• Title/Summary/Keyword: Learning Contents System

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Study on the Development of a Model for Teaching and Learning Mathematics Using Graphic Calculators (그래픽 계산기를 활용하는 수학과 교수-학습 자료 모형 개발 연구)

  • 강옥기
    • Journal of Educational Research in Mathematics
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    • v.8 no.2
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    • pp.453-474
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    • 1998
  • This study is focused on the possibility if we can use graphic calculators in teaching and learning school mathematics. This study is consisted with four main chapters. In chapter II, the functions of the graphic calculator EL-9600 produced by Sharp Corporation was analyzed focused on the possibilities if the functions could be used in teaching and learning school mathematics. Calculating of real numbers and complex numbers, solving equations and system of linear equations, calculating of matrices, graphing of several functions including polynomial functions, trigonometric functions, exponential and logarithmic functions, calculation of differential and integrals, arranging of statical data, graphing of statistical data, testing of statistical hypotheses, and other more useful functions were founded. In Chapter III, a mathematics textbook developed by Core-Plus Mathematics Project was analyzed focused on how a graphic calculator was used in teaching and learning mathematics, In the textbook, graphic calculator was used as a tool in understanding mathematical concepts and solving problems. Graphic calculator is not just a tool to do complex computations but a tool used in the processes of doing mathematics, In chapter IV, the 7th mathematics curriculum for korean secondary schools was analyzed to find the contents could be taught by using graphic calculators. Most of the domains, except geometric figure, were found that they could be taught by using graphic calculators, In chapter V, a model of a unit using graphic calculator in teaching 7th mathematics curriculum was developed. In this model, graphic calculator was used as a tool in the processes of understanding mathematical concepts and solving problems. This study suggests the possibilities that we can use graphic calculators effectively in teaching and learning mathematical concepts and problem solving for most domains of secondary school mathematics.

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Exploring Augmented Reality applications for Geography Learning: Focused on Marker Based Methods (지리 학습을 위한 증강현실 적용 방안 연구: 마커기반 방법을 중심으로)

  • Park, Jeong-Hwan;Kim, Young-Hoon
    • Journal of the Korean Geographical Society
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    • v.48 no.6
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    • pp.994-1008
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    • 2013
  • In this paper, we describe two exploratory examples in the use of Augmented Reality (AR) for geographical visualization regarding refinement of visual content in geography textbooks and learning motivation of geography students. Currently, teaching and learning materials with AR technology and their utilization in the geography classroom have become a new topic in geographical research themes, and this trend has increased. Adequate development and utilization of geographical materials is an important starting point for smart education research in geography. This paper describes the system and software, and the implication of marker AR applications for teaching and learning geography in the classroom. For the AR applications to be utilized in geography education, two marker based AR examples, virtual globe and visualization of topographical features, are presented and their utilization aspects are discussed. Finally, from the discussion stated in this paper, it can be inferred that AR is useful for exploring geographical materials, and marker based AR will contribute to progress in spatial science and geographical education research.

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An Implementation of Web-based Instructional Design System for University Instructors (대학교수자용 웹기반 수업설계 시스템)

  • Kan, Jin-Sook;Lee, Ching-Chan
    • Journal of KIISE:Software and Applications
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    • v.37 no.3
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    • pp.222-232
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    • 2010
  • The purpose of this investigation was to help university professors for making their systematic design of instruction easily and scientifically. To increase of learner's studying ability, the systemic instructional design is imperative. But most of university professors could not get proper experiences to know develop instructional design system, specially to develop web-based system. This new system made it possible to select the proper instructional methods and the media type suitable for the corresponding data. And also every professor who is involved to know this system, can put informations for the target learners, learning contents and learning objectives, and present the proper media types and the many different conditions in the process of the each instructional design process. Finally, the results of the learner's study will be effective and professors showed their positive opinions for the using of the system.

