• 제목/요약/키워드: Learnability

검색결과 36건 처리시간 0.017초

Design of Optimized Ultrasound Clinical Work-Flow; Usability Perspective

  • Bag, ByungEun;Yoo, SunKook;Jang, WonSeuk
    • Journal of International Society for Simulation Surgery
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    • 제2권1호
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    • pp.40-42
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    • 2015
  • Purpose Usability is an important factor in our life. This paper presents an approach to design the clinical work-flow for ultrasound system. And, we tried to apply this work-flow in diagnosis ultrasound system. Materials and Methods For user learnability, we follow international standard IEC 60601-1-1 and IEC 62366 which describes usability of medical instrument. User requirement are applied by 10 clinicians who are well aware of usability. We considered user environment and designed clinical work-flow into two types: general use and emergency use. The designed clinical work-flow was evaluated by 10 clinicians and results derived from the evaluation were analyzed. Results We could successfully design optimized clinical workflow of ultrasound system. Conclusion This paper suggests usability testing for optimized ultrasound clinical workflow. Using this clinical work flow, users can enhance their clinical performance and reduce operation time.

VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용 (Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education)

  • 박태정;차현진
    • 한국IT서비스학회지
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    • 제21권2호
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

Potential of L1 and L2 Corpora to Identify Target Lexical Bundles for Argumentative Essay Writing

  • Ryo Sawaguchi
    • 아시아태평양코퍼스연구
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    • 제5권1호
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    • pp.1-21
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    • 2024
  • This study aimed to identify target lexical bundles (e.g., on the other hand, at the same time) for argumentative essay writing and rank them in order of teaching priority for Japanese learners. Despite significant functional roles of lexical bundles in academic writing, the inclusion of lexical bundles in argumentative writing had been underexplored. Since argumentative writing skills help undergraduate students prepare for their academic careers (e.g., writing papers), the lexical bundles under this genre deserve more attention. This study first extracted 78 target bundles from L1 argumentative essay corpora (International Corpus Network of Asian Learners of English: ICNALE and Louvain Corpus of Native English Essays: LOCNESS). The study then classified the bundles according to their discourse functions and semantic transparency to estimate the learnability for Japanese learners in L2 compatible corpora with the ICNALE. The results showed that learners had difficulty using the bundles with referential functions (e.g., in the form of) and semantic opaqueness (e.g., when it comes to), suggesting that the bundles in these two categories should be prioritized among the 78 bundles.

초등학교 컴퓨터교육에서 라우팅알고리즘 학습가능성에 관한 연구 (A Study on the Learnablity of Routing Algorithm in Elementary School Computer Education)

  • 박연;김지나;한병래
    • 정보교육학회논문지
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    • 제11권3호
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    • pp.267-279
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    • 2007
  • 미래의 창의적인 문제해결력을 지닌 인재 양성을 위해, 본 연구는 초등학생들에게 지도하기 어렵고 학생들이 이해하기 힘든 컴퓨터과학원리 중 라우팅알고리즘에 대한 교수 학습방법을 설계해 이를 지도해 보고 이러한 학습내용이 초등학교 학생들이 이해할 수 있는지를 알아보고자 하는데 그 목적이 있다. 사전 사후 동형 검사지를 통해 지적인 영역을 평가하고, 수업 후의 소감문을 통해 정의적인 영역을 평가하였다. 그 결과 네트워크 중 라우팅알고리즘이 초등학생에게 가르쳐질 수 있음을 확인하고 초등학교 컴퓨터교육의 학습요소로서의 가능성을 제시한다.

