• Title/Summary/Keyword: Non-face-to-face Learning

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A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.

A Study on the Improvement of Utilization through Recognition of Virtual Training Content Operating Institutions (가상훈련 콘텐츠 운영기관 인식을 통한 활용도 제고방안 연구)

  • Miseok Yang;Chang Heon Oh
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.479-489
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    • 2022
  • In order to understand how to increase the use of virtual training content at K University's online lifelong education institute, this study examined the use experience, content recognition, field practice replacement, and requirements, focusing on the examples of operating institutions. To this end, 12 institutions that operated virtual training contents distributed by the K University Online Lifelong Education Center in 2020 were selected for in-depth interviews and qualitative analysis was conducted on the interviews of 11 institutions. As a result of the analysis, first, the experience of using the contents of the virtual training operating institution was aimed at changing the educational environment, supplementing theoretical learning, and improving the sense of practice. Second, according to a survey on the recognition of virtual training content, if the importance and utilization of the content are high, it can be replaced by on-site practice in non-face-to-face classes, such as experiences of facilities and equipment, attracting interest and attention. Third, in many cases, the perception of replacement for field practice is not unreasonable to use as a pre-training material for field practice, but it is difficult to replace field practice. Fourth, content quality improvements can be summarized as content quality improvement, content access and manipulation improvement, dedicated device development, training for instructors, and curriculum systematization. Fifth, institutional requirements include improving the quality of virtual training content itself, equipment support, curriculum systemization and characterization, systematic curriculum and detailed content sharing, detailed guidance on using virtual training content, introducing how to use content, and recruiting instructors. This study is meaningful in that it sought ways to improve the utilization of virtual training content based on the perception of virtual training content operating institutions.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

A Study on the Changes in the Use of Public Libraries in Korea and Countermeasures (우리나라 공공도서관의 이용변화 추이 분석 및 대응방안 연구)

  • Kim, Young-Seok
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.379-400
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    • 2021
  • This study aims to analyze the trend of library use according to the expansion of public library infrastructure in Korea, and to search for new roles and services of libraries based on the results of the study. Using the statistical analysis, literature review and partially interview method, the number of borrowers and loans from 2009 to 2019 were analyzed. The result of the survey reveals that the number of public libraries increased by 61.3% during the survey period, while the number of borrowers decreased by 57.5%, and the number of book loans increased only by 18.2%. The result of the analysis claims that the causes of the decrease in the number of materials borrowers were an error in the process of inputting statistics and manipulating the number of book loans by the local library. The population of children and young adults decreased during the survey period, which led to a decrease in the number of children and young adult borrowers. The result of the study reveals that the increase in the use of public libraries in Korea, like other advanced countries, is stagnant. The following new roles and services are suggested for the development of public libraries: Libraries expand non-face-to-face services and electronic resources, and promote their use. Libraries expand cultural and lifelong learning programs further.

A Study on Metaverse Utilization and Introduction Strategies in College Education: Based on Step-by-step Metaverse Introduction Framework (대학 교육의 메타버스 활용 현황 및 도입 전략에 대한 연구: 단계별 메타버스 도입 프레임워크 개발을 바탕으로)

  • Son, Young Jin;Park, Minjung;Chai, Sangmi
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.1-29
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    • 2023
  • The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.

A Study on Productive Struggle in Mathematics Problem Solving (수학적 문제해결에서 Productive Struggle(생산적인 애씀)에 관한 연구)

  • Kim, Somin
    • Journal of the Korean School Mathematics Society
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    • v.22 no.3
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    • pp.329-350
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    • 2019
  • Productive struggle is a student's persevering effort to understand mathematical concepts and solve challenging problems that are not easily solved, but the problem can lead to curiosity. Productive struggle is a key component of students' learning mathematics with a conceptual understanding, and supporting it in learning mathematics is one of the most effective mathematics teaching practices. In comparison to research on students' productive struggles, there is little research on preservice mathematics teachers' productive struggles. Thus, this study focused on the productive struggles that preservice mathematics teachers face in solving a non-routine mathematics problem. Polya's four-step problem-solving process was used to analyze the collected data. Examples of preservice teachers' productive struggles were analyzed in terms of each stage of the problem-solving process. The analysis showed that limited prior knowledge of the preservice teachers caused productive struggle in the stages of understanding, planning, and carrying out, and it had a significant influence on the problem-solving process overall. Moreover, preservice teachers' experiences of the pleasure of learning by going through productive struggle in solving problems encouraged them to support the use of productive struggle for effective mathematics learning for students, in the future. Therefore, the study's results are expected to help preservice teachers develop their professional expertise by taking the opportunity to engage in learning mathematics through productive struggle.

