문제해결능력의 증진 (Improvement in Analogical Problem Solving by Peer Collaborative Learning)

  • 김민화;박희숙;최경숙
    • 아동학회지
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    • 제23권1호
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    • pp.55-70
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    • 2002
  • The influence of peer collaboration on children's analogical abilities was studied with 120 9-year-old participants. After the pre-test, which determined the analogical level of the children, each child was assigned to 1 of 4 different learning conditions: cued/non-cued peer collaborative learning, or cued/non-cued individual learning conditions. The post-test showed changes in their analogical abilities. That is, results showed that cued peer collaborative learned improved the analogical abilities of the children, but the pattern of improvement was different by prior level of analogical abilities. We explained improvement in analogical ability by the context effect of peer collaborative learning and by the interactive effect of context with basic cognitive abilities of the children. We suggested implications of the present results for educational practice.

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