• Title/Summary/Keyword: Learning Contents System

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A Research on e-portfolio as a Learning Tool: A Case Study of Kyung Hee University (학습성찰도구로서 e-포트폴리오 활성화를 위한 연구: 경희대학교 사례를 중심으로)

  • Kang, In-Ae;Ryu, Seung-Hyun;Kang, Youn-Kyoung
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.495-506
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    • 2011
  • Portfolio has recently come to gain more attention from school as an alternative evaluation tool and a self-reflective learning tool for learning. After literature reviews about the case studies on the use of portfolio in higher education including both universities in Korea and abroad, this study attempted, first, to analyze the current e-portfolio system running in Kyung Hee University for the undergraduate students starting from the spring semester, 2010, and then, suggested the ways the system can be more actively utilized among the students, and simultaneously, acquiring more interest and participation from both the faculty members and the school administrators. The data collected from the survey and reflective journals of the students suggested 1) more user-friendly, easy-to-edit version of the system, 2) more diverse modes and functions of the system which, therefore, are able to adjust well to the specific and unique features of subjects or majors of the students, and 3) collaborative learning environments among the students and between the students and the faculty members from which students can share, participate, interact with each other, getting useful feedback from those co-learners and faculty members. Eventually the study aimed to enhance the recognition of the participants about the importance of portfolio as a learning tool for self-reflective learning and authentic evaluation of the students.

Design of Learning Contents for Teaching Principles of Binary System (초등학교에서의 바이너리 시스템 교육을 위한 컨텐츠 구상)

  • Ahn, Joong-Min;Moon, Gyo-Sik
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.253-259
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    • 2011
  • Computers are playing a major role in generating, sharing, and utilizing knowledge, which can be recognized as an essential component of national competitiveness. This may lead to the necessity as well as importance of computer education in elementary education. In the paper, we first investigate the necessity of teaching principles of binary system and then we figure out the status quo of teaching the subject in elementary classrooms. Based on the observations in the field, we design learning contents that can be used effectively in classroom so that students can learn easily the fundamental concept of binary system.

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Image Annotation System for Mobile Augmented Reality Environment (모바일 환경의 증강현실 영상 주석 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.437-444
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    • 2015
  • In this paper, we propose an information service system using augmented reality technology on mobile devices. With the advancement in ICT technology the computer is smaller and easy to carry and developed into the tablet PC and the smartphone typically. The user can confirm and learn the desired data using the augmented reality technology, regardless of the environment. Padding the supplementary images or videos to the real image using the camera, we can have help from such additionally obtained images. In this paper, using an augmented reality technology on a tablet PC or smartphone environment, we implement a system for providing information to the user. This system can be utilized in all areas such as learning, entertainment, public relations and advertisement, etc.

The Study on the Development of the Educational Contents for the Natural Number Binary System (자연수의 이진체계 교육자료 개발에 관한 연구)

  • Jang, Junghoon;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.525-532
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    • 2015
  • Unplugged has been widely used as an instrument for teaching the basic principles of Computer Science. This study presents the teaching contents developed for the children without any knowledge of binary numbers. which successfully guided them to understand the natural number binary system. The level of the pre-lesson for this learning requires counting numbers, matching numbers with cards, and arranging numbers. The activity-based learning is provided for describing natural numbers with the binary system and finding out them in everyday life. To check the adequacy of these materials on their organization and assessment they were tested at the classroom, which showed effective about the knowledge, the attitude and the generalization.

A Consideration on the System for Ear Training (청음연습을 위한 시스템에 관한 고찰)

  • Kim, Seoung-Eun;Song, Eun-Jee
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.517-524
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    • 2008
  • Ear training is said to be the ability to measure sound either in terms of musical scale or cord by listening to music acoustically. This is the most basic subject and the most practical technique in any music genre; also, the most crucial factor for individuals who are studying music. Ear training is an important skill to develop when learning to play the piano, or learning any kind of musical instrument. It is also the key factor in a successful music education. Everyone can develop their musical ability if ear training is provided during childhood. The aim of this study is to develop an ear training system whereby beginners or children can learn music with ease in terms of computer access which is part of their daily life. This system is devised so that children can practice ear training easily. This system is also beneficial to others who plan to major in music.