Real-time Optimized Composition and Broadcasting of Multimedia Information (다중 미디어 정보의 실시간 최적화 합성 및 방송)

  • Lee, Sang-Yeob;Park, Seong-Won
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.177-185
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    • 2012
  • In this paper, we developed the composition system that it can efficiently edit camera recording data, images, office document such as powerpoint data, MS word data etc in real-time and broadcasting system that the file is made by the composition system. In this Study, we developed two kinds of algorithm; Approximate Composition for Optimization (ACFO) and Sequence Composition using Memory Que (SCUMQ). Especially, the system is inexpensive and useful because the system is based on mobile devices and PCs when lectures hope to make video institutional contents. Therefore, it can be contributed for e-learning and m-learning. In addition, the system can be applied to various fields, different kinds of multimedia creation, remote conferencing, and e-commerce.

Blockchain System for Academic Credit Bank System (학점은행제를 위한 블록체인 시스템)

  • Son, Ki-Bong;Son, Min-Young;Kim, Young-Hak
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.11-22
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    • 2020
  • The academic credit banking system is an educational system to implement a lifelong learning society. Students who meet the requirements of this system can achieve academic degrees equivalent to those of junior colleges or four-year universities. Credits and degree information of these students are recorded and managed by the central institution. However, this system can cause security problem such as hacking due to centralized management. In this paper, we propose an academic credit banking system which can manage credits and degree information based on blockchain technology. In the proposed system, credits and degree information are stored in block and managed in the public ledger in a permanent manner. Blocks are connected in the form of blockchain on a distributed network to improve security problems such as hacking and manipulation. Also, the efficiency of credit bank management can be increased because the functions of the central institution are distributed to the network participants. The prototype of the proposed system was implemented on the Go-Ethereum platform and experimentally verified the blockchain information among participating organizations using smart contracts.

Academic Enrichment from The Great Learning(大學) to The Essentials of Sagely Learning(聖學輯要) when looking at it in the dimension of Governing of Others or Governance of humankind (治人) (치인(治人)의 차원에서 본 『대학(大學)』에서 『성학집요(聖學輯要)』로의 학문적 심화)

  • Shin, Chang Ho
    • (The)Study of the Eastern Classic
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    • no.36
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    • pp.375-402
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    • 2009
  • In this study, the researcher put together the changing process of Chinese Confucian into Korean Confucian Thought in the dimension of Chiin 'Governing of Others. By analyzing 'Seonghak jibyo' which is reinterpretation of 'Daehak' and also academic enrichment, the researcher investigated the aspects of acceptance of 'Daehak' in Joseon Period. 'Daehak' was the basic textbook for 'Emperorship Learning'(帝王學, 'Jewang Hak') as well as 'Sage Learning'(聖學, 'Seong Hak') over the whole Joseon Period, and it can be understood that 'Seonghak jibyo'- the Essentials of Sagely Learning compiled by Yulgok(栗谷) is the totalization of such learning. Yulgok organized the system of 'Seonghak jibyo' largely in five volumes and placed Samgangnyeong(三綱領, Three Doctrines or Essential Principles) and Paljomok(八條目, Eight Articles) of 'Daehak' in an appropriate manner. Among those, 'Chiin' was discussed intensively in the Volume Three, 'Jeonga'(正家-Family in Correct State) and also the Volume Four, 'Uijeong'(爲政 the king exercises government by means of his virtue). In the volume, 'Jeonga', Yulgok clearly arranged the core virtues for which the family is obliged to put into practice in everyday life having segmented the contents of the doctrine of Jega(齊家-to order family relationships) in 'Daehak', and, in 'Uijeong', Yulgok deepened the contents of 'Chiguk Pyeongcheonha'(治國平天下, ordering the state, bringing peace to the whole world) and presented consciousness on the spirit of contemporary as well as the practice of the state managements in an affirmative manner. These prove the validity of learning steps by presenting the practice guideline to fit the situation while well preserving the basic system of Confucian thought that leads to 'Chiin' (治人-'Governing of Others' or Governance of humankind) based on 'Sugi'(修己, the cultivation of the self). And such viewpoints feature the characteristics of Joseon Confucian Thought which had been through more abundant enrichment process than Chinese Confucian. Therefore, Yulgok's thoughts expounded in The Essentials of Sagely Learning(聖學輯要, 'Seonghak jibyo') can be regarded as criteria to understand humanity and arts cherished by Joseon people, as well as the distinctive features of politics.

