• 제목/요약/키워드: Supplementary Education

검색결과 297건 처리시간 0.028초

Blended Instructional Practices in Higher Education Institutions

  • OH, Eunjoo
    • Educational Technology International
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    • 제8권1호
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    • pp.101-126
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    • 2007
  • The purpose of this study was to investigate current practices in blended instruction. In particular, the study explored (1) the types of instructional delivery methods, technologies, and instructional components, (2) the reasons why faculty apply blend instruction, and (3) the advantages and challenges in delivering blended instruction. This study focused on the practices in the Universities that have the extensive doctoral research programs classified by the Carnegie Foundations. The survey was performed with the sample of faculty from 30 universities and the survey data included 133 faculties out of the total 1,000 randomly selected faculty members. Of the 133 responses, 111 (77.7%) participants had certain degree of experience, while 17 faculty (or instructors) (13.3%) did not have any practice with blended instruction. The most common instructional delivery format in the participating universities was blended instruction that added supplementary online instructional components in the class. Online Course Management Systems (CMS) and multimedia presentation tools were common technology for course delivery, and "discussion" was the most general instructional activity for the class. The participating faculty often preferred the blended format since it provides students and faculty with convenience, flexibility, active engagement, efficiency in using resource materials, and a feeling of connection between/among students and instructor. Benefits to the class were availability of more authentic experience and diverse curricular materials, and the instructional format that meets the needs of remediation and enhancement of students. This study addressed not only advantages and challenges of blended instruction, but also suggestions based on the comments by the participating faculty.

Three Dimensional(3D) Education Game Development for Treatment Assistance with High-Functioning Autism

  • Tae-In Jang;Hyung-Joon Baek;Sojeong Lee;Hayoon Jo;Yuri Yoon;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.309-316
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    • 2024
  • Due to rapid socio-economic development and environmental changes, particularly autism spectrum disorder (ASD) in the context of Attention Deficit Hyperactivity Disorder (ADHD) and high-functioning autism, has become a significant social issue. This issue is increasingly recognized from a societal perspective rather than just an individual or family problem. But there remains a lack of information in frontline education. Traditionally, treatment for ASD has been conducted in specialized institutions, or by professional doctors, therapists, and counselors. There are still several challenges such as 1) accessibility to hospitals and transportation for children with ASD, 2) the maturity and competence of therapists, and 3) the lack of appropriate educational content. To solve these problems, we propose a supplementary 3D educational game process for children with high-functioning autism that utilize speech recognition technology and games designed for continuous and repetitive learning. Our proposed game content can be used at home, which incorporates Speech-To-Text (STT) technology and mini-games to help children indirectly experience and learn to handle unexpected real-life situations. With this approach, we will expect that the children can develop social skills and enhance the efficiency of their treatment.

기업의 온라인 고객 서비스가 기업의 수익 및 고객의 후생에 미치는 영향에 관한 연구 (Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare)

  • 김은진;이병태
    • Asia pacific journal of information systems
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    • 제17권2호
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    • pp.123-137
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    • 2007
  • The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.

Hardware Digital Color Enhancement for Color Vision Deficiencies

  • Chen, Yu-Chieh;Liao, Tai-Shan
    • ETRI Journal
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    • 제33권1호
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    • pp.71-77
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    • 2011
  • Up to 10% of the global population suffers from color vision deficiency (CVD) [1], especially deuteranomaly and protanomaly, the conditions in which it is difficult to discriminate between red and green hues. For those who suffer from CVD, their career fields are restricted, and their childhood education is frustrating. There are many optical eye glasses on the market to compensate for this disability. However, although they are attractive due to their light weight, wearing these glasses will decrease visual brightness and cause problems at night. Therefore, this paper presents a supplementary device that comprises a head-mounted display and an image sensor. With the aid of the image processing technique of digital color space adjustment implemented in a high-speed field-programmable gate array device, the users can enjoy enhanced vision through the display without any decrease in brightness.

JAVA를 이용한 전기기기 가상실험실 구축에 관한 연구 (A Study on the Development of a Virtual Electrical Machine Lab System Using JAVA)

  • 백영철;이민로;허원
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1999년도 하계학술대회 논문집 A
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    • pp.197-199
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    • 1999
  • There have been great advances in communication and networking in recent times. It is necessary to take advantage of this information infrastructure for the purpose of developing an engineering education system. But the networking system was expensive and hard to develop. The current international netwoking is converging to the use of the World Wide Web system. It has become a new standard for global network communication. But there are not a great number of applications which take full advantage of this environment. In this paper, an interactive virtual electrical machine lab system using the World Wide Web will be presented. This can be used as a supplementary kit for engineering experiment of transformer, induction motor, direct current motor, and synchronous motor. The system is developed using JAVA and can be accessed using Web browsers.

