• Title/Summary/Keyword: Multimedia Educational Technology

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An Empirical Study of Factors Influencing on the Learning Effects of Perceived Characteristics of Multimedia Media (멀티미디어 매체의 지각된 특성이 학습 효과에 미치는 영향에 관한 실증적 연구)

  • 신호균;김병곤;김종욱
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.12a
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    • pp.301-313
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    • 1999
  • Recently, the rabid development of information technology has brought enormous changes in education. Consolidation of communications and multimedia technologies are enabling the new educational paradigm such as distance learning and virtual education. Furthermore, many studies in the education engineering field report that teaching using multimedia technologies more enhances students' performance than the traditional instructor-teaching method. However, little research regarding the education using multimedia has been done in the MIS filed. None of multimedia-related studies could be found in the top-ranked MIS journals published in Korea for the last five years, and only a few studies were found even worldwide. In this regard, the purpose of this study is to investigate which features of multimedia software are most important to enhance the teaching results of students. From the previous research, we found out the specific features of the educational multimedia software which are considered to affect the students'performance, and defined the research variables related to those educational software features. And, based on the constructivism and motivation theory of the education engineering field a theoretical research model and research hypotheses were developed. Perceived usefulness of the class and a student's perceived interests in the class were used as surrogate variables to measure teaching performance. Total 277 students participated separately in one of the two multimedia classes which have continued for three weeks. One was C programming language class and the other was multimedia CD-title development class. Each student listened for the multimedia session of the class using multimedia software and, at the end of the multimedia session, answered the survey questionnaire. The results of the study show that motivation to the class and the contents of education were statistically significant to the students'performance in the class. That implies, not only in the traditional instructor-teaching method but also in the multimedia class, that the contents of education itself and student's motivation to the class are most important to raise instructional results.

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Use of Multimedia Technologies in the Training of Physical Culture and Sports Specialists

  • Shevchenko, Olha;Bahinska, Olha;Markova, Olena;Broiakovskyi, Oleksandr;Bielkova, Tetyana;Honcharenko, Ivan;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.245-251
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    • 2022
  • Educational reform in Ukraine encourages the use of multimedia technologies in the training of specialists in Physical Education and Sports, which is one of the promising directions of education development. Therefore, the article specifies the content of the terms "innovation" and "technology". For modern society, the introduction of multimedia technologies in education is not so much theoretical as pragmatic, since under condition of globalization it concerns its historical development and prospects associated with the so-called "high technologies".Our goal is to improve the training of Physical Education and Sports specialists by means of multimedia technologies. All of innovative technologies can be divided into four groups, depending on the appropriate form of educational activity for their use. The development of multimedia technologies in the training of specialists in Physical Education and Sport at the present stage of education development should be carried out in accordance with the criteria of manufacturability, which are presented in the article: scientism, to rely on the theoretical provisions of pedagogical science and methods of teaching the discipline, socially recognized educational goals, prospects for modernization of Education; consistency, which provides for the interaction of parts and the whole in the organization of the study environment, as a result of which the physical development of the young generation is an integral entity; guarantee, that is, the error between the planned and obtained results should be minimal; manageability, that is, full management of the stages of work of the teacher and students, which make up the completed cycle of actions; mass participation, for the purpose of applying the technology does not depend on the physical training of students, the pedagogical skill of the teacher and the type of educational institutions. The article presents the theory and method of organizing sports events and circuses in the training of specialists in Physical Education and Sports by means of multimedia technologies. In order to increase the level of physical development of a person, physical fitness and the state of health of students, which has a clear trend to constant deterioration, it is necessary to instill love for sports, carry out high-quality training and organize sports events using multimedia technologies. In the process of sports activities, the participants' mental education is carried out. There are two types of communication here: direct and indirect, which are described in the article.In games and sports competitions, there are many opportunities for forming rules of collective behavior. The main issues of the organization of sports activities by means of multimedia technologies have been clarified. During sports competitions, the tasks presented in Physical Education and sports classes are improved, which ensure the improvement of physical and theoretical training of the individual. The pleasure of sports, bright, emotional spectacles, confirmed by multimedia technologies, arises from the participation of the viewer in them.

On the Organization of Distance Education System Utilizing Multimedia Communication Networks (멀티미디어 통신망을 이용하는 원격교육 시스템 구성)

  • Song, Ki-Sang
    • Journal of the Korean Institute of Educational Facilities
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    • v.3 no.1
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    • pp.19-30
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    • 1996
  • Integrated Services Digital Networks (ISDNs) and Broadband ISDN provide high speed data transmission capabilities and therefore, it is now possible to communicate with multimedia information including graphic, motion image, data and audio. Among several new services utilizing multimedia communication networks, distance education service which aims to overcome time and space restrictions between teachers and learners is now heavily focused in many countries. In this paper, several factors which affect to the effectiveness of distance education are surveyed and facilities for organizing distance education classrooms which utilize high speed multimedia communication network are studied in detail. Also, some points are suggested for organizing successful distance equation system based on the multimedia communication technology.

