• Title/Summary/Keyword: children user education

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Intelligence Robot Contents for Early Childhood Education Settings (유아교육 기관용 지능형 로봇의 '우리반' 콘텐츠 개발)

  • Hyun, Eun-Ja;Jang, Sie-Kyung;Park, Hyun-Kyung;Yeon, Hye-Min;Kim, Su-Mi;Park, Sam
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.482-491
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    • 2009
  • The purpose of this research is to design and develop teacher assistant contents 'My Class' for an intelligent robot iRobiQ, using in early childhood educational setting. After observing daily activities and correspondence role of teachers in educational settings, we selected the robots' target contents as 6 main functions (Attendance, Activity, Gallery, Learning, Role Calling, and Timer). We designed the contents according to the PLU (Player-Learner-User) model which suggests importance of entertainment, education, and enabling features to meet player, learner, and user requirements. We also considered 'emotional' features to satisfy 'companion' requirements. The developed contents in this study was deployed in kindergarten classrooms consisting of five-years-old for 4 weeks to see how they response and use the contents. We found that both teachers and children were likely to show positive responses to the contents. Especially, young children responded to the entertainment and emotional features more actively than to the other features. And they continually explored for something new inside the contents. Finally, this paper discusses what should be considered to develop more useful teacher assistant contents for iRobiQ.

A Study on the Space Organization of the Elementary School in Japan - Analyzing on the Concepts and Plan of Schools that Awarded as Excellent Facilities - (일본 초등학교 공간구성에 대한 건축계획적 연구 - 설계개념 및 평면 분석을 통하여 -)

  • Rieu, Ho-Seop
    • Journal of the Korean Institute of Educational Facilities
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    • v.15 no.1
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    • pp.5-16
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    • 2008
  • In general, It is known that there are important concepts related with organization space of the elementary school in Japan. They are correspondence to various educational method, consideration of children's activity, consideration about use of the local residents, application of the concepts of house design, and introduction of the ecological concept and technology. But there is little report written concretely how to plan and design for above mentioned concepts and it is realty necessary to investigate about these for the future image of elementary school in Korea. For this purpose, we investigated by analyzing the plan, and the design explanation of the 84 excellent public elementary schools awarded by Ministry of Education, Culture, Sports, Science and Technology from 1988 to 2005 in Japan. As a result, we have found many examples about various spaces, methods and ideas to plan a school that is specialized and fit for a local peculiarity and user(children and local residents). The diversity of educational method and ecological concepts correspond to direction of future's society.

A Study on Market Segmentations and Shopping Orientations of Home Shopping User: Based on Mixture Model (Mixture model에 의한 홈쇼핑 이용자 시장세분화와 쇼핑성향)

  • Seo, Jeong-Ah;Lee, Jin-Hwa;Hong, Jae-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.7
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    • pp.1023-1033
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    • 2008
  • The purpose of this study was to segment home-shopper market by using the demographic characteristics. This study enables a better unders landing of home-shoppers and improving the strategy of marketing. The specific objects of this study are as follow: First, it was to exam market segmentations by demographic factors using mixture model. Second, it was to exam shopping orientations of fashion merchandise according to segmentation groups. The data was collected from 637 subjects who had used the home shopping more than one time in a year. The data was analysised through frequencies, factor analysis, ANOVA, Duncan's mutiple range tests with SPSS 12.0 and Mixture model. The results of data are as follows: 1. The result of market segmentation as demographic factor using Mixture model was extracted to 4 market segments called 20's/ unmarried stage, 30's/ children bearing & rearing stage, 40's/ families with children's education stage, 50's/ aging stage. 2. Shopping orientations were extracted to 5 factors called a pleasure oriented, convenience oriented, off-line oriented, human oriented, thrift oriented.

A Study on Plan Types of Service Program in Children's Department of Public Library (공공도서관의 어린이자료실에 있어서 서비스프로그램으로 본 평면유형에 관한 연구)

  • Cheon, Hye-Sun;Lee, Jeong-Mi;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.51-58
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    • 2008
  • Lately, in public libraries, there are various service programs for child user by corresponding to importance of reading based education and also a variety of changes by accommodating family based cultural life style. Therefore there is a need for space planning based study on unit-data room. This study gives guide-line of space planning through categorizing of space plot and furniture lay-out in child data room. The researcher, as a first step, searched web sites of 29 data rooms of 26 libraries and summarized space plots and features of data rooms through in-person visits. Then the author made a categorization standard and did a general analysis of featured data rooms through multiple categorization steps. There are Basic Type, General Type, Book-Shelf Centered Type, Book-shelf Scattered type and Multi-Functional Type out of this categorization steps. In sum, six categorizing bases, dividing infant room from child room, space zonning, position of entrance, compactness of reading space, position of book-shelf and orientation of book-shelf will be important design standards for child data-room of future libraries and an effective guide-lines for other unit data-rooms.

