• Title/Summary/Keyword: digital textbooks

Search Result 133, Processing Time 0.028 seconds

A Study on Instruction Plan for Education of the Ceramic Art and Crafts in the Middle School (중등학교 도자공예교육 활성화 방안에 관한 연구)

  • Ryu, Yu-Li
    • Journal of Digital Convergence
    • /
    • v.12 no.10
    • /
    • pp.509-514
    • /
    • 2014
  • It is said that ceramic arts which reflects the sprit of the age and culture is one of the representative cultural assets in Korea. Ceramic arts has the longest tradition and it has been used in our everyday life from a historical perspective. Unfortunately, most textbooks we use nowadays just show some art works for appreciation. It is impossible to teach unique techniques of ceramic arts with those textbooks. Traditional culture is not considered as a main part of educational contents but surrounding elements. Therefore it is hard for students to learn about our traditional culture deeply and it is also difficult to know the importance of the ceramic arts in secondary schools. Through the education of ceramic arts students can understand our traditional culture and they can also experience the formative arts by using plane and dimensional techniques. Teachers have to focus on historical background, types, functions, and sense of beauty of ceramic arts when they teach students in school. Students can use the knowledge in their daily lives. The education of ceramic arts encourage students to create new culture for ceramic arts.

A Study on the Deep Learning-Based Textbook Questionnaires Detection Experiment (딥러닝 기반 교재 문항 검출 실험 연구)

  • Kim, Tae Jong;Han, Tae In;Park, Ji Su
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.10 no.11
    • /
    • pp.513-520
    • /
    • 2021
  • Recently, research on edutech, which combines education and technology in the e-learning field called learning, education and training, has been actively conducted, but it is still insufficient to collect and utilize data tailored to individual learners based on learning activity data that can be automatically collected from digital devices. Therefore, this study attempts to detect questions in textbooks or problem papers using artificial intelligence computer vision technology that plays the same role as human eyes. The textbook or questionnaire item detection model proposed in this study can help collect, store, and analyze offline learning activity data in connection with intelligent education services without digital conversion of textbooks or questionnaires to help learners provide personalized learning services even in offline learning.

The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
    • /
    • v.5 no.2
    • /
    • pp.66-72
    • /
    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.

A Design of Self-directed Problem Solving Learning Model using Digital Textbooks (디지털 교과서를 활용한 자기주도 문제해결학습 모형 설계)

  • Jeon, Da-in;Chu, Soek-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.01a
    • /
    • pp.231-234
    • /
    • 2014
  • 본 논문에서는 디지털 교과서를 활용한 자기주도 문제해결학습 모형을 제안한다. 이 모형은 디지털 교과서를 활용한 수업에 대한 선행 연구 분석을 통해 디지털 교과서를 이용했을 때의 장점을 극대화하는 방향으로 설계되었다. 디지털 교과서를 활용했을 때 학습의 주도권이 교사에서 학생으로 넘어올 수 있도록 학생들이 디지털 교과서를 통해 제공되는 자료를 ICT 도구를 활용해 스스로 분석 정리하고 이러한 일련의 활동을 통해 학생들이 공부하는 방법을 자연스럽게 깨우치도록 하는 데 이 모형의 궁극적인 목적이 있다. 위와 같은 디지털 교과서를 활용한 자기주도 문제해결학습 모형을 학교 수업에 적용했을 때 기대되는 효과로는 문제해결력 향상, 학습에 대한 능동성 강화, 학습동기 증진, 수준별 학습 가능 등이 있다.

  • PDF

The Study on Jacket pattern in Craftsman Women's Wear Pattern Examination (양장기능사실기시험의 재킷 패턴 연구)

  • Park, Mi-Kyeoung;Song, Jung-A
    • Fashion & Textile Research Journal
    • /
    • v.12 no.6
    • /
    • pp.781-788
    • /
    • 2010
  • To work in the fashion industry which has entered the digital age, and in specialization and high-industrialization age, one needs to attain various skills required for the qualifications of a fashion specialist. For these, qualification certificate systems are enacted to nurture specialized technical personnel, and among these, a jacket pattern is selected from the practical examination of Western-style dress skill prepared for nurturing specialist who can design, cut, and sew women's clothing, to be compared and analyzed against the existing printed practical textbooks, technical books of making clothes which used as college textbooks, and local documents of theoretical study documents. The methodology of the research is to select 8 samples for the study, analyze the identity with the design, and then cut applying the identical dimensions and compare the measurements, and make the clothes using each cutting methods, and inspect to find the consistency with the design and made statistical analysis. As a result, we designed and made research patterns, and suggested a jacket pattern design to patterns simply that suits the design fast.