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Relative Difficulty of Various English Writings by Fuzzy Reasoning and Its Application to Selecting Teaching Materials

  • Ban, Hiromi;Dederick, Toby;Nambo, Hidetaka;Oyabu, Takashi
    • Industrial Engineering and Management Systems
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    • 제3권1호
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    • pp.85-91
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    • 2004
  • The writing styles of TIME and Newsweek are analyzed using a specially developed linguistic program. These two news magazines were chosen because of their wide popularity. As for the results, it became obvious that both the frequency curve of words and that of characters have not changed for the past 60 years. Also, we have found that the frequency curves have some inflection points and that the genre of English writings can be identified by these points. After counting the percentage of required vocabulary for junior high school students and high school students in English writings, we can derive the relative difficulties of them using fuzzy reasoning. Fuzzy rules are constructed using features of the characteristic curves. We feel it would be a good guide index when selecting textbooks or supplementary readers.

지역 고고유산 체험 교육의 활성화 방안과 전략 (Methods and strategies for cultural heritage education using local archaeological heritage)

  • 김은경
    • 헤리티지:역사와 과학
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    • 제54권3호
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    • pp.106-125
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    • 2021
  • 고고유산 체험 교육은 오늘날 역량 중심의 교육 과정을 중요시하는 교육 목적과도 부합된다. 고고학이 가진 융합적 성격을 통해 다양한 역량 강화 교육이 가능하다고 생각하는데, 학습자들의 역사적 사고력 신장과 창의 융합 사고력 향상, 문제 해결력, 의사소통 역량 강화 등에서 장점으로 작용한다. 이 논문은 이러한 고고학 체험 교육의 필요성과 활성화를 위한 몇 가지 전략을 제시해 본 것이다. 우선 고고학 체험 교육의 전문화와 교육적 효과를 높일 수 있는 지역 고고유산 활용에 대한 자체 운영 지침서 제작이 필요하다. 이러한 '지역 문화유산 교육 전문 매뉴얼'은 해당 지역의 고고유산의 정체성을 담아내는 한편 지역의 문화유산 교육을 효과적으로 진행할 수 있다는 점에서 필수적이다. 그리고 체험 교육의 전문성 확보와 체계화된 교육을 진행하기 위해서는 교육을 진행하는 강사의 역량이 무엇보다 중요하기 때문에 교육 현장에서 효과적으로 적용 가능한 매뉴얼 학습과 강사 역량 강화 교육이 주기적으로 진행될 필요가 있다. 이러한 체험 교육은 학습 대상을 고려한 고고학 교육 프로그램의 기획과 콘텐츠 개발은 물론 협력적 네트워크 구축이라는 전략이 필요하다. 지역의 문화유산 교육에서 필요한 교육 시스템 구축과 맞춤형 콘텐츠 개발은 지역의 문화유산 활용과 관련된 다양한 분야에서의 협업이 이루어져야 한다. 이를 통해 지역의 문화유산 교육 콘텐츠가 실제로 지역의 여러 문화유산 교육 현장에서 '부교재'로 활용되기 위한 다각적 노력과 개발 방안이 마련될 필요가 있다. 마지막으로 코로나19로 인해 온라인으로 진행되는 고고유산 교육의 한계를 인식하고, 효과적인 고고학 온택트(Ontact) 교육 방안에 대해 고민해보았다. 고고유산 교육의 중요한 전략은 활발한 상호작용 수업 설계와 교수자-학습자 간 상호작용의 촉진이며, 고고학 콘텐츠를 매개로 한 다채로운 교육 설계가 필요한 시점이다. 또한 이러한 고고유산 교육은 평생 교육으로서 생애 주기별 맞춤형 교육의 입장에서 모색되어야 할 필요성이 있다고 생각한다.