Information Search Factor of Consumer Behavior -In case of purchasing electric goods- (소비자의 정보탐색 행동에 관한 연구 -가전제품 구매행동을 중심으로-)

  • 강미옥
    • Journal of the Korean Home Economics Association
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    • v.30 no.1
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    • pp.149-161
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    • 1992
  • The purpose of this study is to analyze information search activity in purchasing behavior of household electric goods. Qusetionare survey method was used in this research. The sample was taken from 302 housewives living in Seoul, from 9th of Nov. to 20th of Nov, in 1991. Used statical methods were Frequency, Percentage, Crosstab, Anova, and Regression Analysis. The major findings are summarized as follows : 1) Component elements of information search : The means of acquiring information is that friends, neighbors, sales are most. A cause of choosing information is the sequence of satisfaction after using, easiness of interaction. The time in choosing goods is more month. 2) Component element of information search as social economic status housewife : children numbers and means of acquiring information(P<.01), education and a cause of choosing information(P<.05), life cost per month and a cause of choosing information(P<.05), social economic status and a time information search are significant. 3) A perception of risk as searching information : Among searching content of information a price influence a perception of risk. 4) Content of searching information and satisfaction of purchasing experience : Best choice is significant as quality of goods, difference of quality is significant as safety and degree of offering information is significant as a brand. 5) Satisfaction of purchasing experience following practical use of information : Best choice is significant as viewing of an exhibit and opinion of user. Difference of quality is not significant as any vairable. Degree of offer information influence searching pamphlet, searching an advertisement and opinion of user. 6) A perception of risk following source of an information : A perception of risk is most influenced by pamphlet.

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The Relations Between Elementary Pupils' Game Addiction, Aggression and Personality (초등학교 학생들의 게임 중독과 공격성 및 인성과의 관계)

  • Lee, Chul-Hyun;Jeong, Gye-Hwan
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.417-438
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    • 2005
  • The purpose of this study was to find out the relations between elementary children's game addition, aggression, and personality, by making a survey with 360 children of 5th and 6th grade in the Metropolitan are. The results were made as follows: First, as it examined the real condition of computer addition, it presented a low level of addiction. There was a meaningful difference according to their gender, however no meaningful differences were found between the grades. It found that the more they had game experience, game frequency, game concentration, the more they were addicted. Second, there were significant differences when investigated the relations of game addiction and aggression, students who were in severe addicted group showed more aggressive attitudes. Aggression in general, seemed less related to the gender, but related to the level of addiction, showing higher level of physical, linguistic, negative, indirect aggression in the more addicted group. Third, when it compared the difference between the general personality by the level of game addiction, there was a meaningful difference statistically in the addicted level of p<0.01. In detail, more addicted children showed low level of sociality, achievement, mobility, stability, and they showed lower figures in comparison with normal user group. It is interpreted that they dislike to get along with friends, and unstable emotionally.

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Establishing Design Directions for Nutrition Education Materials for Early Elementary Students in South Korea (초등학교 저학년 영양교육 학습 자료의 디자인 방향 설정에 관한 연구)

  • Park, YuBin;Paik, JinKyung
    • Design Convergence Study
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    • v.14 no.2
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    • pp.1-16
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    • 2015
  • As childhood obesity and nutrition imbalance emerge as social issues in South Korea today, the development of education materials on diets and nutrition has become important and has been attempted in diverse ways. The present study was conducted on early elementary school students with the objective of establishing directions for the design of personalized nutrition education materials that can promote a proper, balanced diet for children through application in daily life of knowledge acquired from self-learning linked to nutrition education that is taking place in their schools. For this purpose, a review of previous theoretical literature on nutrition education for early elementary students was performed. Survey questions were formulated based on the advice of field experts in medicine, education, and design and the survey was conducted among 110 children from 1st and 2nd grade in two elementary schools, one in Seoul and the other in Changwon. The results obtained from the user evaluation suggested that the early elementary school students showed positive reaction to nutrition education, had preference for the type of learning using multimedia-based contents and quiz activities, were willing to learn about calorie-adjusted meals, preferred the Gothic typeface and orange and green colors. Furthermore, they showed positive opinion on the use of numerical surveying method and pictorial style similar to actual appearance in connection with nutrition-related information representation. and preferences regarding learning styles and design elements

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.

Dramatic Play Contents for Children using UCR(User-Created-Robot) (UCR을 활용한 유아 동극 콘텐츠)

  • Lee, KyungOk;Lee, Byung Ho;Lee, Sang-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.17-18
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    • 2013
  • UCR 로봇의 유아교육 현장 적용의 효과적인 접근 방법을 모색하고 유아발달에 적절한 콘텐츠를 제공하기 위해 UCR을 활용한 유아 동극 콘텐츠를 개발하여 적용해보았다. 만5세 유아 5명과 보육교사 1명에게 콘텐츠를 적용한 결과, 본 콘텐츠는 유아에게 흥미를 제공하고 유아의 지속적인 참여와 활동에 대한 집중도를 높이는 활동으로 평가되었다. 개발한 UCR 활용 동극 콘텐츠는 유아교육현장에서 로봇활용 교육의 새로운 모델을 제시할 수 있을 것으로 기대된다.

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Effective Foreign Language Learning with Situated Cognition in the MOO based Environments (상황인지(Situated Cognition)원리를 적용한 효과적인 외국어 학습 방안 연구: MOO 학습환경을 중심으로)

  • Lee, Seung-Hee;Seo, Yun-Kyoung
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.64-74
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    • 2002
  • The purpose of this paper is to review the importance of situated cognition and the features of MOO(Multi-user Object Oriented)environments for effective foreign language learning. Learning foreign languages is beyond simply recalling for the vocabularies or expression usages of targeted languages. As much the same as children naturally acquire their mother languages among active and social interactions with other surrounding people, foreign languages should be told in the circumstances and contexts for authentic applications of foreign languages. The MOO, one of the virtual realities with spatial metaphors on the text basis, has been gaining high attentions from educational fields, thanks to the strong functions of social contexts and learner interactions. This paper approaches the features of MOO as foreign language learning environments, in terms of activity, context and interaction.

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