• 제목/요약/키워드: Physical Learning Environments

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대학의 학습공간에 대한 사용자 인식 조사 (User Evaluation of University Learning Spaces)

  • 구상회;이현희
    • 교육시설 논문지
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    • 제26권3호
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    • pp.33-41
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    • 2019
  • As the information age matures, the learning style of youth is changing rapidly. Students study at a variety of places such as cafe or lobbies utilizing various digital learning devices. Along with the place changes, learning methods are also changing. Student-centered learning methods such as smart learning, collaborative learning, and activity-based learning are increasingly being utilized instead of the traditional instructor-centered learning in which knowledge is unilaterally delivered. Accordingly, many universities are remodeling central libraries, and they are also transforming lobby spaces of the college buildings into simple but useful learning spaces. In this study, we analyze the characteristics of learning spaces in universities from the standpoint of the students. According to the analysis, overall satisfaction is high in terms of comfortable physical learning environments such as Wi-Fi, furniture, lighting, etc. But the spaces are still optimized for individual and intensive learning. There seems to be a lack of effort to support collaborative learning or activity-based learning. This observation is confirmed by the characteristics of the central library, and it is considered that the reason why the college buildings are preferred by students is that college buildings are more suitable for collaborative or activity-based learning than libraries.

기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용 (Development of contents based on virtual environment of basic physics education)

  • 이재윤;이택희
    • 한국컴퓨터그래픽스학회논문지
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    • 제29권3호
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    • pp.149-158
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    • 2023
  • 최신 기술이 적용된 HMD는 고해상도 디스플레이와 빠른 모션인식으로 멀미를 최소화하며 위치와 동작을 정확히 추적할 수 있다. 이는 가상의 삼차원 공간에 몰입할 수 있는 환경을 제공해 줄 수 있으며 이러한 특징을 활용하여 재난 시뮬레이터나 고위험 장비 학습 공간 등의 가상현실 콘텐츠가 발전하고 있다. 이러한 장점은 기초과학 교육 분야에서도 적용 가능하다. 특히 기존 2차원 자료로 설명되는 물리학의 전기장과 자기장의 개념을 삼차원 공간으로 확장하여 실시간으로 시각화한다면 학습 이해도 향상에 큰 도움이 될 수 있다. 본 논문에서는 삼차원 가상현실 기반의 실감형 물리 교육 환경 및 콘텐츠를 개발하고 개발된 학습 콘텐츠를 실제 학습 대상자에게 체험시켜 효과를 증명한다. 학습 대상자는 총 46명의 중학생과 대학생이며 가상현실 환경에서 삼차원으로 표현되는 전기장과 자기장을 실시간으로 경험하고 학습하였다. 설문 조사 결과 85% 이상의 긍정적인 반응을 얻을 수 있었으며 삼차원 가상공간 기반의 물리 학습이 효과적으로 적용될 수 있다는 긍정적인 결과를 얻었다.

대학 기숙사의 만족도 향상을 위한 시설관리(FM) 서비스 제안 (Suggestion on FM Service for Improving Students' Satisfaction on the University Dorm Facilities)

  • 김유진;신은영;김준하
    • 교육시설 논문지
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    • 제23권2호
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    • pp.11-18
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    • 2016
  • University dorm basically provides basic housing functions to students, however, it is very important in a sense that it provides students with various functions such as information exchange, cultural experience and learning environments as well. Additionally, continuous effort to improve users' satisfaction and living environments are needed due to the fact that physical environments of dorm facilities have higher impact on students. However, Many students are not satisfied with the physical environment of university dorms and also there is lack of systematic information whereas various functions are required by students. Therefore, the main objective of this research is to suggest the direction of FM services in order for improving students' satisfaction on the university dorm facilities in Korea. Precedent studies regarding the satisfaction or performance evaluation of dorm facilities have been extensively analyzed to extract the dissatisfaction factors that scored below the middle 50%. Secondly, for satisfaction improvement, Korean Standard for Facility Management(KS_FM) have been matched with those extracted dissatisfaction factors to suggest the direction of FM services by rules and regulations review and best practice studies. This research will be useful for university dorm facility managers in planning strategic FM and providing effective FM services to students.