ERIC 검색을 통한 미국의 과학영재교육 프로그램 분석 (An Analytic Study of Science Gifted/Talented Education Program of U.S.A. by ERIC Search)

  • 홍숙희;김성원
    • 한국과학교육학회지
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    • 제20권1호
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    • pp.112-136
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    • 2000
  • 과학영재교육이 국가와 사회적 책임이라고 인식하는 이 때, 오래전부터 과학영재에 대한 집중적인 연구가 진행되어 왔고 과학영재교육 프로그램이 운영되고 있는 교육선진국의 과학영재교육 프로그램을 분석할 필요가 있다. 따라서 본 연구는 ERIC(Education Research Information Center)에 대한 검색을 실시하여 과학영재 관련 문헌을 선정하고 내용별 분류를 실시한 후 과학영재교육 프로그램 문헌을 분석하였다. 본 연구 결과는 다음과 같다. 1. 1981년에서 1997년까지의 ERIC 검색 결과, 고학영재 관련문헌은 150개로 나타났고, 그 중 과학영재교육 프로그램 문헌은 63개로 42.0%를 차지했다. 2. 학술지논문의 출판형식이 과학영재 관련문헌의 42%, 과학영재교육 프로그램의 65.1%로 가장 많았다. 3. 과학영재교육 프로그램의 71.4%가 중.고등학교 과학영재에게 집중되어있는 것으로 나타났다. 4. 과학영재교육 프로그램의 52.4%가 여름프로그램이나 단기 기숙프로그램 등의 정규 이외의 추가적인 심화 교육과정으로 진행되고 있었고, 정규수업으로 실시되는 과학영재교육 프로그램은 38.1%로 나타냈다. 5. 대학과 전문기관과의 영계가 잘 이루어져 멘토제도, 인턴제도 등이 잘 활용되고 있으며, 과학 관련전공과 직업선택을 독려하는 프로그램이 많이 있었다. 6. 학습능력, 관심, 태도 등 여러 특성이 다른 과학여재들을 효과적으로 지도하기 위하여 개별학습이 잘 이루어지고 있었다.

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가상문서를 개념을 활용한자기 주도적 학습지원 시스템의 설계 및 구현 (Design and Implementation of Supporting System of a Self-Directed Learning using Virtual Document Concept)

  • 노진순;이용배;맹성현
    • 정보교육학회논문지
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    • 제6권2호
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    • pp.234-245
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    • 2002
  • World-Wide Web으로 인하여 인터넷상의 다양하고 고품질의 자료들을 교육용으로 손쉽게 활용할 수 있는 시대가 도래하였다. 그러나 이와 같은 자료들은 교육적 효과를 극대화시키기 위해서 좀 더 정제되고, 교육과정에 맞는 흐름을 가질 필요가 있다. 따라서 이러한 흐름 제공을 위해서는 웹 상에서 분산되어 독립적으로 존재하는 디지털 문서들을 교육 목적에 맞게 새로운 순서, 즉 문맥화 된 순서를 가진 자료로 재구성할 수 있어야 하고, 이와 같이 재구성된 자료들은 문서간의 부드러운 내용 전개를 위해서는 부가적인 설명이나 기존 문서에 빠져 있는 내용들을 보완할 수 있어야 한다. 본 논문에서는 인터넷상의 수많은 리소스들을 재가공하여 교육과정에 맞는 흐름을 부여하기 위하여 가상문서 개념을 도입하였다. 이와 같이 저작된 가상문서를 이용하여 검색엔진의 형태로 학습자에게 제공함으로써 학습자의 수준과 목적에 맞는 문서를 검색하여 학습할 수 있는 자기 주도적 학습을 유도하려고 한다.

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MOOC(Massive Open Online Course)의 교육적 문제점과 개선책, 그리고 대학과 융합 방안 (Educational Problems with MOOC, Suggestions, and Convergence of MOOC and Universities)

  • 양단희
    • 한국융합학회논문지
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    • 제7권3호
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    • pp.121-129
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    • 2016
  • 본 연구는 미국에서 실시된 MOOC(Massive Open Online Course)와 온라인 강좌를 대상으로 한 주요 설문조사 결과들을 토대로 MOOC의 문제점들을 도출하였다. 그리고 현재의 IT 기술 상태에서 MOOC를 어떻게 개선하여 대학 교육과 융합시킬지에 대해 다음과 같은 주요 결과와 시사점을 제시하였다. 첫째, MOOC의 massiveness 문제는 분반 수업으로, openness 문제는 Level 테스트 후 수준별 강좌 제공으로, onlineness 문제는 Flipped Learning으로 보완하여 개선시킨다. 둘째, MOOC를 기존 대학교육과 융합시킬 때 무학점용 강좌는 본 연구에서 제안한 개선된 MOOC 방식을 사용한다. 학점용 강좌는 학과 단위로 온라인 공통강좌를 기본으로 Flipped Learning 방식으로 운영하되, 가능하면 온라인 심화강좌와 보충강좌를 더불어 제공한다. 셋째, MOOC는 수준별 강좌로 제작될수록, 교육중심대학 위주로 제작될수록 그 활용 범위가 넓어질 수 있다.