• Title/Summary/Keyword: Learning media

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The analysis of the Knowledge Construction Types in Educational on-line Games On the Basis of the level of the Self-Regulated Learning (자기조절학습 수준에 따른 교육용 온라인게임에서의 지식구성과정 유형 분석 연구)

  • Jung, Jae-Yeob;Kim, Keon-Seok;Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.51-66
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    • 2006
  • According to this recent change of the educational stream, the researcher sought to find the relationship between the level of students' Self-Regulated Learning and the Knowledge Construction Process strategies they use to succeed at an educational on-line game, and attempt to make some suggestions on the design and use of educational on-line games in this study. In conclusion, the change in the education paradigm requires students to pursue and produce contextual knowledge by using various media and learning environments. Some theoretical backgrounds, related to situated learning theory and the use of supporting educational media, are necessary. As contextual educational media, On-line games can be expected to play the role of evoking fresh perspective towards all the aspects of education.

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A Study of Undergraduate Students' Satisfaction and Dissatisfaction Factors with the Learning Media: Focusing on Tablet PCs and Digital Pens (대학생들의 학습 매체에 대한 만족 및 불만족 요인에 관한 연구: 태블릿PC와 디지털 펜을 중심으로)

  • Junyeong Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.389-400
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    • 2023
  • Technological advancements in the field of information and communication have led to the advent and usage of various types of smart devices, which have significantly altered people's usage behaviors and environments. This change has also been applied to the learning environment, where various smart devices are appearing and the learning behavior of learners is changing accordingly. In this study, we investigate learners' perceptions of digital note-taking behaviors focusing on the recently emerged learning media, tablet PCs and digital pens. Drawing upon the expectancy-confirmation model, we conduct a study on the factors affecting the (dis)confirmation and (dis)satisfaction of undergraduate students with tablet PCs and digital pens by comparing their expectations with their actual use experiences. An open-ended survey was conducted among students at C University in Korea, and the responses were analyzed through qualitative content analysis to derive four factors of expectation-confirmation and satisfaction and three factors of expectation-disconfirmation and dissatisfaction. Based on these findings, we provide academic and educational implications.

An e-Learning primary factor rule of thumb model research for T-Learning introduction and operation (T-Learning 도입 및 운영을 위한 e-Learning 변인요소 도출모형 연구)

  • Kim, Kyung-Rog;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.9-12
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    • 2005
  • 쌍방향 TV시대를 맞아 TV를 활용한 교육 서비스가 기존 e-Learning의 한계점을 극복 할 수 있는 대안으로 혹은 또 다른 하나의 서비스로 논의되기 시작하는 단계이다. 이에 본 연구에서는 e-Learning에 대한 정의와 T-Learning에 대한 정의를 바탕으로 상호관계를 규정하고 쌍방향 TV기반의 T-Learning에서 접근 가능한 교육 유형을 고찰하였다. 또한, 인터넷 기반 학습 환경에서 기존의 산발적으로 혹은 부분적으로 이루어진 e-Learning 도입 혹은 운영 방법론에 대한 연구와 관련 변인들을 고찰하였다. 이를 바탕으로 체계적이고 통합적인 e-Learning 도입 및 운영 방법론 모델을 제시하였으며 더 나아가 TV기반 학습 환경에서의 성공적으로 T-Learning 도입 및 운영을 위한 변인 요소를 도출하기 위한 모형을 연구 제시 하였다.

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Management Education by Utilizing the Cyber Education Learning System (웹기반 원격교육시스템을 활용한 경영학 교육)

  • Hong Yong-Gee
    • Management & Information Systems Review
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    • v.5
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    • pp.249-285
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    • 2000
  • This paper discusses management education by utilizing the cyber education learning system in a web-based. New learning system tools offer great promise for a new contents of management learning. The cyber education learning system a shift from face-to-face lecturing to interactive learning. The situation changes profoundly when information technology becomes develope and education paradigm is shift. By exploiting the digital media. educations, and students, managers can shift to a new, more effect cyber education learning system. The following shift from classic educations to cyber educations learning system: from instruction to construction, from teacher-centered to learner-centered, from school to lifelong, from one-size-fits-all to customized, from teacher as transmitter to teacher as facilitator. Cyber education learning system has an important role to play in management education. Web-based technology is regarded as a general solution to cyber education learning. This study discussed many factors of implementation in cyber education systems and provide utilizing the learning system at main, detail functions. Lastly, management implications of these cyber education utilize are discussed in more detail.