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Design and Implementation of Education Globe System Based on Multimedia (멀티미디어 기반 교육용 지구의 시스템의 설계 및 구현)

  • Cho Soo-Hyun;Kim Young-Hak;Lee Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.127-135
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    • 2006
  • In the existing education using the globe. teaching contents are very simple and the relationship among learning units lacks a little bit because teaching materials are composed individually with the globe. Therefore, in this study, we developed the education glove system based on multimedia that is closely connected with teaching materials and the globe. This system is composed of the globe device and the learning software based on computer control. The globe device rotates itself on its axis as the solar center, and provides more efficient and visual education environment to students through the link between computer and the globe. The learning software provides the multimedia contents such as parallax, climate, culture, and education information about each country, and this software also can simulate the revolution of the earth around the sun. The globe device can be operated in off-line without the computer link. This system was developed by the industry cooperation and was displayed in the principal exhibitions. We have obtained positive results through the exhibitions and will promote the product in the future.

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Uaser Impact Analysis of Interactive Contents Acoording to Image Size (영상크기에 따른 상호작용 콘텐츠의 사용자 영향 분석)

  • Choi, ChangKi;Song, BokHee;Yun, HanKyung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.3 no.3
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    • pp.22-30
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    • 2010
  • 3D TV was been able to see in the market in early in this year. Tablet PC such as ipad by Apple and Galaxytab by Samsung were introduced recently. Those are possible by developing H/W and S/W of computer technology. The needs of interactive contents in many areas including education and entertainment area are increasing rapidly according to the various information devices are or will be in the market. Fore the more, GoogleTV and AppleTV are compete each other to dominate the world market in advance recently. CookTV tries to dominate in the domestic market by upgrading the current system. Diverse information devices are in the market means various size of displayers are able to be shown in our life. As TV is fused to computer, the displayer is substituted to TV's screen and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since TV's screen become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. Our goal of experiment are to analyse the influence of interaction with contents as the size of images and to analyse a learning effect of contents quantitatively by applying a statistical method. Users interacted with contents without any difficulty when they met a same dimension and shape of objects as ame dimension and shape objects in their experiences or learning, was confirmed. And the learning effect were analysed and explained by applying the correlation.

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Web Services of Centers for Teaching and Learning (교수학습센터 웹서비스 분석)

  • Nam, Sang-Zo
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.391-400
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    • 2008
  • The web services of the CTLs(Center for Teaching and Learning) of 30 well known Korean and foreign universities have been evaluated in the present study. The CTLs of renowned foreign universities surpass Korean CTLs in terms of manpower. Nevertheless, the web services of the renowned Korean universities' are in no way inferior to those of the foreign CTLs surveyed in the present study. We found some web services to be desired and suggested a more system oriented web service function model.

A perspective on the 'Differentiated Curriculum'based on the results of implementing current 'differentiated classes' in mathematics (현행 수준별 수업 분석에 기초한 수준별 교육과정의 성공을 위한 처방)

  • 황혜정
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.183-197
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    • 1998
  • Many schools of the secondary level have been recently carrying out 'differentiated class'based on ability grouping between classed(DC). They are usually consisted of three levels; high level available to enriched course, middle level, and low level available to supplemental course. Phrhaps, almost all of the schools might nave executed DC before 2000 year. To do this, a lots of teachers have to develop differentiated teaching and learning materials for themselves. But, these mateirals are usually consisted of differentiated mathematics not on 'content'but on 'items'. So, for the successful 7th differentiated curriculum, the issues such as teaching and learning methods, materials, and evaluation system should be considered in depth focused on DC. .Decide issues related to DC(for example, mathematical contents, methods, activities, class speed,extra)based not on teachers or experts but on students. .Differentiate teaching and learning mateirals according to DC and develop the materials(including guidelines, supplementary books, multimedia, extra) based not on mathematical items but on mathematical contents. .Introduce new mathematical concepts or laws using not only not only definition and explanation but also concrete examples or problems. .Suggest differentiated diverse projects related to mathematical subjects suitable to enhance students` thinking ability to each class. .Have students to develop projects successfully by collecting, representing, analyzing, and interpreting data through communications in a cooperative learning environment.

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Analyzing Characteristics of Code Refactoring for Python Deep-Learning Applications (파이썬 딥러닝 응용의 코드 리팩토링 특성 분석)

  • Kim, Dong Kwan
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.754-764
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    • 2022
  • Code refactoring refers to a maintenance task to change the code of a software system in order to consider new requirements, fix bugs, and restructure code. There have been various studies of refactoring subjects such as refactoring types, refactoring benefits, and CASE tools. However, Java applications rather than python ones have been benefited by refactoring-based coding practices. There are few cases of refactoring stuides on Python applications. This paper finds and analyzes single refactoring operations and composite refactoring operations for Python-based deep learning systems. In addition, we find that there is a statistically significant difference in the frequency of occurrence of single and complex refactoring operations in the two groups of deep learning applications and typical Python applications. Furthermore, we analyze keywords of commit messages to catch refactoring intentions of software developers.