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기업포탈사이트 업무화면 설계 프로세스 방법론 - 보험사의 프로젝트 진행 사례를 중심으로 (Process Methology of Designing User Interface in Enterprise Portal)

  • 권숙경
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.310-316
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    • 2008
  • 국내외 기업들이 기업포탈(Enterprise Portal)에 대한 관심이 높아지연서 사용자 인터페이스(User Interface)에 대한 중요성이 인식되고 있다. 본 논문에서는 기업포탈(Enterprise Portal)에 대하여 살펴보고, 현행시스템에 대한 사용자의 개선요구사항을 조사, 분석하였다. 사용자 분석결과와 Checklist 평가를 통하여 UI Checklist Matrix 를 작성하였다. Matrix 의 가로축은 사용자 요구분석결과인 Layout, Navigation, Information, Function, Visibility, Interaction 6 가지 항목으로 구성된다. 세로축은 학습성, 효율성, 정확성, 접근성, 일관성, 즉시성, 통합성, 개인화, 기술, 표준화 10 가지 항목이 있다. 가로와 세로 항목이 만나는 곳에 중요도를 표시하고 세부항목을 정의한다. Matrix 가 반영된 가이드라인을 작성하고 가이드라인에 따라 업무화면을 설계하고 Matrix 로 평가한다. 본 연구는 보험사의 차세대 시스템 구축 프로젝트에서 진행된 내용으로 1 년여 기간 동안 업무담당자들과 업무정의에서부터 긴밀한 협조 하에 진행되었다.

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Study on the Effect of the Usability and Usefulness of Mobile Application Programs on Buying Intention

  • Oh, Young-Sam
    • 유통과학연구
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    • 제11권11호
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    • pp.41-47
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    • 2013
  • Purpose -This paper aims to understand how easy and convenient it is for consumers to use mobile services. A mobile service combines hardware and software with information technology. To specifically meet the needs of users of mobile applications, the context of usability was identified in consumer mobile services. Research Design, Data, and Methodology - For usability measurement and evaluation, appliances and software were the main target: this applied to an expanding range, such as a Personal Digital Assistant (PDA), mobile phones, and wired and wireless integrated services. This study extended the Technology Acceptance Model (TAM) by examining the roles of two characteristics of mobile applications'usage: usability and usefulness. Results - The study tested the research model using a structural equation modeling (SEM) technique. Results showed no significant differences between the two models. Usability comprised learnability, efficiency, memorability, errors, and satisfaction: the motivation for using a mobile application was understood as being the usefulness and easy-of-use of the mobile application. This empirical study validated the proposed research model and hypotheses, and found that the hypotheses could be supported. Finally, the phenomena derived from the causal relationships in usability were identified, and their implications considered.

Interacting with Touchless Gestures: Taxonomy and Requirements

  • Kim, Huhn
    • 대한인간공학회지
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    • 제31권4호
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    • pp.475-481
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    • 2012
  • Objective: The aim of this study is to make the taxonomy for classifying diverse touchless gestures and establish the design requirements that should be considered in determining suitable gestures during gesture-based interaction design. Background: Recently, the applicability of touchless gestures is more and more increasing as relevant technologies are being advanced. However, before touchless gestures are widely applied to various devices or systems, the understanding on human gestures' natures and their standardization should be prerequisite. Method: In this study, diverse gesture types in various literatures were collected and, based on those, a new taxonomy for classifying touchless gestures was proposed. And many gesture-based interaction design cases and studies were analyzed. Results: The proposed taxonomy consisted of two dimensions: shape (deictic, manipulative, semantic, or descriptive) and motion(static or dynamic). The case analysis based on the taxonomy showed that manipulative and dynamic gestures were widely applied. Conclusion: Four core requirements for valuable touchless gestures were intuitiveness, learnability, convenience and discriminability. Application: The gesture taxonomy can be applied to produce alternatives of applicable touchless gestures, and four design requirements can be used as the criteria for evaluating the alternatives.