A Review of Research on Augmented Reality Based Educational Contents for Students with Autism Spectrum Disorders (자폐 스펙트럼 장애 학생 대상 증강현실기반 교육 콘텐츠 연구에 대한 고찰)

  • Son, Ji-Young
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.35-46
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    • 2017
  • The purpose of the study was to review the recent literature on applying augmented reality based educational contents for students with autism spectrum disorders and to identify research trends and implications. The search procedures through the Web-database system were implemented to find the proper research and a total of 12 studies were included in this review. The results indicated that most of subjects were elementary school-age children, also single subject design was mostly implemented. Mobile devices were used mostly for augmented reality, and most of data collection methods was behavioral observation. Results founded several contents types: objects manipulation, manipulation for self-modeling, on-site problem solving program, and location-based learning guide. Additionally, the results indicated that the educational effectiveness was the improvements of social behaviors, play and imitation behaviors, and emotion recognition. Furthermore, considerations to develop and apply augmented reality based educational contents for students with autism spectrum disorders were suggested.

A Study on the Revitalization of University Libraries Using Local Cultural Contents (지역문화콘텐츠를 활용한 대학도서관 활성화 방안 연구)

  • Noh, Younghee;Lee, Seok Hyoung;Shin, Youngji;Kwak, Woo-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.3
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    • pp.169-189
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    • 2020
  • In this study, as the role and function of university libraries have been expanded to become a base for local information services and local information service centers along with the demands of the times, this study seeks to find ways to revitalize university library services using local cultural contents. I did. As a result, first, university libraries select core cultural contents representing the region or contents related to people from the region as regional cultural contents, receive information from relevant institutions in the region, or directly It must perform social, cultural and educational functions based on culture and art. Second, when planning programs related to local cultural contents, university libraries should proceed in the form of combining local visits, learning, reading, and experiences. Third, university libraries should play a role as a repository of cultural resources and a hub of cultural resources through systematic and stable preservation of cultural resources and widespread service expansion through the establishment of a local cultural resource management system.

3D lattice information space for TV contents based on spatial metaphor : TV interface perspective (공간적 은유를 적용한 3D 격자구조의 TV 콘텐츠 정보공간 제안 : TV 인터페이스 사용성 관점에서)

  • Lee, Jae-Gil;Shin, Donghee
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.651-661
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    • 2014
  • The complexity to search a specific content over TV platform is drastically increasing. Based on previous studies from computer data management system, we propose a new method that helps users to search and select content effectively. In general, contents over computers are represented by spatial metaphor, which replicates our physical environment and value systems about space. We suggest 3D lattice structure to construct information space for TV platform. Users can infer relevance between contents via special clue in information space, so as to select content more easily. Also, they can search contents through its temporal property that also represented in space. We make full use of our natural capability that can reduce additional overload to learning new interface. The results of this study can be significant and heuristic contributions, as they can be applied to diverse service areas utilizing video contents.

A Study on the Effect of Engineering Computer Programming Instruction Using Project Learning (프로젝트 학습을 적용한 공학컴퓨터프로그래밍 수업 효과 연구)

  • Chae Su-Jin;Hwang Sung-Ho
    • Journal of Engineering Education Research
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    • v.8 no.3
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    • pp.57-68
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    • 2005
  • The purpose of this study was to analyze the effect of Engineering computer programming instruction using project learning, to find out the ways to solve some revealed problems, and to improve the instruction. Unlike traditional lecture courses, students are encouraged to cultivate problem solving and teamwork skills through the programming project. In order to examine the effect of project learning, a survey was conducted with 49 students. The questionnaire consisted of 20 items with 5-grade scale each, the contents of which included learning value, workload, skills acquirement, assignment and comment. The SPSS, statistical analysis software was used to get statistics such as ANOVA, correlation and mean, etc. The results of this study showed (1) project learning was more efficient to acquire problem solving and teamwork skills compared with lecture learning, (2) there was significant correlation between self directed learning skill and information collecting skill, (3) cyber education system(i-campus) was helpful for students' self learning. But the results also showed that (4) students did not give high scores on items of the workload or difficulty of assignments. So we can conclude that it is necessary to develop the suitable projects for the capability of students to make the better project learning.