Creating an e-Benchmarking Model for Authentic Learning: Reflections on the Challenges of an International Virtual Project

  • LEPPISAARI, Irja;HERRINGTON, Jan;IM, Yeonwook;VAINIO, Leena
    • Educational Technology International
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    • 제12권1호
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    • pp.21-46
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    • 2011
  • International virtual teamwork offers new opportunities for the professional development of teachers. In this paper, we examine the initial experiences in an ongoing international virtual benchmarking project coordinated by the Finnish Online University of Applied Sciences. What challenges does an international context present for project construction and collaboration? Data from five countries, in the form of participant reflections and researchers' observations, were analysed according to four types of barriers: language, time, technical and mental barriers. Initial data indicates that trust is an essential starting point, as there is neither time nor possibilities to build mutual trust by traditional means. Organisational confidentiality issues, however, can complicate the situation. The project introduces 'collision' as a method of professional development, in which physical and organisational borders are crossed and the skills and competencies needed in global learning environments are acquired.

Collaboration Scaffolding in Computer-supported Collaborative Learning Environment

  • Lee, Jihyun;Rha, Ilju
    • Educational Technology International
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    • 제7권1호
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    • pp.39-57
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    • 2006
  • Supporting individual or group learners through designing effective learning environment has been major concern for instructional technologists. In CSCL environment, the effectiveness of learning depends not only on the design of the learning incidences but also on that of psychological environment because in CSCL the learners encounter virtually a new environment deviate from the ordinary physical world. CSCL is one of the most demanding environment for learners and thus it requires a highly refined learner support mechanisms. The purpose of the research was to devise conceptual tools for supporting learners in CSCL environment. Especially, the researchers tried to develop special kinds of scaffolding that directly support the collaborative practice in the social and psychological dimension of the learner. Body of literature on scaffolding has been reviewed and effective CSCL environments were observed and analyzed. As a result of the study, the research proposes a new type of scaffolding, named as "collaboration scaffolding" as a conceptual tool for supporting learners in CSCL environment. Also the research suggests three subtypes of scaffolds as the most typical collaboration scaffolding; emotional scaffolds, facilitative scaffolds, and exploratory scaffolds.

Industry 4.0 환경에서의 작업자 정신 및 신체 건강 상태 모니터링 연구 동향 분석 (Analysis of Research Trends in Monitoring Mental and Physical Health of Workers in the Industry 4.0 Environment)

  • 박정철
    • 한국산업융합학회 논문집
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    • 제27권3호
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    • pp.701-707
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    • 2024
  • Industry 4.0 has brought about significant changes in the roles of workers through the introduction of innovative technologies. In smart factory environments, workers are required to interact seamlessly with robots and automated systems, often utilizing equipment enhanced by Virtual Reality (VR) and Augmented Reality (AR) technologies. This study aims to systematically analyze recent research literature on monitoring the physical and mental states of workers in Industry 4.0 environments. Relevant literature was collected using the Web of Science database, employing a comprehensive keyword search strategy involving terms related to Industry 4.0 and health monitoring. The initial search yielded 1,708 documents, which were refined to 923 journal articles. The analysis was conducted using VOSviewer, a tool for visualizing bibliometric data. The study identified general trends in the publication years, countries of authors, and research fields. Keywords were clustered into four main areas: 'Industry 4.0', 'Internet of Things', 'Machine Learning', and 'Monitoring'. The findings highlight that research on health monitoring of workers in Industry 4.0 is still emerging, with most studies focusing on using wearable devices to monitor mental and physical stress and risks. This study provides a foundational overview of the current state of research on health monitoring in Industry 4.0, emphasizing the need for continued exploration in this critical area to enhance worker well-being and productivity.

The Effect of Archery Experiential Learning Program on Children's Communication and Peer Relationship

  • Kim, Jae-Nam
    • 한국컴퓨터정보학회논문지
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    • 제23권11호
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    • pp.175-183
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    • 2018
  • In modern society, the optimal physical environment is constantly changing due to IT development, and it is provided with convenience. In this age environment, the children are growing up thinking that the value of community consciousness through relationship with others is not important in the social reality in which various ways and environments that can be done by themselves are succeeding. No matter how rapidly the world changes, a diverse learning environment is needed that establishes desirable human relationships and recognizes community consciousness and values. The purpose of this study was to investigate the effects of general children(elementary school 4th, 5th, and 6th graders) on the communication and peer relationship of the children participating in the archery experiential learning program, to emphasize the importance of physical activity programs, and also by analyzing the relationship between communication and improvement of peer relationship and to understand the effect of the archery experiential training learning which is one of exercise program. In order to verify the research problems, 30 experimental group and 30 comparative group were composed of 4th, 5th, and 6th grade elementary schools in Gwangsan-gu, Gwangju metropolitan city. The experiment group was participated in the archery experiential learning program for a total of 10 sessions, once a week for 60 minutes, and conducted a questionnaire survey. In this study, we examined the effect of archery experiential learning program on improving children 's communication and peer relationship ability. Thus, it showed that archery experiential learning program can be one of the important educational methods to promote the healthy character and development of children.

