• Title/Summary/Keyword: Learning Engagement

Search Result 248, Processing Time 0.024 seconds

User Experience Study on First Aid Training Using Virtual Reality

  • Narmeen Alhyari;Shaidah Jusoh
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.8
    • /
    • pp.21-31
    • /
    • 2024
  • This study investigates the user experience (UX) of first aid training using virtual reality (VR) technology. As VR continues to be adopted for educational and training purposes, it is important to understand how learners perceive and engage with this medium for developing critical skills, such as first aid. In this study, we developed a VR application called "VR First Aid" that includes training modules on three emergency scenarios: heatstroke, shock, and seizure. The application has both tutorial and hands-on training components. We conducted a UX study by administering a questionnaire to participants. The UX of learning through the VR application was then compared to using a traditional e-book format. Results indicate that participants perceived stronger internal behavior control with the e-book but reported better confirmation, engagement, enjoyment, and intention to use when training with the VR system. Gender differences were also explored, revealing that female participants expressed greater interest in learning through the VR platform compared to male participants. These findings provide insights into the strengths and limitations of VR-based first aid training compared to traditional methods. Implications for the design and deployment of VR training systems are discussed, with a focus on optimizing the learner experience and learning outcomes.

Comparison of educational activities and performance of dental hygiene and other healthcare students (치위생학과 학생과 보건의료계열 학생의 교육활동과 교육성과에 대한 비교)

  • Kim, Hoon;Hwang, Soo-Jeong
    • Journal of Korean Dental Hygiene Science
    • /
    • v.5 no.1
    • /
    • pp.39-45
    • /
    • 2022
  • Background: Dental hygienists undergo 3 or 4 years of college education, and dental hygienist education must receive continuous feedback through evaluation. The purpose of this study was to compare the educational performance of students from the Department of Dental Hygiene in 2018 with those from other departments in the healthcare field. Methods: We used data from the National Assessment of Student Engagement in Learning, conducted by the Korean Educational Development Institute in 2018. The survey data of 55 dental hygiene students and 60 healthcare students at K University were provided after excluding all identifying information. An independent t-test was used for comparisons between the Department of Dental Hygiene and other healthcare departments. Results: Regarding class-related activities, dental hygiene students were passive in presentations, discussions, and projects and had significantly lower grades in cooperative learning and challenging learning. Regarding extra-class activities, dental hygiene students had significantly lower global learning and external experiences, domestic experiences, club activities, and interactions with professors. Regarding learning outcomes, students had significantly lower grades in writing, speaking, critical and analytical thinking, data evaluation, understanding of data meaning, problem-solving ability, goal setting and execution, core content extraction, human and material resource utilization, creative convergence thinking, statistical understanding and analysis, information technology use, collaboration, sense of community, stress management, time management, and foreign language proficiency. Conclusions: Dental hygiene education requires innovation in educational methods and efforts of instructors to improve poor learning activities and outcomes.

Development of concentration measurement system in online education based on OpenCV (온라인 교육을 위한 OpenCV 기반 집중도 측정 시스템 개발)

  • Yim, Dae-Geun;Koh, Kyu Han;Jo, Jaechoon
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.11
    • /
    • pp.195-201
    • /
    • 2020
  • There have been many developments and innovations in the educational environments in line with the rapidly evolving information age. E-Learning is a representative example of this rapid evolution. However, E-Learning is challenging to maintain students' concentration because of the low engagement level and limited interactions between instructors and students. Additionally, instructors have limitations in identifying learners' concentration. This paper proposes a system that can measure E-learning users' concentration levels by detecting the users' eyelid movement and the top of the head. The system recognizes the eyelid and the top of the head and measures the learners' concentration level. Detection of the eyelid and the top of the head triggers an event to assess the learners' concentration level based on the users' response. After this process, the system provides a normalized concentration score to the instructor. Experiments with experimental groups and control groups were conducted to verify and validate the system, and the concentration score showed more than 90% accuracy.

Topic-centered English Learning Method Using Animated Movie with Reference to Awareness of Social Issues (애니메이션을 활용한 주제 중심의 영어 학습 방안: 사회문제 인식을 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.217-225
    • /
    • 2024
  • This study explores the use of animation as a tool for both English learning and recognizing social problems. In addition, this study examines how topic-centered learning paired with animation affects the acquisition of English vocabulary and expressions specific to discussing social problems. To achieve these goals, the study used two animations, Zootopia and Luca, and focused specifically on discrimination and prejudice. Conversation analysis, discussion activities, and learning of vocabulary and expressions in context were conducted. To evaluate the research, pre-tests, post-tests, a questionnaire, and thinking notes containing learners' opinions were used. Pre- and post-tests were administered to determine the extent of improvement in students' vocabulary and expression learning, and they reveal a statistically significant difference between the two tests. A questionnaire and thinking notes were analyzed in order to understand learners' responses and attitudes toward the class, and the results demonstrate an overall satisfaction with this class using animation topics (81.8%). The data highlights three reasons for this satisfaction: developing an in-depth understanding of movies, enhanced awareness of social problems, and increased engagement through the use of animations. These findings highlight the importance of conducting an in-depth analysis of the targeted topic when using animation.

