• Title/Summary/Keyword: Web-based Presentation Learning

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An Internet-based Self-Learning Educational System for Efficient Learning of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim Dong-Sik;Lee Dong-Yeop
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.71-83
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    • 2005
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. Also, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Furthermore, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Also, a simple and useful Java compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally, repeated practice can make the learners to understand easily the key concepts of Java language. Simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. This assessment process is very essential to increase the learner's academic capability.

Learning Effects of Animation-based Learning Program Related to Alien Animals and Plants in Environmental Education (외래 생물 관련 애니메이션 환경교육 프로그램의 학습 효과)

  • Shim, Kew-Cheol;So, Keum-Hyun;Yeau, Sung-Hee
    • Hwankyungkyoyuk
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    • v.20 no.2
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    • pp.25-35
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    • 2007
  • The purpose of this study was to investigate the effect on the achievement of knowledge by animation-based learning program(ALP) in environmental education. The topic covered by ALP was "meaning and kinds of alien animals and plants". Four classes were selected and divided into two groups. The one was control group, and the other was treatment. 121 female the eighth graders(60 control and 61 ALP students) were piloted. Whereas control students learned using Powerpoint presentation-based materials, ALP students learned using web-based flash animations and animated database with images and movie clips. The score of knowledge achievement of ALP students was compared to control group students using ANCOVA, and then the score of ALP students was significantly higher than that of control group students(p<0.05). The ALP using animations and animated database was effective on the understanding of the alien animals and plants.

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Development of Educational Programs for PHP using Flash Actionscripts (플래시 액션 스크립트를 이용한 PHP 교육용 프로그램 개발)

  • Kim, Dong-Sik;Lee, Dong-Yeop;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2543-2545
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    • 2003
  • This paper presents a web-based virtual classroom which can be creating efficiencies in the learning process of PHP language. The proposed flash animations which explain the important principles of several topics for PHP language are designed for the learners to easily understand by executing them through simple mouse clicks. The proposed flash animations enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Also, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient, language learning process. Through the proposed virtual classroom, the learners will be capable of learning the concepts related to PHP language and its coding. The results of this paper are to allow the implementation of an efficient virtual classroom, and are also expected to make a contributions to the activation of internet-based educational systems.

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The Development of a Web-based Java Programming Course Contents (웹 기반의 자바 프로그래밍 강의 교안 개발)

  • Lee Chung-Ki
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.3-18
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    • 2002
  • Recently, as the use of the Internet and the Web becomes universal, there has been a great deal of efforts to use it for education among educators throughout the world. The advantage of a Web-based lecture is that people can take it anywhere at a low cost anytime. The demand for learning java programming using the Web is increasing. Accordingly, a number of Web-based Java programming course contents have developed and used. Problems with existing contents are that materials about how to program are not sufficient and the presentation of the lecture is most often separated from the programming environment. In this paper, we present a methodology for developing course contents of Java programming to solve these problems and develop them using it. Then we report the evaluation result of course contents by students who took a Web-based lecture using them.

Virtual Learning Environments for Statistics Education and Applications for Official Statistics

  • Mittag Hans-Joachim
    • Proceedings of the Korean Statistical Society Conference
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    • 2004.11a
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    • pp.307-312
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    • 2004
  • In our fast-moving information and knowledge society, skills and know-how rapidly become outdated. Virtual learning environments play a key role in meeting today's growing demand for customized educational and vocational training and lift-long teaming. The scope of multimedia-based and web-supported education is illustrated by means of an interdisciplinary multimedia project 'New Statistics' funded by the German government. The project output contains more than 70 learning modules covering the complete curriculum of an introductory statistics course. All modules are based on a statistical laboratory and on a multitude of Java applets, animations and case studies. The paper focuses on presenting the statistical laboratory and the applets. These components present the main project pillars and are particularly suitable for international use, independently from the original project framework. This article also demonstrates the application of Java applets and other multimedia developments from the educational world to official statistics for interactive presentation of statistical information.