미래 의학교육을 위한 의과대학 신축의 건축디자인 방향성 (Architectural Design Approach of New Medical Education Building Fit for Pedagogy Changes)

  • 김남주
    • 의학교육논단
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    • 제17권3호
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    • pp.97-104
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    • 2015
  • This literature review explores relevant research and evaluation on pedagogy and physical learning spaces. This study also is intended to encourage discussion among stakeholders on the best medical school developments, in light of emerging learning trends relevant to their institutions. The study has revealed that new environments for learning are being designed or reshaped in response to changing pedagogical approaches, to incorporate new information technology, and to accommodate the changing abilities of new generations of learners. Formal teaching spaces for large groups with a 'sage on a stage' are becoming less common than smaller lecture rooms, although classrooms form a large component of universities and will continue to dominate in the future. However, the traditional layout of these spaces is being transformed to incorporate multiple learning modes. Classrooms should be profound places of revelation and discovery. A well-designed space has the ability to elevate discourse, encourage creativity, and promote collaboration. Within the classroom walls, a learning space should be as flexible as possible, not only because different teachers and classes require different configurations, but because in order to fully engage in learning, students need to transition between lectures, group study, presentations, discussions, and individual work time.

교수학습 지원을 위한 학교 전자도서관 구축 방안에 관한 연구 (A Study on the Construction of School Electronic Library for Learning-Teaching Process)

  • 이병기
    • 한국문헌정보학회지
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    • 제34권3호
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    • pp.37-60
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    • 2000
  • 정보기술의 발달과 교육분야의 적용은 다양한 교수-학습 방법 개선의 가능성을 제시해 주고 있다. 교육의 방법으로 새롭게 제시되고 있는 열린교육이나 자기주도적 학습 그리고 학생중심은 모두 학생들의 능동적인 정보이용과 정보소양의 중요성을 강조하고 있다. 또한 오늘날의 학교도서관은 단순한 정보제공에서 교수-학습과정과의 연계성 그리고 종합 정보센터로서 학교 전자 도서관의 필요성이 제기 되고 있다. 본고에서는 교수-학습 과정을 직 간접적으로 지원할 수 있는 학교 전자도서관의 물리적 구성요소와 정보시스템의 모형 그리고 이러한 학교 전자도서관이나 정보시스템을 통해서 교수-학습 과정에 어떻게 참여할 수 있는지 그 방안을 제시하고자 한다.

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Feasibility of the Depth Camera-based Physical Health Monitoring System for Elderly Living Alone

  • Sungbae, Jo
    • Physical Therapy Rehabilitation Science
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    • 제13권1호
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    • pp.106-112
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    • 2024
  • Objective: This study aimed to evaluate the validity of a depth camera-based system for monitoring physical function, assessing its feasibility for accurately monitoring activities of daily living. Design: A cross-sectional study. Methods: Twenty-three participants were enlisted to perform fifteen activities of daily living within a living laboratory designed to simulate a home environment. Activities were monitored using a depth camera system capable of classifying actions into standing, sitting, and lying down, with a conventional video camera employed for activity recording. The duration of each activity, as measured by the system, was compared to direct observations made by a physical therapist which were analyzed using a motion analysis software. The association between these two measurement approaches was assessed through correlation analysis, coefficient of determination, intraclass correlation coefficient (ICC), and Bland-Altman plots. Results: Our findings indicated that standing activities exhibited the highest correlation (r=0.847) between the system measurements and physical therapist observations, followed by sitting (r=0.817) and lying down (r=0.734), which demonstrated lower correlations. However, the ICC and Bland-Altman plots revealed notable variances between the two measurement methods, particularly for activities involving lying down. Conclusions: In this study, the depth camera-based physical monitoring system showed promise feasibility in distinguishing standing, sitting, and lying down activities at home environments. However, the current study also underlined some necessities of enhancements in capturing lying down activities.