• 제목/요약/키워드: audio-visual learning

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Development of Sound Design Strategies for Promoting Self-regulated Learning Behaviors in Mobile Learning Environments

  • KIM, Taehyun
    • Educational Technology International
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    • 제13권1호
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    • pp.101-144
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    • 2012
  • Students mostly precede their learning without any direct support of instructor in e-learning and mobile educational environment. Many useful strategies and tools to facilitate self-regulated learning behaviors in e-learning environment have been introduced, yet, the limit has been reached by only suggesting self-regulated strategies with visual information in the most researches. Accordingly, this research is intent to propose the sound design strategies that facilitate learner's self-regulated learning behaviors in mobile learning environment. To achieve the objective of the research, two research questions are presented. First, what are the sound design strategies that facilitate the self -regulated learning behaviors in mobile learning environment?. Second, what are the results of evaluating the developed sound design strategies in terms of facilitating self-regulated learning behaviors?. To solve these research questions, the literature reviews on characteristics of mobile learning, concepts and features of self-regulated learning and sound were done to establish the sound design strategies. Through formative research method targeting instructional designers, sound design strategies were modified and supplemented. The research to validate these was performed and to verify the effect of the derived sound design strategies, the usability test aimed at instructional designer and learners was conducted. The final sound design strategies through this research process were six general design strategies and the sixteen detailed strategies. This research is meaningful because this offers the basic research on sound information design which has been lacking and help upgrade the upper limit of instructional design which mainly focused on visual information in mobile learning environment that shows information in a small screen.

The Effectiveness of the Use of Distance-Evaluation Tools and Methods among Students with Learning-Difficulties from the Teachers' Point of View

  • Almaleki, Deyab A.;Khayat, Wejdan W.;Yally, Taghreed F.;Al-hajjaji, Aysha A.
    • International Journal of Computer Science & Network Security
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    • 제21권5호
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    • pp.243-255
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    • 2021
  • This study aimed to identify the effectiveness of the use of distance-evaluation tools and methods among students with learning difficulties from the teachers' point of view, to achieve this goal. A scale was built, and the psychometric characteristics were validated. It consisted, in its final form, of 17 items distributed on four axes, in addition to three open questions. It was applied to a random sample of (149) teachers of students with learning difficulties in Makkah Region. The results showed that teachers' keenness to encourage students with learning difficulties, so that they would not feel frustrated with the distance learning process. It was also evident that teachers did not use achievement portfolios in the evaluation process. In connection with the appropriate evaluation methods, the majority indicated the use of work sheets and visual evaluation methods that rely on audio and visual skills, such as presenting videos, pictures, audio and games, and applying short objective tests. Among the proposals to improve evaluation methods and tools: Individual evaluation, attention to individual treatment, obligating personal attendance of students to school, splitting the required tasks, and not increasing the skills required to be mastered. As for the obstacles that teachers face: Lack of time, difficulty in communicating with students with distance learning difficulties and problems related to the Internet such as interruption, weakness, or lack of availability.

제7차 교육과정에 따른 초등학교 과학과 학습자료의 분석 (An Analysis of the Learning Materials in the Elementary School Science According to the 7th Curriculum)

  • 최도성;김명호;김정길;김석중;송판섭;한광래
    • 한국초등과학교육학회지:초등과학교육
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    • 제23권4호
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    • pp.305-317
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    • 2004
  • The learning materials in elementary school science textbooks should include all kinds of materials being used by both teachers and students in the science teaching. The major purpose of this research is to analysis textbooks and teacher's guidebooks prepared for the science teaching of 3-6 grade students. To clarify this research, we listed whole of the learning materials of science teaching for each grade and counted numbers being used for whole of the lessons of science. And according to the characteristics and the methods of its preparation of materials, the types of learning materials can be divided into 10 categories such as teaching equipments for science, test materials, consumables, audio-visual aids, teaching equipments in general, collecting' recycling materials, field studies' collected data, breeding' cultivation materials, manufacture materials, and etc. At the result of this research, the 7th national science curriculum needs total 844 items of learning materials for science education. They could be separated into ten types of categories such as 159 items of teaching equipments for science, 65 items of test materials, 116 items of consumables, 198 items of audio-visual aids, 64 items teaching equipments in general, 31 items of collecting' recycling materials, 38 items of field studies (collecting) materials, 17 items of breeding-cultivation materials, 58 items of manufacturing materials, 105 items of other materials. And we found out that there were 332 items of materials for the 3rd grade, 303 items for the 4th grade, 324 items for the 5th grade, and 254 items for the 6th grade. The result of this research could be useful for classroom activities for science teaching.