The Effectiveness of Cognitive Scaffolding in an Elementary Mathematics Digital Textbook

  • CHOI, Jeong-Im
    • Educational Technology International
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    • 제14권1호
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    • pp.75-108
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    • 2013
  • The purpose of this study is to find a way to improve digital textbooks for self-regulated learning by applying cognitive scaffolding designs to an elementary math digital textbook and examining the effectiveness of the system. Hence this study was conducted in two steps. First, a framework for scaffolding design was devised by examining the problems and difficulties students encounter when using a mathematics digital textbook. Second, after the digital textbook was revised by applying the scaffolding design frameworks, the effectiveness of the scaffolding framework was examined by comparing students' achievement levels in an experimental group and that of students in a control group. Seventy fifth-graders participated in this study. Students were divided into two groups: an experimental group and a control group. The students in the experimental group studied with the revised version of the digital textbook and the students in the control group studied with the original version of the digital textbook. The students received a pretest before the experiment. After the experiment, they took an achievement test and completed a usability questionnaire. The data were analyzed by ANCOVA with the SPSS Windows version. The results revealed that the students who used the revised program (to which design strategies for scaffolding were applied) showed higher levels of achievement than those who used the original version. In addition, students in the experimental group generally showed higher scores on the usability survey, which consisted of four sub-categories such as 'effectiveness', 'efficiency', 'satisfaction', and 'learnability'. There was a statistically significant effect on 'efficiency'. These results implied that scaffolding strategies were effective for mathematics learning through the use of an elementary digital textbook.

PowMash: 프레젠테이션 작성 스킴 기반 최종 사용자 서비스 매쉬업 (PowMash: End-User Service Mashup Using a Presentation-Authoring Scheme)

  • 남상규;;고인영
    • 정보과학회 컴퓨팅의 실제 논문지
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    • 제23권12호
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    • pp.684-690
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    • 2017
  • IoT 환경에서 사용자들이 여러 종류의 서비스를 활용하는 방법에 대해 많은 연구가 진행되어 왔다. 기존의 연구들은 이 목적을 달성하기 위해 사용자로 하여금 새로운 도구의 사용법이나 전문 기술을 학습하도록 요구했다. 본 논문에서는 프레젠테이션 작성 스킴을 사용하여 최종 사용자가 IoT 서비스 매쉬업을 만들 수 있는 패러다임과 이를 위한 프레임워크를 제안한다. 여기에서 사용하는 매쉬업 모델은 태스크 중심 서비스 프레임워크에 기반을 두어 설계되었다. 제안된 프레임워크를 사용하여 사용자는 프레젠테이션 파일 형태로 매쉬업을 작성하고, 흐름 기반의 서비스 흐름으로 변환하고, 이를 IoT 환경에 배포하여 실행할 수 있다. 또한, 사례 연구를 통해 이 패러다임과 프레임워크가 최종 사용자의 IoT 환경에서의 서비스 매쉬업을 어떻게 지원하는지를 보인다.

노인용 걷기게임 '팔도강산3'의 사용성 연구 (Usability Test of 'Paldokangsan3' a Walking Game for the Elderly)

  • 김경식;이윤정;오두남
    • 한국게임학회 논문지
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    • 제15권1호
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    • pp.145-154
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    • 2015
  • 본 연구의 목적은 노인의 신체적 정신적 건강 향상을 위해 개발된 기능성 게임인 '팔도강산3'의 사용성을 검증하고자 한 것이다. 본 게임기계를 1달간 양로원에 설치한 후 노인들이 자율적으로 실험에 참여하도록 하였으며, 참여를 독려하기 위해 3차례의 대회를 치루면서 게임 내 플레이 정보저장과 함께 연구자의 관찰, 설문 및 면담을 통해 자료를 수집하였다. 8명이 참여하였으며, 조작편의성, 조작방식의 학습성, 기억성, 도전감 등의 연구결과는 프로그램 적용 전후 통계적인 유의한 차이를 나타내지 못하였으나 대부분의 대상자가 지적 장애를 비롯하여 인지기능저하가 있었음에도 적용 기간 동안 매일 2-3회씩 참여하였다. 면담 결과 주관적인 만족감이 표현됨으로써, 추후 본 프로그램의 적용 확대 가능성을 확인하는데 그 의의를 찾을 수 있었다.