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Development of the Multimedia Teaching Materials for “Technology - Home Economics 1” Subject in Middle School in National Level. (국가 수준의 중학교 ‘기술 .가정 1’교과의 멀티미디어 교육자료 개발 연구)

  • 윤인경;김진수;이수정;신순인
    • Journal of Korean Home Economics Education Association
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    • v.15 no.1
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    • pp.43-55
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    • 2003
  • A purpose of this study is to develop multimedia materials of “Technology and Home Economics” subject matter in a national level. Researchers. writers. examiners. deliverers and developers in order to develop multimedia materials were organized of us with 40 People. First. we analyzed the textbooks of "Technology $.$ Home Economics" subject matter and made the idea design Second we got storyboards based on the idea design. Finally. we developed the 1021 multimedia materials based with storyboards. The developed materials were uploaded to the Edunet website. If the materials developed in this study are utilized. students of middle school will be get easily educational motive. and teachers are able to use the multimedia materials to the Technology $.$ Home Economics 1" subject instruction.

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Security Threats in Auto Vaccination Architecture Implemented in Handheld Device

  • Balitanas, Maricel O.;Choi, Min-Kyu;Alisherov, Farkhod;Kim, Seok-Soo;Kim, Tai-Hoon
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.730-733
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    • 2009
  • This study focuses on the security issues of a handheld technology in auto vaccination scenario. Handheld or palm-based computing technology, commonly known as personal digital assistant (PDAs)are having tremendous impact in many personal, educational and business settings, the potential is particularly compelling for healthcare, specifically in the clinical settings. By exploring the development of the technology and its application, as well as the issue of its security would provide a better understanding of this technology.

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A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

Multimedia Educational Material and Remote Laboratory for Sliding Mode Control Measurements

  • Takarics, Bela;Sziebig, Gabor;Solvang, Bjorn;Koro, Peter
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.635-642
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    • 2010
  • The paper presents a multimedia educational program of DC servo drives for distant learning with a special emphasis on sliding mode control. The program contains of three parts: animation, simulation and internet based measurement. The animation program explains the operation of DC motors, gives its time- and frequency-domain equations, transfer functions and the theoretical background necessary for controller design for DC servo motors. The simulation model of the DC servo motor and the controller can be designed by the students based on the animation program. The students can also test their controllers through the internet based measurement, which is the most important part from engineering point of view. After the measurements are executed, the students can download the measured data and compare them to the simulation results.

Case Study for Increasing the Learning Effect In Cyber Lecture (사이버 강좌에서 학습 효과를 높이기 위한 사례 연구)

  • Um, Jong-Seok;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.16 no.10
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    • pp.1230-1237
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    • 2013
  • Cyber lectures were expected to replace the traditional classroom lecture, yet they were criticized due to the inefficiency. With educational technology supplemented, cyber lectures have improved their efficiency through the coherence of superior planning ability and improvement in computer and network technology. This paper's purpose is to understand the factors that improve educational efficiency of cyber lectures. Cyber lecture for IT subject for software practice is created to test the educational efficiency as lecture on theories will not distinctively show the lecture efficiency. The survey was conducted to students and statistical analysis was done on collected data to analyze the factors that influence educational efficiency of created lecture.

A Short Course Development and Analysis to Recognize Importance of Software for Youth using Arduino and App Inventor

  • Shim, Jooeun;Ko, Jooyoung;Shim, Jaechang
    • Journal of Multimedia Information System
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    • v.2 no.1
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    • pp.187-192
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    • 2015
  • The aim of this study was to develop and analyze a short course educating App Inventor and Arduino that showed the importance of software for youth. The course consists of a total of 10 missions for a 4 hour course divided into 2 parts, each 2 hours respectively. We conducted a basic course of Arduino for hardware and software, Processing for server programming, and App Inventor for programming for smartphones. The final mission was to send a signal to a server with a smartphone and to control light connected to a relay which passes Arduino connected with a server and serial communication. Participants completed 95% of missions, and we found the course had an educational effect for improving creativity and realization of software importance.

A Study on Training Courses Development and Analysis for Improving the Creativity using Arduino (창의성 향상을 위한 아두이노 활용 교육과정 개발과 분석)

  • Shim, Jooeun;Ko, Jooyoug;Shim, Jaechang
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.514-525
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    • 2014
  • We have performed a short-term computer information and communication technology education using Arduino. The purpose of this education was to progress basic training interestingly and discover excellent students. Training was about practicing basic examples about H/W, S/W, communication, and solving creative tasks. We divided training participants into a team composed of each 3 members and educated them for 10 hours. Instructors were consists of 1 main teacher and 3 teacher assistants. Training was about assembling Arduino based robot, blinking LED, operating speaker, serial communication, producing software for wireless communications and autonomous of robot, and control hardware of robot. Through this study, we developed a meaningful ICT integrated curriculum which has high usefulness in a short period. Students participated in this education completed 96% out of 10 creative tasks, and this study analyzes the result of curriculum and suggests further research directions.