• Title/Summary/Keyword: Usability for Learning

Search Result 258, Processing Time 0.023 seconds

The Effectiveness of Cognitive Scaffolding in an Elementary Mathematics Digital Textbook

  • CHOI, Jeong-Im
    • Educational Technology International
    • /
    • v.14 no.1
    • /
    • pp.75-108
    • /
    • 2013
  • The purpose of this study is to find a way to improve digital textbooks for self-regulated learning by applying cognitive scaffolding designs to an elementary math digital textbook and examining the effectiveness of the system. Hence this study was conducted in two steps. First, a framework for scaffolding design was devised by examining the problems and difficulties students encounter when using a mathematics digital textbook. Second, after the digital textbook was revised by applying the scaffolding design frameworks, the effectiveness of the scaffolding framework was examined by comparing students' achievement levels in an experimental group and that of students in a control group. Seventy fifth-graders participated in this study. Students were divided into two groups: an experimental group and a control group. The students in the experimental group studied with the revised version of the digital textbook and the students in the control group studied with the original version of the digital textbook. The students received a pretest before the experiment. After the experiment, they took an achievement test and completed a usability questionnaire. The data were analyzed by ANCOVA with the SPSS Windows version. The results revealed that the students who used the revised program (to which design strategies for scaffolding were applied) showed higher levels of achievement than those who used the original version. In addition, students in the experimental group generally showed higher scores on the usability survey, which consisted of four sub-categories such as 'effectiveness', 'efficiency', 'satisfaction', and 'learnability'. There was a statistically significant effect on 'efficiency'. These results implied that scaffolding strategies were effective for mathematics learning through the use of an elementary digital textbook.

Exploring how to use virtual reality for elementary school students (초등학생 대상 가상현실 활용방안 탐색)

  • Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.205-212
    • /
    • 2021
  • The purpose of this study is to analyze elementary school students' interest in virtual reality(VR) technology, usability, and the possibility of learning media. In particular, it is intended to be used for content creation for artificial intelligence(AI) education in the future. The effectiveness of elementary education using virtual reality technology was confirmed through the analysis of overseas research, and the applicability to elementary school students in Korea was analyzed. To proceed with the analysis, various virtual reality contents were provided to 5th grader of elementary school, and then, interest, usability, usefulness, and possibility of use in class and learning were surveyed. As a result of the study, it was confirmed that students' interest in virtual reality contents was very high, and that it could be used sufficiently as a learning medium. It suggests that it can be used in artificial intelligence education and data science education, which have recently been emphasized in importance. In particular, virtual reality can be used to simulate abstract data and artificial intelligence.

  • PDF

Development of Android-based Application for Measure a Space Coordinate and an Area using of Orientation Sensor (방향 센서를 활용한 좌표 및 면적 측정 안드로이드 애플리케이션 개발)

  • Kim, Eun-Gil;Yeom, MI-Ryeong;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.3
    • /
    • pp.439-447
    • /
    • 2011
  • In this paper, we developed the application for measure an area that it compute a space coordinate of real object to represent through a camera by using the Orientation sensor of smart devices. The application will help to solve a problems of an epistemological obstacles in an area learning. We conducted an expert evaluation for the application of educative usability, educative effect and etc.. The expert group was comprised of elementary school teacher who teach curriculum of an area in mathematics. In result, it was positively evaluated in terms of educative usability.

  • PDF

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.163-168
    • /
    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
    • /
    • v.22 no.1
    • /
    • pp.63-78
    • /
    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

The Effects of Joystick-controlling and Walking-around on Navigating a Virtual Space

  • RYU, Jeeheon;PARK, Sanghoon;YANG, Eunbyul;JEONG, Museok
    • Educational Technology International
    • /
    • v.21 no.2
    • /
    • pp.125-153
    • /
    • 2020
  • The advancement of virtual reality technology offers various locomotion options that support users' navigation behaviors in a virtual reality environment. This study was aimed at examining the effects of two navigation methods-joystick-controlling and walking-around-on users' perceived usability, behavioral engagement, and virtual presence. Fifty South Korean college students were recruited in the study, and they were assigned randomly to one of the two navigation conditions. Participants from each group were asked to observe a 3D object and complete the surveys. They were then asked to repeat the procedure with a 2D image. Using repeated-measures ANOVAs and MANOVA, we found that users using joystick-controlling reported higher usability and showed superior performance to the walking-around group on two tasks. Participants reported a higher behavioral engagement when observing the 2D image. Besides, they perceived a significantly higher virtual presence when observing the 2D image. Finally, we discussed the implications of the findings for the navigation method design.

