• Title/Summary/Keyword: Learning Contents System

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A Study on Design Elements and Infrastructure System of Library Space as a Place of Shared Culture (공유문화의 장으로서의 도서관 공간의 설계요소 및 인프라 체계 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.27 no.2
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    • pp.86-97
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    • 2018
  • In modern times, pluralistic social phenomena in which various values are pursed and recognized appear. The modern society called hyper-connected, intelligence information and zero marginal cost society in which shared value is commonly emphasized faces a paradigm shift to shared society system. In particular, sharing-based activities related with intelligence information sectors more prominently emerge in the high-tech informatization which has been accelerated. The purpose of this study is to understand design factors related with how attribution of the sharing culture is expressed in library spaces and examine how sharing infrastructure is established in users' spaces. As a research method, it initially conducted theoretical consideration of the sharing culture and information spaces, which can be regarded as sociocultural phenomena in modern times. Then, it drew sharing culture-based spatial design factors-access, openness and plurality. It analyzed configuration of spaces for sharing information-Cultural Commons (CC), Information Commons(IC) and Learning Commons (LC) - and infrastructure of information spaces, for library cases-five domestic and foreign public libraries-. The findings show that modern library spaces reflect historical needs for the sharing culture and actively serve their roles through spatial infrastructure including contents (programs) and services for sharing knowledge. The study is determined to be valuable as basic data in establishing the infrastructure of information spaces reflecting modern social trends and cultural phenomena, in expecting spatial structures in which knowledge is reproduced and planning spaces of libraries in the future.

A strategic Q&A system for self-directed study (자기주도적 학습을 위한 전략형 Q&A 시스템)

  • Lee, Hae-Bok;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.13-29
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    • 2002
  • Mathematical curriculum has been developed based on learners' level and difficulties of contents. Succeed in solving problem in mathematics depends on the completion of the precedent learning. Thus, it is important to diagnose students beforehand. It is also important to develop problem-solving skills for students. In this thesis, Q&A system is proposed to help students learn various problem solving skills in mathematics. Although the system is currently applicable to mathematics, it can be applied to any other subjects.

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Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

A Curriculum Development on the Disaster Management (재해관리에 대한 교육과정 개발)

  • 강윤숙;이옥철;이계복
    • Journal of Korean Academy of Nursing
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    • v.28 no.1
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    • pp.210-220
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    • 1998
  • The various and serious types of disaster occur everyday and everywhere on the earth. There is no doubt that it is very timely to discuss about the effectiveness and preparedness of disaster. The purpose of this study is to develop a curriculum on the disaster management through reviewing disaster concepts and the disaster management system. For the empirical relevance of the study, researchers participated in a couple or more disaster training program, reviewed references, and consulted to the experts working on action parts in the area. As a result, the 'Integrated Disaster Management System Model (IDMSM)' was designed, in which four dimensions were explained. Then the 'Disaster Curriculum Model (DCM)' was explored with its theoretical framework based on the system model. The developed curriculum is composed of four levels ; the introductory course, the fundamental course, the advanced course, and the expert course. From this DCM, basically the course-outlines of two subjects in the introductory course, 18 subjects in the fundamental course (5 of direct services. 13 of indirect services) were developed. Also each course-outline was explored by its course objective, learning objectives, contents, and its length. Finally to make the most of the results, suggestions are proposed. The governmental considerations on the policy should support the systematic and integrated educational program to practice, appointing 「Disaster School」 or 「Disaster Training Center」 of relevance and accountabilities. The further study should explore the higher levels of the DCM through interdisciplinary efforts, and develop the text aterials. ilities. The further study should explore the higher levels of the DCM through interdisciplinary efforts, and develop the text materials.

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Development of Contents for Effective Computer Programming Education in Curriculum of Elementary Schools

  • Kim, Jong-soo;Kwon, Soon-kak
    • Journal of Multimedia Information System
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    • v.6 no.3
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    • pp.147-154
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    • 2019
  • In a variety of fields, highly developed technology is being combined to create a lot of value. In order to keep up with this global trend, the Ministry of Education, which is in charge of national education, continuously develops and applies content for creative education to textbooks. The continuous development of content for creative education is not only related to national interests, but also to the continued development of mankind. Today, the succession and development of human knowledge is in charge of the education system. Research into an effective educational system is necessary for effective succession of rapidly developing science and technology and building up technical personnel with such skills. In particular, the computer science field is faster in development than other scientific fields and has accumulated many technologies, indicating that it takes a lot of time and good teaching to foster talent that can effectively utilize the technology. In this paper, elementary school subjects were analyzed to achieve the purpose of cultivating talent in the field of computer science. In addition, we have investigated techniques related to computer programming learning not covered in elementary school subjects. So we developed content that students need to practice. Next, we taught the content to randomly selected elementary school students and assessed their educational effectiveness. As a result of training using the content we developed, 55.37% increased academic performance.

A study on the improvement of ability of a creative solving mathematical problem (수학문제의 창의적 해결력 신장에 관한 연구 -농어촌 중학교 수학영재를 중심으로-)

  • 박형빈;서경식
    • Journal of the Korean School Mathematics Society
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    • v.6 no.1
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    • pp.1-17
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    • 2003
  • In this paper, we study the methods of improving an ability of a creative solving mathematical problem belonging to an educational system which every province office of education has adopted for the mathematically talented students. Especially, we give an attention on a preferential reaction in teaching styles according to student's LQ., the relationship between student's LQ. and an ability of creative solving mathematical problems, and seeking for an appropriative teaching methods of the improvement ability of a creative solving problem. As results, we have the followings; 1. The group having excellent students who have a higher intelligential ability prefers inquiry learning which is composed of several sub-groups to a teacher-centered instruction. 2. The correlation coefficient between student's LQ. and an ability creative solving of mathematical is not high. 3. Although the contents and the model of thematic inquiry learning don't have a great influence on the divergent thinking (ex. fluency, flexibility, originality), they affect greatly the convergent thinking - a creative mathematical - problem solving ability. Accordingly, our results show that we should use a variety of mathematical teaching materials apart from our regular textbooks used in schools to improve a creative mathematical problem solving ability in the process of thematic inquiry learning. Also we can see that an inquiry learning which stimulates student's participation and discussion can be a desirable model in the thematic mathematical classroom activities.

