• Title/Summary/Keyword: Learning Contents System

Search Result 1,121, Processing Time 0.026 seconds

Evaluation of the Standardized Curriculum Module and Integrated Program for Social-Environmental Education (사회환경 교육과정의 표준화 모형 및 통합 프로그램의 평가)

  • Lee, Sook-Im;Kang, Myoung-Hee;Nam, Sang-Jun;Park, Suk-Soon;Sung, Hyo-Hyun;Choi, Don-Hyung;Hur, Myung
    • Hwankyungkyoyuk
    • /
    • v.14 no.2
    • /
    • pp.76-94
    • /
    • 2001
  • Promoting positive values, attitudes, participation and personal actions on the basis of the acquisition of one's knowledge and skills is emphasized on teaching environmental education. To complete this purpose of environmental education, it is necessary not only to use various and practical educational resources, but also to develop information system, with multimedia and internet, which are effective for learning. This research attempts to assess the consistency of planning, organization and operation of integrated program for social environmental education which was developed for the necessities mentioned above. We surveyed about the accuracy of contents, usefulness, convenience and easiness of Integrated program for social environmental education. Also, we used a questionnaire to clarify the values and attitudes of respondents after they took environmental education. Then, technically, descriptive statistical method has been used to analyze the results of these surveys. Finally, we conduct an examination of the distribution of chi-square to verify the relationship between the learner's experience of using computer and one's concern about environmental issues. The results of this program, developed by research team, can be assessed by following five basic elements: usefulness, practicality, appropriation, efficiency and effectiveness. More than 90% of respondents said that this program is convenient and easy to loam. Also, more than 85% of whole respondents identified that after teaming this program they recognized more clearly what the main contents of environmental education are. In addition, we got positive response from 93% of respondents that they could understand environmental problems. On the other hand, values and attitudes of respondents have not improved a lot after the environmental education compared with the remarkable change in their recognition and understanding of environmental issues; only 34% of respondents responded that they changed their life style for making better environment after teaming this program. But it is clear that they understand much better about the environmental policy after they are educated. Developed by using information system, this integrated program for social environmental education may get different results according to a respondent's experience of using computer. Therefore, the more a respondent got a chance to use computer for a long period of time, the more he/she gave positive evaluation on the convenience and easiness of this program. However, there was no certain relationship between the frequence of using computer and one's understanding of environmental issues. Futhermore, a person who has constant concerns about environmental problems showed more positive attitudes against the understanding of environmental education. This integrated program for social environmental education, characterized by integrated, specialized and efficient educational system, can also be used as a curriculum or teaching materials for environmental education for adults; especially, it would be appropriate for teaching learners at all levels, who have different personal characteristics, to let them acquire virtual education by using information system.

  • PDF

A Study on Game Bot Detection Using Self-Similarity in MMORPGs (자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템)

  • Lee, Eun-Jo;Jo, Won-Jun;Kim, Hyunchul;Um, Hyemin;Lee, Jina;Kwon, Hyuk-min;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.26 no.1
    • /
    • pp.93-107
    • /
    • 2016
  • Game bot playing is one of the main risks in Massively Multi-Online Role Playing Games(MMORPG) because it damages overall game playing environment, especially the balance of the in-game economy. There have been many studies to detect game bot. However, the previous detection models require continuous maintenance efforts to train and learn the game bots' patterns whenever the game contents change. In this work, we have proposed a machine learning technique using the self-similarity property that is an intrinsic attribute in game bots and automated maintenance system. We have tested our method and implemented a system to major three commercial games in South Korea. As a result, our proposed system can detect and classify game bots with high accuracy.