Implementation of Chatbot Models for Coding Education (코딩 교육을 위한 챗봇 모델 구현)

  • Chae-eun, Ahn;Hyun-in, Jeon;Hee-Il, Hahn
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.1
    • /
    • pp.29-35
    • /
    • 2023
  • In this paper, we propose a SW-EDU bot, a chatbot learning model for coding education by using a chatbot system. The same scenario-based models are created on the basis of Dialogflow and Kakao i Open Builder, which are representative chatbot builders. And then a SW-EDU bot is designed and implemented by selecting the builder more appropriate to our purpose. The implemented chatbot system aims to learn effective learning methods while encouraging self-direction of users by providing learning type selection, concept learning, and problem solving by difficulty level. In order to compare the usability of chatbot builders, five indicators are selected, and based on these, a builder with a comparative advantage is selected, and SW-EDU bot is implemented based on these. Through usability evaluation, we analyze the feasibility of SW-EDU bot as a learning support tool and confirm the possibility of using it as a new coding education learning tool.

Preliminary Results-Nature as Metaphor : Innovative Visualization of Accounting Information with Lotus Plants

  • Raungpaka, Voraphan;Savetpanuvong, Phannaphatr;Tanlamai, Uthai
    • Journal of Information Technology Applications and Management
    • /
    • v.20 no.2
    • /
    • pp.1-14
    • /
    • 2013
  • Learning accounting has always been a challenge for non-accounting students and managers. Understanding accounting information requires more than a numerical description of financial and income statements. Current accounting practice presents accounting reports in the form of tables with values or in two or three dimensional graphs generated by a spread sheet program. The present study proposes an alternative visualization with metaphor from nature as a learning device for novice users and managers. After surveying various kinds of plants, the lotus flower was chosen as an attractive analogy because every part of the plant from leaves to roots is usable and can have economic value. Moreover, lotus flowers, whether man-made or natural, can easily be part of a familiar, natural ecology representing both beauty and serenity. Results from online survey respondents (n = 220) showed that there was no significant difference on overall usability of the Lotus visualization between expert users and novice users. However, verbally-oriented users differed Significantly from visually-oriented users in their usability assessment, perceived usefulness, and intention to use the Lotus visualization.

An e-Book Interface by Providing Visual Information of Hypertext Structure Will be Affect Learning Comprehension and Usability According to Learner's Learning Preferences (하이퍼텍스트의 정보구조를 제공한 e-Book 인터페이스 환경에서 학습자의 정보처리유형이 학업성취도 및 사용편의성에 미치는 효과)

  • Sung, Eun-Mo
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.2
    • /
    • pp.483-496
    • /
    • 2012
  • The purpose of this study is to examine difference of information processing style on lesson comprehension scores and usability ratings in e-Learning containing visual information structure. To address this goal, 68 university students were participated in this research. They were asked information processing style test, lesson comprehension test, and usability ratings after completed e-Learning lesson. According to the result, there was not significant difference between visual and verbal information process style on lesson comprehension as learn outcomes. However, students who are visual information processing style were significantly higher ratings than students who are verbal information processing style on 4 of 8 usability scales; awareness of lesson structure, awareness of lesson length, ease of navigation, and ease of lesson learning. These result indicate that there will be needed the design of aptitude treatment interaction for e-Book according to information processing style.

Financial Analysis of Thai Banks: Effectiveness of Augmented Reality Visualization

  • Tanlamai, Uthai;Jaikengkit, Aim-Orn;Wattanasupachoke, Teerayout
    • Journal of Information Technology Applications and Management
    • /
    • v.24 no.3
    • /
    • pp.51-61
    • /
    • 2017
  • The objective of the study is to examine the acceptance and usability of Augmented Reality (AR) visuals developed for industry analysis of Thai Banks and whether these visuals can outperform the table of numbers in representing financial accounting data. Convenient samples were used and the data were collected with self-assessed questionnaires from 109 users with minimum prior experiences with financial analyses. The results from descriptive statistics indicates that despite having over 80% of respondents with little prior experience in analyzing financial performance of banking industry, the majority of them were able to correctly make prediction (96.4%), identify trend (82.6%) and compare banks' performance (70.6%). Their attitudes and perception towards Bank-AR visuals were above average. Although the overall usability score is average (53%), the respondents rated the Bank-AR visuals to be highly useful and had high intention to use them in the future.