• Title/Summary/Keyword: Smart education

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The Influence of Restrictions toward Online Game Misbehavior on Users' Emotional States and Intention to Reuse (온라인 게임 부정사용 억제가 감정과 재사용의도에 미치는 영향에 관한 연구)

  • Yang, Chang-Gyu;Huang, Yunchu;Hwang, Yousub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.111-121
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    • 2015
  • Owing to the wide distribution of smart devices, more people enjoy online games. Previous research related to online game has mainly focused on the factors that increase users' intention to reuse and less focused on the influence of restrictions toward online game misbehavior. This study proposes a research model that considers factors that either increase or decrease the use of online games and presents the outcomes. The research results showed that: (1) Restriction policy had no impact on online game users' feelings of pleasure and arousal. (2) Restriction system had negative impact on users' feelings of pleasure and arousal. (3) In an environment where online game misbehavior was restricted, users' emotional states still had positive influence on users' intention to reuse. This research results implies that in order to lead to healthy online game environment, compared to repressive and systematic restriction methods, it is preferable to establish restriction policies that have no negative impact on users' emotional states and to change users' perception through education, so to achieve successful restrictions toward online game misbehavior without jeopardizing revitalization of online game industry.

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System Dynamics Modeling for Policy Analysis of Occupational Injuries

  • Lee, Kyung-Soo;Nam, Seok-Woo;Chung, Hee-Tae
    • Journal of Korean Clinical Health Science
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    • v.2 no.2
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    • pp.126-132
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    • 2014
  • Purpose. Because traditional statistics approach had limitations in learning future forecasting and major factors causing occupational injuries in each industry, this paper develops a model forecasting and evaluating occupational injury rate by using a system dynamics model through the analysis of the industry injury statistics and the project for industry injury prevention. Method. The model of this paper consists of 12 total models such as a model of employees, of industrial disaster victims, of injury rate, etc.; In the analysis of firm size, it is classified and developed according to 12 groups on the basis of the number of employees, and in the analysis of industrial classification, it is done according to 10 total business fields such as manufacturing business, construction one, etc. Results. This paper suggests the methodology which forecasts industry injury rate by business field and size on the basis of developed model, and evaluates an industry injury prevention project from various angles. Conclusions. This paper deduced problem through the analysis of an industry injury by business fields and a comparative analysis of foreign cases, and analyzed to affect industry injury prevention by industry. And it also analyzed actual condition of industry injury, and did a difference in the level of safety consciousness according to the general characteristics of workers and occupational safety and health education related characteristics. In result, this paper suggests that analyzing occupational injury related factors, a safety budgetary allocation, and industry injury related factors can reduce illness costs such as employees' injury and medical care, and also assist cost for a disability.

The Analysis of Trends in Smart Phone Applications for Education and Suggestions for Improved Educational Use (스마트폰의 교육용 어플리케이션 동향분석 및 발전방향 연구)

  • Jeong, Su-Jeong;Lim, Keol;Ko, Yu-Jung;Sim, Hyun-Ae;Kim, Kyung-Yeon
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.203-216
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    • 2010
  • This study analyzed educational applications in smartphones with some criteria seeking to apply online learning characteristics to smartphones. For the analysis, 85 educational applications were selected and they were classified by types of educational contents, interactions, and the combination of the educational contents and interactions. As a result, drill-and-practice and tool types of contents ranked high, and there found to be few simulation and problem solving types. In regard to interaction types, almost all of the applications had interactions only between contents and learners, which meant little active communications when using applications. Therefore, enhanced interactions and communications among learners using the social network service platform were required in order to use educational applications in a more effective way.

Design and Implementation of The Ubiquitous Computing Environment-Based on Dynamic Smart on / off-line Learner Tracking System (유비쿼터스 환경 기반의 동적인 스마트 온/오프라인 학습자 추적 시스템 설계 및 구현)

  • Lim, Hyung-Min;Lee, Sang-Hun;Kim, Byung-Gi
    • Journal of Korea Multimedia Society
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    • v.14 no.1
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    • pp.24-32
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    • 2011
  • In ubiquitous environment, the analysis for student's learning behaviour is essential to provide students with personalized education. SCORM(Sharable Contents Object Reference Model), IMS LD (Instructional Management System Learning Design) standards provide the support function of learning design such as checking the progress. However, in case of applying these standards contain many problem to add or modify the contents. In this paper, We implement the system that manages the learner behaviour by hooking the event of web browser. Through all of this, HTML-based content can be recycled without any additional works and the problems by applying the standard can be improved because the store and analysis of the learning result is possible. It also supports the ubiquitous learning environment because of keeping track of the learning result in case of network disconnected.

Qualitative Analysis of College Students' Essays on Their Practices of Consumption Happiness and Implications (대학생의 소비행복 실천 수기의 질적분석과 함의)

  • Park, Mi Hye
    • Korean Journal of Human Ecology
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    • v.23 no.5
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    • pp.825-842
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    • 2014
  • This study is to analyze essays on the practices of consumption happiness which the students who took the class 'consumption and happiness' wrote. To do this, 108 essays which the students submitted in both semesters in 2013 were analyzed qualitatively. As a result, the 4 themes such as 'reflection on the life of consumption', 'practices', 'changes', 'recognized meanings of the class' were extracted. Firstly, some students were reflective on their acts of consumption in everyday life. They have consumed in an undisciplined, unthoughtful manner and have experienced various negative emotions in their consumption, and have the motive of change. Secondly, the study showed the consumption of clothes, eating, house, leisure, body, digital, wedding is variously included in their practices of consumption. In the category of common practices, 'sharing consumption giving a bigger happiness', 'sustainable consumption caring about the earth and the next generation', 'smart consumption through discipline', 'responsible consumption considering community and producer', 'field trips and consumption of experience as learning' are included, and 'meaningful feeling of happiness through practices' are extracted. Thirdly, they have experienced positive changes such as reduction in consumption desire and increased concern with mind, relationship and conscious consumption. Fourthly, students think of the class as a necessary, useful, practical subject, and have a precious opportunity to learn many aspects they don't think about before, and don't practice, and say that they persistently continue to practice. Therefore, to promote the happiness as a consumer and consumer citizen leader in the society, it's necessary to offer a related class in more universities.