A Study on Computer Education Curriculum in Elementary School for Introducing Computer Science (컴퓨터과학 도입을 위한 초등컴퓨터 교육과정 연구)

  • Park, Jung-Ho;Oh, Pill-Woo;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
    • /
    • v.10 no.1
    • /
    • pp.25-35
    • /
    • 2006
  • Computer education currently executed at elementary schools showed problems of system of education curriculum, repetition, and lack of consistent system as a result of analyzing index for information and communication technology, education curriculum, and related literatures, and most of the education contents have difficulty to nurture logic thinking and problem-solving ability since they are composed mainly of software function learning. Concerning this issue, this study suggests an innovated computer education curriculum with reinforced information ethics field with computer principle, algorithm, and programming, in other words, a corrected and supplemented version of former content system based on computer science guidance cases of ACM education curriculum model of USA, computer education curriculum of state Tennessee, and information technology education curriculum of Great Britain judging that introduction of computer science factors are desperate to improve computer education curriculum in elementary schools.

  • PDF

Design of Acupuncture Controller and Dummy for Acupuncture Training System based MR (MR 기반 침술 훈련 시스템을 위한 침술 컨트롤러 및 인체모형 설계)

  • Ryu, Chang Ju;Lee, Sang Duck;Han, Seung Jo
    • Smart Media Journal
    • /
    • v.9 no.2
    • /
    • pp.86-91
    • /
    • 2020
  • The current trend of the education market is the development of the fourth industrial revolution and the development of ICT, and various technologies are developing into edu-tech technology that is integrated into the education system. In particular, the market for edu-tech systems capable of lifelike immersive learning effects in virtual space is expanding. However, education in Korean medicine is not objective because of the absence of educational simulators and systems to train and evaluate acupuncture. In this paper, we propose an acupuncture controller and a human body model to increase the effectiveness of acupuncture point training as a follow-up study of "Design of Acupuncture Contents and Dummy for Acupuncture Point Training System". Through the proposed acupuncture controller and Dummy, the accuracy of acupuncture points for the acupuncture point data matching and content motion recognition rate is presented. In addition, the results of temperature and humidity and temperature change tests for evaluating the environmental reliability of the controller are presented.

A Study on Computer Education Curriculum in Middle School for Computer Science Education (컴퓨터과학교육을 위한 중학교 컴퓨터교육과정 연구)

  • Park, Jung-Ho;Lee, Jae-Woon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
    • /
    • v.9 no.2
    • /
    • pp.37-45
    • /
    • 2006
  • Computer education currently executed at middle schools showed problems of system of education curriculum, repetition, and lack of consistent system as a result of analyzing index for information and communication technology curriculum, and related literatures, and most of the education contents have difficulty to nurture logic thinking and problem-solving ability since they are composed mainly of software function learning. Concerning this issue, this study suggests an innovated computer education curriculum with reinforced information ethics field with computer principle, algorithm, and programming, in other words, a corrected and supplemented version of former content system based on computer science guidance cases of ACM computer science curriculum model of USA, computer science curriculum of Florida state, and Unplugged Project(http://www.unplugged.canterbury.ac.nz) judging that introduction of computer science factors are desperate to improve computer education curriculum in middle schools.

  • PDF

An Analysis of the Observing Methods for Classroom: Pilot Application of CLASS (수업관찰 기법의 특성과 내용 분석 - CLASS 기법의 시범적 적용 -)

  • Kim, Hyun-Wook;Ahn, Se-Keun
    • Korean Journal of Comparative Education
    • /
    • v.28 no.2
    • /
    • pp.77-95
    • /
    • 2018
  • This study introduces the Classroom Assessment Scoring System (CLASS) and explores the characteristics of CLASS for observing classroom. The CLASS is a standardized observation instrument that was largely developed for use in the USA. The CLASS attempts to provide a conceptual framework for categorizing classroom interactions and consists of three broad domains of quality (emotional supports, classroom organization, instructional supports). We simulated this method to the elementary school classes. The professional-teacher makes the best use of student's initiation behaviors, and the novice teacher focused on the leading the contents of subject. The novice teacher tyr to make more positive climate and to present more frequent feedback to students than professional teacher's classroom. The professional teacher would like to reveal the student's opinions, questions and subtle emotional state. The CLASS can be used to collect data on a wide range of specific aspects of the teaching and learning process at any given time.