A Development of Elementary Digital Textbook with retrieval function (검색기능을 지원하는 초등 디지털교과서의 개발)

  • Lee, Yong-Bae
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.3
    • /
    • pp.425-437
    • /
    • 2011
  • The major functions of the digital textbooks that have been developed recently were focused on electronic whiteboard, learning tools, multimedia. But supporting contents retrieval was not included yet. This study is aimed to develop an elementary digital textbook that supports retrieval function. We surveyed elementary teachers about the requirements for search function and a digital textbook was designed and implemented based on the result of the survey. The distinctive feature of the developed digital textbook, which is written in XML, is that it is enabled to search the units of meaningful phrases. The survey which was carried out after using the new digital textbook showed that more than 90% of the teachers think that it is quite useful in class and they would like to use this textbook in their class. If a retrieval function can be added to the digital textbook which is going to be supplied to elementary schools, it will be a lot helpful for teaching and learning procedure.

  • PDF

Effect of Internet Addiction by Using Digital Textbook in Teenager (디지털교과서 활용이 인터넷 중독에 미치는 영향)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.2
    • /
    • pp.253-260
    • /
    • 2015
  • Society and science digital textbooks were developed in 2014. That have been using in some elementary and middle school. But some people worry about the internet addiction of student accelerated by using digital textbook. However I didn't agree that, because studies about that had not been performed enough. So I analyzed effect of internet addiction by using digital textbook. As a result, Internet addicted students at class to be not using digital textbook are twice as many as Internet addicted students at class to be using digital textbook. But the difference between two groups do not means according to cross analysis. Therefore, I can't conclude that using digital textbook have an adverse effect on internet addiction.

Fundamental study on the technology and application for the Next Generation Digital Textbook (차세대 디지털교과서를 위한 기반기술 및 적용에 관한 연구)

  • Sohn, Won-Sung;Han, Jae-Hyeop;Choy, Jin-Yong;Seo, Jong-Hoon;Choy, Yoon-Chul;Han, Tack-Don;Lim, Soon-Bum
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.2
    • /
    • pp.165-174
    • /
    • 2010
  • The digital textbook project which embarked by the Ministry of Education, Science and Technology has focused on experiments and practices from the school designated by the government. However the previous research about digital textbook provides static interaction models and teaching-learning models analogous to web-based learning based desktop PC even the framework of the digital textbook is based of Tablet PC. This paper provides learning and teaching models for next generation digital textbook which based digital inking techinques for sketcth interface and AR(augmented reality) interactions between teacher and learner. The proposed method of this paper is applied to educational contents and we found positive effect which is supported by statistical experiments. The results of this study in the future and the future development of digital textbooks in effect will be an effective development plan.

  • PDF

Development of a Program for Calculating Typhoon Wind Speed and Data Visualization Based on Satellite RGB Images for Secondary-School Textbooks (인공위성 RGB 영상 기반 중등학교 교과서 태풍 풍속 산출 및 데이터 시각화 프로그램 개발)

  • Chae-Young Lim;Kyung-Ae Park
    • Journal of the Korean earth science society
    • /
    • v.45 no.3
    • /
    • pp.173-191
    • /
    • 2024
  • Typhoons are significant meteorological phenomena that cause interactions among the ocean, atmosphere, and land within Earth's system. In particular, wind speed, a key characteristic of typhoons, is influenced by various factors such as central pressure, trajectory, and sea surface temperature. Therefore, a comprehensive understanding based on actual observational data is essential. In the 2015 revised secondary school textbooks, typhoon wind speed is presented through text and illustrations; hence, exploratory activities that promote a deeper understanding of wind speed are necessary. In this study, we developed a data visualization program with a graphical user interface (GUI) to facilitate the understanding of typhoon wind speeds with simple operations during the teaching-learning process. The program utilizes red-green-blue (RGB) image data of Typhoons Mawar, Guchol, and Bolaven -which occurred in 2023- from the Korean geostationary satellite GEO-KOMPSAT-2A (GK-2A) as the input data. The program is designed to calculate typhoon wind speeds by inputting cloud movement coordinates around the typhoon and visualizes the wind speed distribution by inputting parameters such as central pressure, storm radius, and maximum wind speed. The GUI-based program developed in this study can be applied to typhoons observed by GK-2A without errors and enables scientific exploration based on actual observations beyond the limitations of textbooks. This allows students and teachers to collect, process, analyze, and visualize real observational data without needing a paid program or professional coding knowledge. This approach is expected to foster digital literacy, an essential competency for the future.

Implementation and Evaluation of an Educational AppBook with User Interaction (사용자 인터랙션을 지원하는 교육용 앱북의 구현 및 평가)

  • Choi, Jong Myung;Lee, Young Ho;Lee, Sang Il
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.2
    • /
    • pp.121-129
    • /
    • 2014
  • As e-books have been becoming common, the market for digital textbooks also has been expected to grow rapidly. In this paper, we introduce our experience of developing interactive e-books with Unity3D, and the result of user's experiment of using the books. The e-books are targeted to the lower grades in elementary schools, and they are a series of a fairy tale story with educational information on flat tide. They support rich user interactions such as dragging and clicking objects and rich media including 3D animations, videos, pictures, and augmented reality. We separate educational information from the main story in order to meet some incompatible issues among story, education, and user interaction. We conducted user experiments with twenty four 4th grade students and 95.8% (23 from 24) of them liked the e-books. They also thought the e-books would help them study about flat tide and sea creatures in there.