• Title/Summary/Keyword: Interactive learning

Search Result 503, Processing Time 0.024 seconds

The Use of Innovative Distance Learning Technologies in the Training of Biology Students

  • Biletska, Halyna;Mironova, Nataliia;Kazanishena, Natalia;Skrypnyk, Serhii;Mashtakova, Nataliia;Mordovtseva, Nataliia
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.11
    • /
    • pp.115-120
    • /
    • 2022
  • The main purpose of the study is to identify the key aspects of the use of innovative distance learning technologies in the training of biology students. Currently, there is a modernization, the evolution of the education system from a classical university to a virtual one, from lecture material teaching to computer educational programs, from a book library to a computer one, from multi-volume paper encyclopedias to modern search databases. During studies in higher education, distance learning ensures the delivery of information in an interactive mode through the use of information and communication technologies. The main disadvantage of distance learning is the emotional interaction of the teacher with students. It is necessary to increase the level of methodological developments for independent studies of students. The methodology includes a number of theoretical methods. Based on the results of the study, the main elements of the use of innovative distance learning technologies in the training of biology students were identified.

Verification of Temporal Relations on SMIL 2.0 Document using an Extended Temporal Interval Model (확장된 시간 구간 모델을 이용한 SMIL2.0 문서의 시간관계 검증)

  • Kim, Kyung-Deok
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.5
    • /
    • pp.828-836
    • /
    • 2008
  • This paper suggests a method for verification of temporal relations on SMIL 2.0 document using an extended temporal interval model. The SMIL 2.0 document has more asynchronous temporal relations and supports more interactive relations between objects than traditional SMIL document. But it is higher to produce temporal inconsistency by various interactive relations between objects. So the suggested verification method expresses SMIL 2.0 document as functional relations based on an extended temporal interval model and verifies SMIL 2.0 document using interactive relations and temporal intervals between objects. Applications to the verification method are as follows; multiuser interactive contents, online-learning, etc.

Learners' Perceptions and Experiences of Using e-Textbooks in Online Learning Environment

  • LEE, Sunghye;CHAE, Yoojung;CHOI, Kyoungae
    • Educational Technology International
    • /
    • v.20 no.2
    • /
    • pp.195-221
    • /
    • 2019
  • This study explored middle and high school students' learning experiences using e-textbooks in online learning courses. Data were collected from in-depth interviews. The interviewees for this study were 19 students who enrolled voluntarily in an online mathematics and science inquiry program, actively participated in the online learning. The students generally have high academic achievement and motivation for learning in science and mathematics. Data were analyzed based on a grounded theory approach. As a result, the characteristics of the online learning environment using e-textbooks were conceptualized via three different categories including temporal, spatial, and technical. Such characteristics of the learning environment were able to provoke self-directed learning, extended learning, interactive learning, in-depth learning, improved ICT literacy, and formation of positive emotions and learning habits. Most of the learners showed positive feedback towards the use of e-textbooks, while some mentioned the technical limitations compared to conventional paper-based learning. This study suggested that e-textbooks are likely to induce positive experiences for learners in the context of online learning, so it is necessary to design contents that utilize various functions and advantages of electronic teaching materials in order to use e-textbooks effectively.

Smart Learning for National Technical Qualifications ARCS Motivation Theory is Interactive, Immersive Learning, Research Influence of Continuous use with Pleasure (국가기술자격증을 위한 스마트러닝 ARCS 동기이론이 상호작용성, 학습몰입, 즐거움을 통해 지속적 사용의도에 미치는 영향 연구)

  • Park, Dong Cheul;Hwang, Chan Gyu;Kwon, Do Soon
    • Information Systems Review
    • /
    • v.17 no.2
    • /
    • pp.101-132
    • /
    • 2015
  • National technical qualifications to enhance an individual's vocational skills, the competitiveness of companies and countries have an important function to improve. Especially 'qualifications' will have a signal function to show objectively measure an individual's ability with the 'Education' The "knowledge necessary for the performance of their duties. Technology will gain knowledge about such assessment or recognition is based on certain criteria and procedures." Learning to qualify are being made through a smart learning a lot. Due to the revolution of the Internet in recent years with the development of information and communication technologies are entering into a knowledge society, the importance of information and knowledge. This contemporary smart learning education system is continuing to rapidly growing in pace with the changing time and space constraints, without teaching and learning is taking place. The purpose of this study is the ARCS motivation theory can determine a representative theory of human motivation factors and basic psychological needs dealing with the human nature of the psychological needs Interactivity and immersive learning, and to validate the empirical causality Affecting the continued use of smart learning through fun. Specifically, attention, relevance, confidence in the ARCS motivation, see their effect on the learning flow through the satisfaction we analyze empirically. Through this national technical qualifications smart learner's learning by supporting the implicit synchronization of students in learning are the degree of continued use. Therefore, to achieve the objectives of national technical qualifications and skills through a smart learning can contribute to the activation of the development and certification of course industry.