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Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

Advanced Ubiquitous Learning System (진보된 유비쿼터스러닝 시스템)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.719-720
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    • 2015
  • This paper propose the method of U-learning system which is the $21^{th}$ core IT fields of the knowledge based information-oriented society, which is digital convergenced ubiquitous with e-learning. Specially, for the future it will be expected and prospected new media core in digital life age using DMB smart phone.

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Siamese Network for Learning Robust Feature of Hippocampi

  • Ahmed, Samsuddin;Jung, Ho Yub
    • Smart Media Journal
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    • v.9 no.3
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    • pp.9-17
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    • 2020
  • Hippocampus is a complex brain structure embedded deep into the temporal lobe. Studies have shown that this structure gets affected by neurological and psychiatric disorders and it is a significant landmark for diagnosing neurodegenerative diseases. Hippocampus features play very significant roles in region-of-interest based analysis for disease diagnosis and prognosis. In this study, we have attempted to learn the embeddings of this important biomarker. As conventional metric learning methods for feature embedding is known to lacking in capturing semantic similarity among the data under study, we have trained deep Siamese convolutional neural network for learning metric of the hippocampus. We have exploited Gwangju Alzheimer's and Related Dementia cohort data set in our study. The input to the network was pairs of three-view patches (TVPs) of size 32 × 32 × 3. The positive samples were taken from the vicinity of a specified landmark for the hippocampus and negative samples were taken from random locations of the brain excluding hippocampi regions. We have achieved 98.72% accuracy in verifying hippocampus TVPs.

THE NEED OF DISTANCE LEARNING FOR ASTRONOMY DEVELOPMENT IN INDONESIA

  • YAMANI, AVIVAH;MALASAN, HAKIM L.
    • Publications of The Korean Astronomical Society
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    • v.30 no.2
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    • pp.715-718
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    • 2015
  • Astronomy is a popular topic for the public in term of astronomical phenomenon such as occultations, solar and lunar eclipses or meteor showers. In term of education, astronomy also is popular as one of the world Science Olympiads. Social media, as the new trend in communicating and connecting people, plays a significant role in increasing the size of the astronomy community. Beyond IYA 2009, more and more astronomy activities have been done in many places in Indonesia. New astronomy communities have been formed in several cities and public engagement is also high in social media especially on Facebook and Twitter. In this paper, we will discuss the lesson learned from astronomy outreach achievements in Indonesia and the need for citizen science projects as a distance learning tool for the public as part of astronomy development in Indonesia. We argue and propose that this project will be also important up to a regional scope.

Red Tide Algea Image Classification using Deep Learning based Open Source (오픈 소스 기반의 딥러닝을 이용한 적조생물 이미지 분류)

  • Park, Sun;Kim, Jongwon
    • Smart Media Journal
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    • v.7 no.2
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    • pp.34-39
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    • 2018
  • There are many studies on red tide due to the continuous increase in damage to domestic fish and shell farms by the harmful red tide. However, there is insufficient domestic research of identifying harmful red tide algae that automatically recognizes red tide images. In this paper, we propose a red tide image classification method using deep learning based open source. To solve the problem of recognition of various images of red tide algae, the proposed method is implemented by using tensorflow framework and Google image classification model.

Design and Implementation of Multi-media Title for The Similar Figure Learning (닮은도형 학습을 위한 멀티미디어 차이를 설계 및 구현)

  • 송선일;최지영;인치호
    • The Journal of Information Technology
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    • v.3 no.3
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    • pp.1-9
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    • 2000
  • In this paper, we propose the design and implementation of Multi-media Title for the similar figure learning. The algebra problems of mathematics are usually solved by algorithm, but the diagram problems of geometry have various solution methods. This made us educate the students by memorizing the principle and property of diagram. In this paper, we applied the courseware to the students and analyzed the result. Therefore we could notice the possibilities, "f we teach students by using the courseware, we can improve their learning achievement."

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