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Audio and Video Bimodal Emotion Recognition in Social Networks Based on Improved AlexNet Network and Attention Mechanism

  • Liu, Min;Tang, Jun
    • Journal of Information Processing Systems
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    • 제17권4호
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    • pp.754-771
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    • 2021
  • In the task of continuous dimension emotion recognition, the parts that highlight the emotional expression are not the same in each mode, and the influences of different modes on the emotional state is also different. Therefore, this paper studies the fusion of the two most important modes in emotional recognition (voice and visual expression), and proposes a two-mode dual-modal emotion recognition method combined with the attention mechanism of the improved AlexNet network. After a simple preprocessing of the audio signal and the video signal, respectively, the first step is to use the prior knowledge to realize the extraction of audio characteristics. Then, facial expression features are extracted by the improved AlexNet network. Finally, the multimodal attention mechanism is used to fuse facial expression features and audio features, and the improved loss function is used to optimize the modal missing problem, so as to improve the robustness of the model and the performance of emotion recognition. The experimental results show that the concordance coefficient of the proposed model in the two dimensions of arousal and valence (concordance correlation coefficient) were 0.729 and 0.718, respectively, which are superior to several comparative algorithms.

비형식적 교육장소에서 개별적 과학기술학습을 위한 모바일 관람 가이드 시스템의 설계 및 구현 (A Design and Implementation of Mobile Visit Guide System for the Individual Science & Technology Learning in the Museum)

  • 권효순;최완식
    • 대한공업교육학회지
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    • 제30권1호
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    • pp.120-132
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    • 2005
  • The major purpose of this study was to provide a basic model of mobile guide system for visitor's individual learning, self-regulated learning in a museum. System model realized by this study was as follows; 1) This system distributed exhibit information to tourists in place of existing audio guides or curators. Using wireless communications, the PDA automatically delivered information about the exhibit. The artistic and visual displays maximized effective and quick transmission of information to the user. 2) It made visiting a museum fun, exciting and entertaining. With the PDA guide the museum visitor can interact with detailed descriptions of exhibits, videos and images. The museum visitor, can also play a quiz game, take photos, record voices and send e-mail.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • 한국컴퓨터정보학회논문지
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    • 제29권4호
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    • pp.47-54
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    • 2024
  • 첨단기술을 활용한 문화예술 교육은 기술에 대한 문해력 향상과 자기표현, 그리고 융합적 역량 개발의 측면에서 그 중요성이 증대되고 있다. 이에 혁신적인 멀티모달 AI의 생성과정과 결과평가는 확대된 시청각 경험을 제공하고 창의적 영감을 향상할 수 있다. 특히, AI와 함께 음악을 만드는 과정은 멜로디와 악상을 떠올리는 것부터 가사 개선, 편집과 변주, 악기 연주 등 모든 영역에 걸쳐 혁신적 경험을 제공한다. 이에 본 연구에서는 음악 생성 AI 플랫폼을 활용하여 과제를 수행하고 동료 학습자와 토론하는 과정을 실증적으로 분석하고자 하였다. 그 결과 자발적 참여를 통해 12개의 서비스와 10개의 평가기준 유형을 수집하여 사용패턴과 목적으로 구분할 수 있었다. 이를 토대로 학습자 관점의 AI 기반 교양교육을 위한 학술적, 기술적, 정책적 시사점을 제시하였다.