Development and Usage of Interactive Digital Linear Algebra Textbook (대화형 수학 디지털교과서 개발과 활용 사례 연구 - 선형대수학을 중심으로-)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
    • /
    • v.31 no.3
    • /
    • pp.241-255
    • /
    • 2017
  • The 4th industrial revolution is coming. In order to prepare for the new learning environment with it, we may need digital mathematics textbooks that fully utilize all possible technologies. So various attempts have been made in elementary and middle school mathematics education. However, despite the importance of higher mathematics, we haven't seen a best possible math digital textbooks yet in Korea. In this paper, we introduce our new model of interactive math digital textbook about Linear Algebra/ Calculus/ Differential Equations/ Statistics/ Engineering Math. Especially, this manuscript focuses on our experience of using digital contents and interactive labs for developing a new model for linear algebra digital textbook. We introduce our works on linear algebra digital textbooks which include pdf e-book, web contents, video clips of lectures, interactive lab. Using this linear algebra digital textbook, students can freely use any mobile devices to access diverse learning materials, lessons, and hands-on exercises without any limitations. Also, times saved in the computation, coding, and typing process can be used to have more discussions for deeper understanding of mathematical concepts. This type of linear algebra digital textbook, which contains all interactive free cyber-lab with codes and all lectures for each sections, can be considered as a new model for the next generation of math digital textbook.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.5 no.4
    • /
    • pp.198-205
    • /
    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Graphical Programming Language : LabVIEW의 공학에의 응용

    • Journal of the Korean Society of Manufacturing Technology Engineers
    • /
    • v.11 no.3
    • /
    • pp.39-45
    • /
    • 2002
  • The computer technology and internet have the potential to provide a highly interactive and powerful learning environment for engineering disciplines. Many academic courses that teach engineering subjects have already begun incorporating virtual instruments as teaching and learning tools. This paper introduces the concept of the virtual instrument and reports some of the LabVIEW software applications in several universities. Finally the paper contemplates the future trends on the remote laboratory via the internet for engineering education.

  • PDF

Evolutionary Learning of Mobile Robot Behaviors (이동 로봇 행위의 진화적 학습)

  • 심인보;윤중선
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2002.12a
    • /
    • pp.207-210
    • /
    • 2002
  • 진화와 학습 사이의 상호 연관성을 연구하기 위해 인공 진화기법(artificial evolutionary algorithm)과 신경회로망(neural networks)을 이용한 학습 기법들이 사용되어 왔다. 신경 회로망 구조를 가지는 이동 로봇의 제어기의 구조와 파라미터를 결정하기 위한 방법으로 진화적 학습(evolutionary learning) 방법이 제안되었다. 제안된 방법에서 진화적 학습은 실제 로봇을 통해 on-line 방식으로 이루어지며, 장애물 회피 문제를 통해 유용성을 검증하고 진화 과정에 학습이 미치는 영향을 살펴보았다. 그리고 수학적으로 제시되기 힘든 진화 학습의 평가에 설계자의 개입을 허용하는 인터액티브 진화 알고리즘(interactive evolutionary algorithm)방법을 모색해 보았다.

Case Analysis of Modeling Lessons

  • Noh, Jihwa
    • East Asian mathematical journal
    • /
    • v.35 no.2
    • /
    • pp.217-237
    • /
    • 2019
  • This Modeling is a cyclical process of creating and modifying models of empirical situations to understand them better and improve decisions. The role of modeling and teaching mathematical modeling in school mathematics has received increasing attention as generating authentic learning and revealing the ways of thinking that produced it. In this paper and interactive lecture session, we will review a subset of the related literature, discuss benefits and challenges in teaching and learning mathematical modeling, and share our attempts to improve traditional textbook problems so that they can become more authentic modeling activities and implications for instruction and assessment as well as for research.

Application of Learning Curve to evaluate Product Learnability (제품의 학습성을 평가하기 위한 학습곡선 모델의 적용)

  • Jung, Kwang-Tae;Hong, Ja-In
    • Journal of the Ergonomics Society of Korea
    • /
    • v.27 no.2
    • /
    • pp.59-65
    • /
    • 2008
  • Product usability consists of many attributes such as learnability, efficiency, memorability, and so on. In particular, learnability is one of the most important attributes in product usability. Therefore, many people consider the primary criterion for a good user interface to be the degree to which it is easy to learn. Learnability represents the degree of how much can easily learn the usage of a product. It concerns the features of the interactive system that allow novice users to understand how to use it initially and then how to attain a maximal level of performance. In this study, we studied on the application of learning curve to evaluate product learnability. In order to validate the applicability, we carried out simple experiment using mobile phone. We got task completion times through the experiment and predicted the times using learning curve model. And then, we compared prediction times to task completion times. Finally, we identified that learning curve could apply to predict and compare product learnability.