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Study on the Learning Elements of 'Information Ethics' Topic of Informatics Subject (정보 교과의 '정보 윤리' 주제의 학습 요소에 관한 연구)

  • Jeong, InKee;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.295-306
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    • 2014
  • A form of life is changed rapidly through development of ICT. And we need information ethics as a new norm of information-oriented society. The effect of information ethics can be maximized by education. Therefore, a new curriculum is demanded by new technology and circumstance. Korea Association of Information education has studied a new curriculum and suggested a new plan that contents of information education classified by 'Software', 'Computer System' and 'Convergence Activities' sections. And the 'Convergence Activities' section is composed of 'Information Ethics', 'Productivity Tools' and 'Robot'. In this paper, we studied on learning elements of the 'Information Ethics' of first grade to ninth grade. We analysed the domestic and foreign curriculum, research results and new issues about information ethics and selected the learning elements about information ethics. We nextly suggested the achievement goals, teaching-learning methods and evaluation methods of information ethics. We expect that the learning elements we suggested about information ethics will contribute to deal with wisely information dysfunction and to training correct talented individuals.

Moderating Effect of Learning styles on the relationship of quality and satisfaction in the context of Business Simulation Game (시뮬레이션활용 경영 교육의 품질요인과 성과에 대한 학습유형의 조절효과)

  • Ahn, Tony Donghui
    • Journal of Service Research and Studies
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    • v.7 no.4
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    • pp.151-164
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    • 2017
  • This study aims to explore the effect of quality factors and learning styles on users' satisfaction in the use of business simulation tools in business education. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from university students. The quality factors of education using simulation were classified into contents, education environment, interpersonal activities, and instructor support while learning styles were classified into proactive, self-directed, environmental-dependent, and passive styles. The results showed that each quality factors of education using business simulation had a strong positive effect on user satisfaction. Proactive and environment-dependent group had higher satisfaction than other groups. Learning styles had moderating effects on the quality-satisfaction relationship, and the direction and degree varied depending on the quality factors and learning styles. Theoretical and practical implications were drawn from these findings.

Toegye(退溪) Yi Hwang(李滉)'s Moral Education Theory - Focused on the system and contents of the 'Ten Diagrams of Sage Learning' (퇴계 이황의 도덕교육론 - 『성학십도』 체계와 내용을 중심으로 -)

  • Chi, Chun-Ho
    • The Journal of Korean Philosophical History
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    • no.59
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    • pp.287-312
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    • 2018
  • Confucianism which pursues the right relationship between person and person, depicts the ideal that moral individuals contribute to community development. In the 16th century, Toegye Yi Hwang, the authority of Korean Confucianism, reflected his educational intentions and interests and made the whole of the body of Confucianism and the whole process of the study into a series of 10 paintings 'Ten Diagrams of Sage Learning'. The purpose of the education which is claimed in the 'Ten Diagrams of Sage Learning' is to become a saint, and it ultimately coincides with the purpose of moral education which is to be introspective and practical moral man. The whole theme of 'Ten Diagrams of Sage Learning' is related to revealing the principles of humanity and morality in order to restore human nature on the basis of piety. Piety(敬) is also a purpose and a method of self-discipline, and is the main content. The method of education for traditional confucianism is aiming for the organic integration of purpose, content and method of education and reveals the consistency of the combination of knowledge and behavior in content and method. Exploring the universal value of traditional culture and re-raising moral culture that is important in traditional education is to discuss that what is valid for the present and the future is derived from the past tradition. That may be useful in solving today's educational problems. Especially, it is very meaningful to adopt a reflective approach to cultivate talented people who can 'realize oneself' and 'care for the community' which is the ultimate goal of education through analyzing the essence of moral education pursued by traditional education.

Hybrid Behavior Evolution Model Using Rule and Link Descriptors (규칙 구성자와 연결 구성자를 이용한 혼합형 행동 진화 모델)

  • Park, Sa Joon
    • Journal of Intelligence and Information Systems
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    • v.12 no.3
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    • pp.67-82
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    • 2006
  • We propose the HBEM(Hybrid Behavior Evolution Model) composed of rule classification and evolutionary neural network using rule descriptor and link descriptor for evolutionary behavior of virtual robots. In our model, two levels of the knowledge of behaviors were represented. In the upper level, the representation was improved using rule and link descriptors together. And then in the lower level, behavior knowledge was represented in form of bit string and learned adapting their chromosomes by the genetic operators. A virtual robot was composed by the learned chromosome which had the best fitness. The composed virtual robot perceives the surrounding situations and they were classifying the pattern through rules and processing the result in neural network and behaving. To evaluate our proposed model, we developed HBES(Hybrid Behavior Evolution System) and adapted the problem of gathering food of the virtual robots. In the results of testing our system, the learning time was fewer than the evolution neural network of the condition which was same. And then, to evaluate the effect improving the fitness by the rules we respectively measured the fitness adapted or not about the chromosomes where the learning was completed. In the results of evaluating, if the rules were not adapted the fitness was lowered. It showed that our proposed model was better in the learning performance and more regular than the evolutionary neural network in the behavior evolution of the virtual robots.

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