학교마을도서관 공간구성 특성에 관한 연구 -강릉시 평생학습도시 사업을 통한 학교마을도서관의 실태조사를 중심으로- (Study on the Characteristics of Space Organization of School Community Library -Focusing on a fact-finding study of school community library through life-learning city project carried out by Gangneung-si-)

  • 문정인;이요한
    • 한국농촌건축학회논문집
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    • 제13권1호
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    • pp.21-28
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    • 2011
  • The main purpose of this study is to analyze construction of space through the investigation of the cases of school community library through Gangneung-si's life-learning project and the findings from the analysis could be summarized as below. Firstly, most space used for school community library has the size of two classes in school on average and locals use generally space for reference and learning at school community library. Secondly, the construction of space of school community library is categorized into one for book-returning, references, reading, group learning and information, and an audio-visual space is also used for group learning and reading. A space for book-returning has features based on the location of its entrance and a space for reading features stand-up and sitting-on space considering size and usability. And a space for group learning has the feature of space planning that makes it possible for local people to get library programs and seminars and a space for information shows its feature of space planning that uses the wall.

Design and Implementation of Scent-Supported Educational Content using Arduino

  • Hye-kyung Kwon;Heesun Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.260-267
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    • 2023
  • Due to the development of science and technology in the 4th Industrial Revolution, a variety of content is being developed and utilized through educational courses linked to digital textbooks. Students use smart devices to engage in realistic virtual learning experiences, interacting with the content in digital textbooks. However, while many realistic contents offer visual and auditory effects like 3D VR, AR, and holograms, olfactory content that evokes actual sensations has not yet been introduced. Therefore, in this paper, we designed and implemented 4D educational content by adding the sense of smell to existing content. This implemented content was tested in classrooms through a curriculum-based evaluation. Classes taught with olfactory-enhanced content showed a higher percentage of correct answers compared to those using traditional audio-visual materials, indicating improved understanding.

Designing Education Contents for Chinese Character Utilizing Internet of Things (IoT)

  • Jung, Sugkyu
    • 스마트미디어저널
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    • 제5권2호
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    • pp.24-32
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    • 2016
  • Recently, the development of electronic teaching materials and the demand of digital learners have led the needs on the education contents that replace learning from character information and the change of an information design method for this. Chinese character education in the traditional schooling mainly focuses on writing and memorization (semantic memory). This way that the stories do not exist has brought the learners' recognition that Chinese character is difficult to learn. Meanwhile, for a language study such as English, cross-media development between printed materials and audio-visual materials has been actively introduced. The method that extends episode memories along with memorization through a story is widely used. Therefore, this content suggests a prototype, which is broken away from an existing way of learning Chinese character that mainly focuses on writing, one sided instruction and information cramming. This makes learners learn through a story from printed materials and animation. Furthermore, it suggests a method that extends episode memories through Chinese education contents based on IoT explaining the principle of Chinese character by combining IT technology (information and communications, IoT) and education contents on block toys.

Speech Emotion Recognition with SVM, KNN and DSVM

  • Hadhami Aouani ;Yassine Ben Ayed
    • International Journal of Computer Science & Network Security
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    • 제23권8호
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    • pp.40-48
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    • 2023
  • Speech Emotions recognition has become the active research theme in speech processing and in applications based on human-machine interaction. In this work, our system is a two-stage approach, namely feature extraction and classification engine. Firstly, two sets of feature are investigated which are: the first one is extracting only 13 Mel-frequency Cepstral Coefficient (MFCC) from emotional speech samples and the second one is applying features fusions between the three features: Zero Crossing Rate (ZCR), Teager Energy Operator (TEO), and Harmonic to Noise Rate (HNR) and MFCC features. Secondly, we use two types of classification techniques which are: the Support Vector Machines (SVM) and the k-Nearest Neighbor (k-NN) to show the performance between them. Besides that, we investigate the importance of the recent advances in machine learning including the deep kernel learning. A large set of experiments are conducted on Surrey Audio-Visual Expressed Emotion (SAVEE) dataset for seven emotions. The results of our experiments showed given good accuracy compared with the previous studies.