An Exploratory Study on Sustainable Lifelong Education Model -Focusing the Cyber University in Korea- (지속가능성을 위한 평생교육모형에 관한 탐색적 연구 -사이버대학을 중심으로-)

  • Lee, Jin-Soo
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.53-68
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    • 2010
  • Sustainable development has been recognized as one of the most important issues in economic growth since quantitative growth reached its limit. It is claimed that a non-economic value such as human right, education, welfare, and health is a vital factor for sustainable development. Most of all, education is considered to be the most important key to build up sustainable society. E-learning could make it easier for all to spread equal education out. This paper suggests a model for cyber universities which can explain how much cyber universities contribute to improve the sustainable development and what social responsibilities cyber university can carry out as lifelong education institutes. Cyber universities in Korea seem to aim quasipublic, openness, and integration to solve the educational issues we face and uncover their growth potential. Cyber universities will contribute to build sustainable society through giving a huge education opportunities for all based on boosting liberal art education, mass-education, globalization, and commercialization.

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Technology Development for Non-Contact Interface of Multi-Region Classifier based on Context-Aware (상황 인식 기반 다중 영역 분류기 비접촉 인터페이스기술 개발)

  • Jin, Songguo;Rhee, Phill-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.175-182
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    • 2020
  • The non-contact eye tracking is a nonintrusive human-computer interface providing hands-free communications for people with severe disabilities. Recently. it is expected to do an important role in non-contact systems due to the recent coronavirus COVID-19, etc. This paper proposes a novel approach for an eye mouse using an eye tracking method based on a context-aware based AdaBoost multi-region classifier and ASSL algorithm. The conventional AdaBoost algorithm, however, cannot provide sufficiently reliable performance in face tracking for eye cursor pointing estimation, because it cannot take advantage of the spatial context relations among facial features. Therefore, we propose the eye-region context based AdaBoost multiple classifier for the efficient non-contact gaze tracking and mouse implementation. The proposed method detects, tracks, and aggregates various eye features to evaluate the gaze and adjusts active and semi-supervised learning based on the on-screen cursor. The proposed system has been successfully employed in eye location, and it can also be used to detect and track eye features. This system controls the computer cursor along the user's gaze and it was postprocessing by applying Gaussian modeling to prevent shaking during the real-time tracking using Kalman filter. In this system, target objects were randomly generated and the eye tracking performance was analyzed according to the Fits law in real time. It is expected that the utilization of non-contact interfaces.

Research on the development of automated tools to de-identify personal information of data for AI learning - Based on video data - (인공지능 학습용 데이터의 개인정보 비식별화 자동화 도구 개발 연구 - 영상데이터기반 -)

  • Hyunju Lee;Seungyeob Lee;Byunghoon Jeon
    • Journal of Platform Technology
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    • v.11 no.3
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    • pp.56-67
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    • 2023
  • Recently, de-identification of personal information, which has been a long-cherished desire of the data-based industry, was revised and specified in August 2020. It became the foundation for activating data called crude oil[2] in the fourth industrial era in the industrial field. However, some people are concerned about the infringement of the basic rights of the data subject[3]. Accordingly, a development study was conducted on the Batch De-Identification Tool, a personal information de-identification automation tool. In this study, first, we developed an image labeling tool to label human faces (eyes, nose, mouth) and car license plates of various resolutions to build data for training. Second, an object recognition model was trained to run the object recognition module to perform de-identification of personal information. The automated personal information de-identification tool developed as a result of this research shows the possibility of proactively eliminating privacy violations through online services. These results suggest possibilities for data-based industries to maximize the value of data while balancing privacy and utilization.

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A Study on the Perception of Communication Ability of University Students - A junior college of engineering students (대학생 의사소통능력 관련 인식 조사 연구 - A전문대학 공대생을 중심으로)

  • Son, Kyong Hye;Park, Young Mi
    • Journal of the International Relations & Interdisciplinary Education
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    • v.2 no.1
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    • pp.57-82
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    • 2022
  • This study aims to investigate and analyze the perception of communication capability which is one of the sub-competencies of NCS vocational substructure basic competence, and then seek the direction of prospective courses. To do this, the researcher conducts a non-face-to-face survey by creating five questions under the following five categories: The importance and necessity of communicative competence, students and educators of communicative competence classes, contents and methods of curriculum and teaching and learning, communicative competence and writing skills and operation of extracurricular programs. This researcher has been teaching basic education even before the communication skills curriculum was created in college, now, in a situation where communication skills have become selective education, it is intended to grasp the perception of college students about communication skills for first graders. This study attempted to analyze the survey area in more depth through group FGI after conducting an online survey by dividing it into several items. As a result, students felt that communication skills became motktkre important through COVID-19. Among the bottom five communication skills, speaking skills were found to be the most important, reading ability was recognized as the least important. On the other hand, there was a strong hope to know about the level of communication ability, type of communication, and method of communication about oneself. In addition, they recognized that communication skills should be learned in their first year of college, and hoped to be operated at all times as a non-disciplinary program. In particular, in the bottom five areas of communication skills, the expectations and actual hopes for speaking skills were the highest compared to the rest, and in terms of teaching and learning methods, they wanted to improve their skills through feedback and practice rather than theory. These research results have great implications for setting the direction of operation of classes, such as the content and method of classes in communication skills, in the future.