• Title/Summary/Keyword: Virtual Teaching

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Effect of pre-hospital BLS simulation training on the paramedic's competency

  • Jung, Jun-Ho;Cho, Byung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.1
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    • pp.103-109
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    • 2018
  • The purpose of the study is to investigate the effect of a simulation training of BLS in paramedics in pre-hospital situation. This a nonequivalence control quasi-experimental study. The study subjects were 8 paramedics of experimental group and 8 paramedics of control group in K fire department. An informed consent was written by the subjects after explaining of the purpose of the study. The study methods consisted of conventional education and practice training. The conventional education was done for 30 minutes and the practice training was taken by four trainees of one group and the instructor demonstrated Basic Iife Support (BLS) performance for three minutes. Each trainer peformed BLS for ten minutes. In the beginning of the course, two paramedics got off from the ambulance and performed BLS including 5 cycles of Cardiopulmonary Resuscitation (CPR). Soon after the BLS, another two paramedics performed pre-hospital BLS survey. The education was guided by two professors of emergency medical technology, two Basic Iife Support instructors, and two emergency rescue directors. Pre-hospital BLS was measured by a 5-point Likert scale. Higher score means higher performance skills. The data were analyzed using SPSS/WIN 22.0 program set at significance level of p<05. The effect of simulation education was much more significant than the conventional education in BLS. The simulation education is very important and effective in improving the clinical performance skills of paramedics than the conventional education. The simulation education can provide the virtual environment of cardiac arrest to the paramedics. In conclusion, the simulation education can provide the effective teaching methods for various practice performance skills and solution by critical thinking in the paramedics and healthcare providers in the future.

Comparison of Pattern Drafting Function between YUKA and CLO - Focusing on the Basic Bodice - (YUKA와 CLO의 패턴 제도 기능 비교 - 바디스 원형을 중심으로 -)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.5
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    • pp.634-644
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    • 2021
  • This study aims to propose various ways to utilize CLO, which focuses mainly on the production of 3D virtual samples, by comparing it with the pattern drafting functions of Four apparel CAD experts, who have teaching experience in YUKA and CLO, participated in a focus group interview, and a basic bodice prototype drafting was carried out by each participant to evaluate the pattern drafting functions of YUKA and CLO. The result of this study showed that the pattern drafting tools of YUKA are subdivided since YUKA is a CAD tool inherently specialized in pattern making. Though CLO provided a relatively limited pattern drafting menu compared to YUKA, it was found that pattern drafting could be accomplished with the help of supplementary tools and functions. This finding suggests that each CAD offers the corresponding tools for the same use of menus or functions in the prototype drafting process. The major difference between YUKA and CLO is that YUKA defines the pattern area by a set of line segments, whereas CLO utilizes an outline composed of closed curves. YUKA provides various specific tools according to the options such as angles, straight lines, and curves, while CLO produces the same results using combinations of a limited number of tools. Compared with YUKA, the advantage of CLO is its user-friendly task environment such as the Windows-based user interface, from the usability perspective. This study concludes that pattern drafting education using CLO would help not only industrial 3D design practitioners but also pattern education in academia

Methods to Use AI Programing in Environmental Education for Elementary School Curriculum (초등 환경교육에서 인공지능 프로그래밍 활용 방법)

  • Yong-Bae Lee
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.407-416
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    • 2022
  • Although environmental education has been more important due to global extreme weather and natural desasters, environmental topics are covered by several other subjects because it is not an independent subject in elementary school and they need to distribute more class hours to cover proper amount of environmental content. This study is performed to develop method to integrate environmental education and software education in elementary school. This method helps students to learn topics about recycling by using Artificial Intelligence programming and Artificial Intelligence also helps students to practice recycling in virtual reality. A new teaching and learning module(Problem Recognition→Machine Learning↔Use of AI→Collaboration) is adopted for the learning procedure and more than 80 % of the students replied positively to the survey about the interest on integrated learning, understanding of environmental education, understanding of Artificial Intelligence, further learning on Artificial Intelligence programming.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Research on the Teaching Building-blocks in Elementary Geometry Class using 3D Visualization SW (3D Visualization SW를 활용한 초등학교 쌓기나무 도형교육에 관한 연구)

  • Bae, Hun Joong;Kim, Jong-seong
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.71-80
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    • 2017
  • The standards for achievement levels for building blocks in elementary geometry class is to enhance spatial cognitive ability through practices describing shape patterns of building blocks observed from different directions. However, most of building block in the textbook is described from only one perspective. Even worse, some examples in the textbook are almost impossible to observe in the real world. Contrary to this, simulated views by Wings3D has shown that each box may look quite differently from different angles let alone the size of each box. Using Wings3D, it is also very easy to build different types of building blocks with various levels of difficulty in the virtual space. Based on these results, in this study, 3D visualization SW is suggested as a potential pedagogical tool for the elementary geometry class to help kids perceive objects in space more precisely. We have shown that 3D visualization SW such as Wings3D could be a powerful, compact 3D SW for most of subjects which are covered in elementary geometry education. Wings3D has another advantage of economic open source SW fully compatible with school PCs.