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Development of PBL-Based Computer Application Instruction Model (문제중심학습 기반 컴퓨터활용 수업 모형 개발)

  • Lee, Kyung Mi
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.29-37
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    • 2013
  • In the environment of emphasizing creativity, computer application instruction model is in demand which is developed for the group discussion, enlarging the range of thinking, and creativity. The purpose of this study is to develop a PBL-based computer application instruction model concerning creativity after researching problems during the use of computer education by group. The theoretical background of class model is PBL, and the efficiency and creativity of class is considered while using web-mind map as the tool for the discussion and data sharing. As a result of applying the suggested model to the students enrolled in the production of presentation instruction, it made probabilistic meaningful outcome where complaint with communication, data sharing, role sharing, difference of contribution, excessive run-time and etc. were reduced.

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Mobile Presentation using Transcoding Method of Region of Interest (관심 영역의 트랜스코딩 기법을 이용한 모바일 프리젠테이션)

  • Seo, Jung-Hee;Park, Hung-Bog
    • The KIPS Transactions:PartC
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    • v.17C no.2
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    • pp.197-204
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    • 2010
  • An effective integration of web-based learning environment and mobile device technology is considered as a new challenge to the developers. The screen size, however, of the mobile device is too small, and its performance is too inferior. Due to the foregoing limit of mobile technology, displaying bulk data on the mobile screen, such as a cyber lecture accompanied with real-time image transmission on the web, raises a lot of problems. Users have difficulty in recognizing learning contents exactly by means of a mobile device, and continuous transmission of video stream with bulky information to the mobile device arouses a lot of load for the mobile system. Thus, an application which is developed to be applied in PC is improper to be used for the mobile device as it is, a player which is fitting for the mobile device should be developed. Accordingly, this paper suggests mobile presentation using transcoding techniques of the field concerned. To display continuous video frames of learning image, such as a cyber lecture or remote lecture, by means of a mobile device, the performance difference between high-resolution digital image and mobile device should be surmounted. As the transcoding techniques to settle the performance difference causes damage of image quality, high-quality image may be guaranteed by application of trial and error between transcoding and selected learning resources.

An Architecture for Mobile Instruction: Application to Mathematics Education through the Web

  • Kim, Steven H.;Kwon, Oh-Nam;Kim, Eun-Jung
    • Research in Mathematical Education
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    • v.4 no.1
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    • pp.45-55
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    • 2000
  • The rapid proliferation of wireless networks provides a ubiquitous channel for delivering instructional materials at the convenience of the user. By delivering content through portable devices linked to the Internet, the full spectrum of multimedia capabilities is available for engaging the user's interest. This capability encompasses not only text but images, video, speech generation and voice recognition. Moreover, the incorporation of machine learning capabilities at the source provides the ability to tailor the material to the general level of expertise of the user as well as the immediate needs of the moment: for instance, a request for information regarding a particular city might be covered by a leisurely presentation if solicited from the home, but more tersely if the user happens to be driving a car. This paper presents system architecture to support mobile instruction in conjunction with knowledge-based tutoring capabilities. For concreteress, the general concepts are examined in the context of a system for mathematics education on the Web.

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Implementation of a Web-based Virtual Educational System for Java Language Using Java Web Player (자바 웹플레이어를 이용한 웹기반 자바언어 가상교육시스템의 구현)

  • Kim, Dongsik;Moon, Ilhyun;Choi, Kwansun;Jeon, Changwan;Lee, Sunheum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.57-64
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    • 2008
  • This paper presents a web-based virtual educational system for Java language, which consists of a management system named Java Web Player (JWP) and creative multimedia contents for the lectures of Java language. The JWP is a Java application program free from security problems by the Java Web Start technologies that supports an integrated learning environment including three important learning procedures: Java concept learning process, programming practice process and assessment process. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP for providing user-friendly language practice environment enabling such as coding, editing, executing, and debugging Java source files on the Web. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. In order to show the validity of the proposed virtual educational system we analysed and assessed the learners' academic performance on the five quizzes for one semester.

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The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science (문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.1
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.