Comparison of online video(OTT) content production technology based on artificial intelligence customized recommendation service (인공지능 맞춤 추천서비스 기반 온라인 동영상(OTT) 콘텐츠 제작 기술 비교)

  • CHUN, Sanghun;SHIN, Seoung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.21 no.3
    • /
    • pp.99-105
    • /
    • 2021
  • In addition to the OTT video production service represented by Nexflix and YouTube, a personalized recommendation system for content with artificial intelligence has become common. YouTube's personalized recommendation service system consists of two neural networks, one neural network consisting of a recommendation candidate generation model and the other consisting of a ranking network. Netflix's video recommendation system consists of two data classification systems, divided into content-based filtering and collaborative filtering. As the online platform-led content production is activated by the Corona Pandemic, the field of virtual influencers using artificial intelligence is emerging. Virtual influencers are produced with GAN (Generative Adversarial Networks) artificial intelligence, and are unsupervised learning algorithms in which two opposing systems compete with each other. This study also researched the possibility of developing AI platform based on individual recommendation and virtual influencer (metabus) as a core content of OTT in the future.

Design of Compound Knowledge Repository for Recommendation System (추천시스템을 위한 복합지식저장소 설계)

  • Han, Jung-Soo;Kim, Gui-Jung
    • Journal of Digital Convergence
    • /
    • v.10 no.11
    • /
    • pp.427-432
    • /
    • 2012
  • The article herein suggested a compound repository and a descriptive method to develop a compound knowledge process. A data target saved in a compound knowledge repository suggested in this article includes all compound knowledge meta data and digital resources, which can be divided into the three following factors according to the purpose: user roles, functional elements, and service ranges. The three factors are basic components to describe abstract models of repository. In this article, meta data of compound knowledge are defined by being classified into the two factors. A component stands for the property about a main agent, activity unit or resource that use and create knowledge, and a context presents the context in which knowledge object are included. An agent of the compound knowledge process performs classification, registration, and pattern information management of composite knowledge, and serves as data flow and processing between compound knowledge repository and user. The agent of the compound knowledge process consists of the following functions: warning to inform data search and extraction, data collection and output for data exchange in an distributed environment, storage and registration for data, request and transmission to call for physical material wanted after search of meta data. In this article, the construction of a compound knowledge repository for recommendation system to be developed can serve a role to enhance learning productivity through real-time visualization of timely knowledge by presenting well-put various contents to users in the field of industry to occur work and learning at the same time.

Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.6
    • /
    • pp.353-363
    • /
    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

Content Diversity Analysis of Elementary Science Authorized Textbooks according to the 2015 Revised Curriculum: Focusing on the "Weight of an Object" Unit (2015 개정 교육과정에 따른 초등 과학 검정 교과서 내용 다양성 분석 - '물체의 무게' 단원을 중심으로 -)

  • Shin, Jung-Yun;Park, Sang-Woo;Jeong, Hyeon-Ji;Hong, Mi-Na;Kim, Hyeon-Jae
    • Journal of Korean Elementary Science Education
    • /
    • v.41 no.2
    • /
    • pp.307-324
    • /
    • 2022
  • This study examined the content diversity of seven authorized science textbooks by comparing the characteristics of the science concept description and the contents of inquiry activities in the "weight of objects" unit. For each textbook, the flow of concept description content and the uniqueness of the concept description process were analyzed, and the number of nodes and links and words with high connections were determined using language network analysis. In addition, for the inquiry activities described in each textbook, the inquiry subject, inquiry type, science process skill, and uniqueness were investigated. Results showed that the authorized textbooks displayed no more diversity than expected in their scientific concept description method or their inquiry activity composition. The learning elements, inclusion of subconcepts, and central words were similar for each textbook. The comparison of inquiry activities showed similarities in their contents, inquiry types, and scientific process skills. Specifically, these textbooks did not introduce any research topics or experimental methods that were absent in previous textbooks. However, despite the fact that the authorized textbook system was developed based on the same curriculum, some efforts were made to make use of its strengths. Since the sequence of subconcepts to explain the core contents differed across textbooks, this explanation process was divided into several types, and although the contents of inquiry activities were the same, the materials for inquiry activities were shown differently for each textbook to improve and overcome the difficulties in the existing experiments. These findings necessitate the continuation of efforts to utilize the strengths of certified textbooks.