Development of Instructional materials using various convex lenses 'VR glasses' for area of Communication technology of the 2015 Revision Curriculum in middle school (2015 개정 중학교 교육과정 통신기술 영역에서 다양한 볼록렌즈를 사용한 'VR 글라스' 수업자료 개발)

  • Hwang, Woo-Jun;Lee, Yong-Jin
    • 대한공업교육학회지
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    • v.43 no.1
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    • pp.94-113
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    • 2018
  • The purpose of this study is to develop a using various convex lenses 'VR glasses' instructional materials for area of communication technology of the 2015 Revision Curriculum in middle school. This study was progressed depend on ADDIE model. In the analysis step, a necessity of developing the instructional materials was confirmed through social needs and leaner's needs and literature researches were reviewed about the 2015 Revision Curriculum and virtual reality and confirmed the area of communication technology related to VR glasses. The communication process of information was selected as a communication technology area related to VR glass. In the design step, Based on the analysis stage, instructional objectives were set and instructional method and medium were selected. In the development step was developed instructional materials, what are teaching-learning guidance, power-point presentations, the paper for group learning activities, Individual portfolio, and using various convex lenses VR glasses example. As a result of 'VR glasses' using various convex lenses, the viewing angle was enlarged when the diameter of the convex lens was large, but it was difficult to quantify it. In the implementation step, the instructional materials developed for middle school students was applied. In the evaluation step, instructional materials were modified and improved through a students evaluation, experts evaluation.

A Study on the Basic Mathematical Competency Levels of Freshmen Students in Radiology Department (방사선과 신입생의 기초 수리능력 수준에 대한 연구)

  • Jang, Hyon Chol;Cho, Pyong Kon
    • Journal of the Korean Society of Radiology
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    • v.14 no.2
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    • pp.121-127
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    • 2020
  • The era of the Fourth Industrial Revolution is increasingly demanding mathematical competencies for virtual reality (VR), artificial intelligence (AI) and the like. In this context, this study intended to identify the basic mathematical competency levels of university freshman students in radiology department and to provide basic data thereon. For this, the diagnostic assessment of basic learning competencies for the domain of mathematics was conducted from June 17, 2019 to June 28, 2019 among 78 freshman students of radiology department at S university and D university. As a result, the university students' overall basic mathematical competency levels were diagnosed to be excellent. However, their levels in the sectors of the geometry and vector and the probability and statistics were diagnosed to be moderate, with the mean scores of 2.61 points and 2.64 points, respectively, which were found to be lower than those of the other sections. As for basic mathematical competency levels according to genders, the levels of male students and female students were diagnosed to be excellent, with the mean scores of 17.48 points and 16.29 points, respectively, showing no statistically significant difference (p>0.05). Given the small number of subjects and regional restriction, there might be some limitations in the generalization of the findings of the present study to all university freshman students and all departments. The above results suggest that it is necessary to implement various programs such as student level-based special lectures for enhancing basic mathematical competencies relating to major in order to improve the basic mathematical competencies of freshman students in radiology department, and that it is necessary to increase the students' mathematical competencies by offering major math courses in the curriculum and applying teaching-learning methods matching students' levels.

The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance (커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향)

  • Ko, Yun-Jung;Chung, Kyung-Soo;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

A Study on the Restoration of Chimi Excavated the Wangheungsa Temple Site using 3D Scanning and Computer Numerical Control (3차원 스캐닝과 컴퓨터 수치 제어 기술을 이용한 왕흥사지 출토 치미의 복원 연구)

  • Park, Min Jung;Hwang, Hyun Sung;Hong, Shin Yeon
    • Journal of Conservation Science
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    • v.35 no.3
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    • pp.217-225
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    • 2019
  • The chimi(ridge-end tile) of Wangheungsa temple is the oldest in our country. The upper part of the chimi was excavated from the southern side of Wangheungsa temple and the lower part from the northern side. These parts are considered to be portions of the same chimi, because they are similar in shape and are excavated from two sides of the same temple structure. However, the original shape of the chimi cannot be determined owing to substantial deterioration. Hence, in this study, replicas of the deteriorated chimi portions of Wangheungsa temple were fabricated by employing 3D scanning technology and the computer numerical control machining method. While observing the bending phenomenon of the chimi, the proposed model was warped realistically on the basis of the bending direction of the actual chimi. Consequently, the restoration process was modified several times. The results indicated that no gaps can be found between the upper and lower parts, and the corresponding patterns connect naturally. Furthermore, the proposed method is contactless, safe, operable, reproducible, and appropriate for restoration of artifacts. Additionally, the modeling data is semi-permanent. Hence, if modelling data is appropriately applied as per the characteristics of artifacts, it can be utilized in various fields such as virtual exhibitions, hands-on exhibitions, cultural heritage restoration, and production of teaching aids and souvenirs.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.53-61
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    • 2022
  • Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.