Self-Assessment in Mathematics (수학교과에서의 자기평가)

  • 최승현
    • School Mathematics
    • /
    • v.1 no.1
    • /
    • pp.123-133
    • /
    • 1999
  • For an appropriate assessment in mathematics, students should play an active role in their learning by becoming aware of what they have learned in mathematics and by being able to assess their attainment of mathematical knowledge. The process of actively examining and monitoring students' own progress in learning and understanding of their mathematical knowledge, process, and attitude is called self-assessment, Researchers in mathematics education have found some important facts about the meta-cognitive process which is related to self-assessment : i. e. meta-cognition progress is composed of being aware of ones' own personal thinking of content knowledge and cognitive process(self-awareness) and engagement in self-evaluation. Tipical method for self-assessment in mathematics developed upon above finding about meta-cognitive progress is describing about students' knowledge and their problem solving strategies. In the beginning of the description in mathematics about themselves, students are required to answer which part they know and which part they don't know. Self-assessment of students' attitudes and dispositions can be just as important as assessment of their specific mathematical abilities. To make the self-assessment method a success, teachers should let students' have confidence and earn their cooperation by let them overcoming fear to be known the their ability to other students. In conclusion, self-assessment encourages students to assume an active role in development of mathematical power. For teachers, student self-assessment activities can provide a prism through which the development of students' mathematical power can be viewed.

  • PDF

Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.5-16
    • /
    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.

Towards a UTAUT Model for Acceptance of MOOCs

  • Sara Jeza Alotaibi
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.11
    • /
    • pp.117-127
    • /
    • 2023
  • In many training institutions, the major advancement of Information Technology is having a profound impact on the way in which instructors teach and students learn, as well as how the two interact. The training process is continuing with the goal of enhancing the calibre of instruction and engagement. Top colleges and institutions have more recently developed a variety of Massive Open Online Courses (MOOC) systems centred on the development of new educational offering ways. These have not only captured the interest of students and scholars in the field of higher education, but also that of staff members in the private and public sectors. This study uses a Unified Theory of Acceptance and Use of Technology (UTAUT) model to assess the top MOOC providers and pinpoint the key elements influencing learner acceptance of MOOCs in Saudi Arabian training. A total of 382 government trainees in Saudi Arabia participated in an online survey, the results of which underwent analysis using structural equation modelling. This study identifies the key elements influencing Saudi government employee trainees' intentions to use MOOCs, with the findings indicating that the suggested model can account for 86.2% of user behaviour and 88.5% of user intentions.

Development of English Teaching Model Applying Artificial Intelligence through Maker Education (인공지능활용 메이커교육 프로그램 적용 영어 교수학습 모형 개발)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.3
    • /
    • pp.61-67
    • /
    • 2021
  • The purpose of this study is to demonstrate how EFL learners can overcome the limitations of traditional classes and practice communication through the learning activity model. As a research method, it was conducted from March to June 2019 to develop and derive strategies and guidelines through model development, validation, and application. After two validity tests, the model was applied to the experimental group, resulting in an increase of self-direction, engagement, problem-solving, and participation. Moreover the post results showed significant results in all fields, the usefulness of this model was confirmed. However, continuous follow-up research is needed, including the development of software that can easily apply AI related to English learning to classes, and the presentation of convergence activities with more systematic maker education in learning activities.

Analysis of Social Studies Textbooks Application for Universal Design for Learning for Students with Disabilities (장애학생 통합교육 사회과 교수·학습자료의 보편적 학습설계 적용 분석)

  • Lee, Okin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.1-8
    • /
    • 2022
  • This study examined whether the integrated education social studies textbooks developed for students with disabilities were properly implemented in terms of universal design for learning. For analysis, "Teaching and learning materials for inclusive education of students with disabilities: grade 3~6 social studies textbooks", which were instructional adaptation, were selected for students with disabilities who are unable to learn the contents of general textbooks for the 3rd to 6th grade of the elementary school social course in the 2015 revised curriculum. The social curriculum grades are composed of 20 units, including general public, geography and history. The content analysis standard was based on detailed items of 9 definitions according to the 3 principles of UDL presented in CAST (2018). Overall, the aspect of providing multiple means of action and expression was the most frequently observed, followed by providing multiple means of representation and providing multiple means of engagement. Special education teachers and textbook developers can use these results as a resource for designing curricula and lessons for students with disabilities in the inclusive classroom.

Cooperative Multi-agent Reinforcement Learning on Sparse Reward Battlefield Environment using QMIX and RND in Ray RLlib

  • Minkyoung Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.1
    • /
    • pp.11-19
    • /
    • 2024
  • Multi-agent systems can be utilized in various real-world cooperative environments such as battlefield engagements and unmanned transport vehicles. In the context of battlefield engagements, where dense reward design faces challenges due to limited domain knowledge, it is crucial to consider situations that are learned through explicit sparse rewards. This paper explores the collaborative potential among allied agents in a battlefield scenario. Utilizing the Multi-Robot Warehouse Environment(RWARE) as a sparse reward environment, we define analogous problems and establish evaluation criteria. Constructing a learning environment with the QMIX algorithm from the reinforcement learning library Ray RLlib, we enhance the Agent Network of QMIX and integrate Random Network Distillation(RND). This enables the extraction of patterns and temporal features from partial observations of agents, confirming the potential for improving the acquisition of sparse reward experiences through intrinsic rewards.