Critical Discussion for Digital Divide Research (정보격차 연구에 대한 비판적 논의)

  • Seo, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.657-666
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    • 2014
  • The development of ICT are turning information society into smart society which focus on mobile environment. The effect of ICT influence not only technical aspects but also societal and economic aspects. But we can't ignore the side effects of ICT, especially digital divide can cause social elimination. Digital divide is related to redistribution of wealth, so there are too many studies which deal with digital divide. But Most of these studies are focusing on physical accessibility. Also most of digital divide studies address digital divide based on demographic factors such as gender, age, income and education. Of course, these studies are important, but we expect that the aspect of digital divide is different from past digital divide. This paper deal with exploratory discussion for necessity of new digital divide conception by reviewing limitations of existing digital divide research.

Study on the Creation of Jobs in the Social Farming of People with Developmental Disabilities (발달장애인의 사회적 농업분야 일자리 창출방안 연구)

  • Lim, Jae-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.466-479
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    • 2020
  • The purpose of this study was to explore the possibility of jobs for people with developmental disabilities in social farming and to derive job-creation plans. To this end, we analyzed the cases of social farms targeted for people with developmental disabilities among overseas social farming activities. And we visited and observed 5 social farms in Korea and interviewed the person in charge. The content of the study was to grasp the meaning and possibility of social farming as a job for people with developmental disabilities, and to explore ways to create a sustainable job for people with developmental disabilities in social farming. As a result of the study, social farming in Korea is in its infancy, and most of the activities are centered on agricultural experiences focused on healing and care for people with developmental disabilities. In the future, it was concluded that continuous agricultural education and activities are sufficient as suitable agricultural jobs for people with developmental disabilities. Based on these results, this study proposed a job model for people with developmental disabilities in social farming. The job model presented in this study is largely divided into a healing-oriented experience model, a care-oriented protective work model, and a social job model. In addition, a smart farm model and a plant factory model were added to the social job model.

Marine Contents Use and Service Plans for the Educational Purpose (교육용 해양 콘텐츠 활용 및 서비스 방안)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.480-486
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    • 2012
  • There has been an increasing interest in new industry and demand creations by the convergence and integration between IT and infrastructure and BT, NT, and CT and the convergence of IT and spread of cloud computing have changed the IT service environment. Even in the educational field, the convergence and integration of contents with various IT have rapidly emerged and learning equipments for the educational purpose have expanded to the mobile media platform from PCs so that learning without limitations to time, place and equipment has become possible. Contents necessary for the smart education are under way by research development utilizing cyber reality and simulation, and 3D technologies. The purpose of this study is to propose marine contents use and service plans for the educational purpose in order to produce various types of contents for the marine life and environment, to improve the school achievement by stimulating interest and to provide individually customized learning.

A Virtual Sailor Training Platform for Fire Drills on Ship (선박 화재 대응 훈련을 위한 가상 선원 훈련 플랫폼 개발)

  • Jung, Jin-Ki;Park, Jin-Hyoung
    • Journal of Navigation and Port Research
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    • v.40 no.4
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    • pp.189-196
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    • 2016
  • We propose a virtual sailor training platform which supports emergency drills for ship's fire in virtual environment. Proposed platform not only enhances training efficiency by providing immersiveness, but also enables a consolidated virtual training due to the network-based multiplayer capabilities. Based on the offline fire simulation results using FDS and CFAST the platform visualizes a realistic fire spread in real-time. The training platform on the basis of the fire training material of the maritime safety education institute induces equipment proficiency and environment adaptation throughout immersive virtual environment in addition to procedure proficiency as well. In the implementation we showed that the equipment and environment controls and telepresence improve the training proficiency and enable collaborative virtual training that participates multiple trainees and induces cooperation for a common goal. Implementation of the platform demonstrated the skill mastery capability of the drill such as efficient fire apparatus controls and passenger controls.

Youth Film Festival : its Evolution History and Influence (청소년영화제의 형성과정과 영향요인)

  • Oh, Se-Sub
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.125-139
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    • 2014
  • In this study, we're going to look at the formation process of Youth film Festival and factors affecting that process. The Youth film Festival didn't appear suddenly in a day. There have been various trial regarding media education by civil society organizations (NGO) until the mid 1990s, principal Youth film Festival has been held from 1997s to 2001s and established a framework for Youth film Festival. There were some progress after those times and then in 2008 Youth film Festival faced some changes such as screening online, and responded rapidly to the current image industry and the cultural stream like the appearance of HD camcoder and smart phone till now. We can divide two areas regarding factors that affecting those formation process of Youth film Festival. First, they are explained as economic and social factors that the situation of South Korea extremely such as the efforts of civil society organizations (NGO), image technology and development of the industry, IMF bailout era and so on, second cultural and educational factors that the rise of virtual culture, the University entrance and results of awards. Thus Youth film Festival has been evolved in various affects, so we can look into the various sections of korea society through these formation process of Youth film Festival.