• Title/Summary/Keyword: education animation

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The Effects of Programming Education with KODU on Problem-Solving Abilities in an Elementary School (초등학교에서 코두를 활용한 프로그래밍 교육이 문제해결력에 미치는 영향)

  • Hong, Taekyung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.1-10
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    • 2015
  • This study investigates the effectiveness of computer programming with KODU on problem-solving abilities of elementary school students. Diverse tools were developed for novice programmers to become more easy and comfort in learning a computer programming. Among them, KODU has focused on facilitating the programming of various multimedia applications to create games, animations and music videos etc. It is expected that KODU will help elementary school students to improve their problem-solving abilities through creating their own games, animation, and music etc. In this paper, we developed the educational program using KODU for teaching the elementary school students. The developed programming course was offered at the 5th grade students of a elementary school in Seoul and a total of 27 elementary school students were participated in our programming courses. Most of the students stated that the course was interesting, and their problem-solving ablilities were improved after the course from March 2014 through May 2014.

A Study on Development of Hypermedia Couseware for Fashion Design Education (의상디자인 교육용 하이퍼미디어 코스웨어 개발 연구)

  • 조진숙;한명숙
    • The Research Journal of the Costume Culture
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    • v.8 no.5
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    • pp.629-637
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    • 2000
  • This paper focuses on the development of a fashion design educational program that will foster the talent and aesthetic consciousness of fashion design students. The goal of progressive educational methods with cutting edge technology is to elevate educational efficiency, and ultimately rear creative designers. To fulfill its objective, this paper presents a courseware program on fashion design education utilizing hyper media that include animation, photographs, pictures, sounds and characters. By the utilization of such comprehensive source of information media, a hypermedia courseware was developed for elementary education in fashion design with the following conclusions : 1. The program enables the students to customize their fashion design education. The students of fashion design education programs are able to choose and adjust their own programs to suit their requirements and intellectual level. 2. The program effectively motivates. Much like a constant sequence of various images on a screen that can provoke profound heart-felt emotions and inspire creativity, the program can stimulate and motivate the students. 3. The program provides a consistent education. To advance the overall quality of fashion design education, the problem of dissonance in educational content should be resolved and possible individual errors in delivery rectified. The present program will solve such problems, and establish coherent standards that will withstand the test of time regardless of time or place. 4. The program is cost effective. Since the present program frees the teacher from the time consuming drudgery of preparing various texts and lesson plans, have the materials delivered and handled, it reduces the time and cost previously required. 5. The program has the capability to be upgraded. The accumulated know-how of teachers and the total experience of the program can be linked with other programs for limitless expansion.

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Development of Contents For Building Construction Education Using Smart Media and Utility Verification of the Contents (스마트 미디어를 활용한 건축시공 교육 콘텐츠 개발 및 효용성 검증)

  • Yun, Ji-In;Kim, Taek-Jung;Choi, Yoon-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.23-32
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    • 2018
  • As the size of the construction industry becomes larger, there are many tries to change the construction education for growing the pre-engineering who has many directly experience. However, architectural construction education, which requires a lot of practical understanding, is still limited to educational textbooks and field trips. Therefore, this study proposed the development of educational contents which can indirectly experience by combining smart media such as time-lapse, video and animation. Also, we verified the effectiveness of contents developed based on usability, practicality(fitness of education), necessity, possibility of commercialization. We will contribute to enhance the effectiveness of education through building construction education contents that take advantage of contents based on this.

Nutrition education discouraging sugar intake results in higher nutrient density in diets of pre-school children

  • Yeom, Ma-Young;Cho, Youn-Ok
    • Nutrition Research and Practice
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    • v.13 no.5
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    • pp.434-443
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    • 2019
  • BACKGROUND/OBJECTIVES: The intake of sugar has increased worldwide, and it is well established that childhood experiences and food preferences affect lifelong eating habits. To discourage sugar intake, nutrition education was imparted, and the effectiveness of the nutrition education program was investigated by considering the nutrient density and major dietary sources of sugar intake. SUBJECTS/METHODS: Twenty four-hour dietary recall and sugar intake frequency of 96 pre-school children (educated n = 47; non-educated n = 49) were collected on 3 consecutive days (1 weekend day, 2 weekdays) after 11 weeks of imparting nutrition education. Dietary intake of nutrients and total sugar were analyzed, and the intake frequency of sugar source foods were identified. All nutrition education programs were focused on a hands-on education program, and consisted of cooking lab, play, activity, animation, and visual materials. The difference between the two groups was verified by the Chi-square test or t-test. All statistical analysis was performed with significance level at P < 0.05. RESULTS: Compared to the non-educated group, the intakes of protein (P < 0.001), fiber (P < 0.01), potassium (P < 0.05), iron (P < 0.05), zinc (P < 0.05), and iodine (P < 0.001) were significantly higher, and the intakes of carbohydrate (P < 0.01) and total sugar (P < 0.05) were significantly lower in the educated group. The cumulative percent of sugar intake of top 20 sugar source foods in the educated group (82.80%) was lower than that of the non-educated group (85.75%). The contribution of beverages on total sugar intake was lower in the educated group. The average frequency of consuming sugary foods was significantly lower in the educated group (P < 0.05). CONCLUSIONS: Our results indicate that nutrition education on discouraging sugar intake is effective in reducing the amount of total sugar consumed, resulting higher nutrient density in the diets of pre-school children.

Development of an e-Learning Program about Medication for New Nurses (신입간호사를 위한 투약 간호 e-Learning 프로그램 개발)

  • Sung, Young Hee;Kwon, In Gak;Hwang, Ji Won;Kim, Ji Young
    • Journal of Korean Academy of Nursing
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    • v.35 no.6
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    • pp.1113-1124
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    • 2005
  • Purpose: The purpose of this study was to develop an e-Learning program about medication for nurses to enhance nurses' medication performance ability and to analyze learners' responses after studying with this program. Method: For the development of the e-Learning program, the NBISD(Network Based Instructional Systems Design) model, suggested by Jung(I999) was applied as a basic model and the instruction design theory of Gagne & Briggs(1979) and ARCS theory of Keller(I983) were applied. After the operation of this program for one month to 34 new nurses, learners' responses were analyzed. Result: Learners' knowledge of medication was greatly improved after this program. In addition learners' satisfaction with the overall education program, help in field applicability, ease of screen shift and exploration, and tutor activities were high and the contents were regarded suitable for e-Learning. Many things were advantageous such as easy accessibility, easy understandability with pictures and flash animation, practical cases and feedback from a tutor. Provision of a supplementary handout and improvement of a tight time schedule were pointed out as things to be improved. Conclusion: This e-Learning program can be used effectively for medication education for registered nurses, student nurses, and new nurses.

A Study on User Competency Training for Building Space Management Platform for Urban Regeneration (도시재생을 위한 건물공간관리 플랫폼 사용자 역량 교육에 관한 연구)

  • Kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.499-507
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    • 2020
  • This paper is one of the types of 'sharing economy', a social economic model that borrows and shares things, spaces, and services from the development of the 4th Industrial Revolution. Through sharing of empty space and time in the city, I would like to suggest a way to reduce the closure of small business owners in order to create jobs, which is one of urban problems in the community. We also build a platform that utilizes the free time and space of buildings through space sharing, one of the types of sharing economy, and provides education programs for start-up education, promotion, marketing, and consulting by matching small business owners with building owners. Therefore, in this paper, by sharing the space and time, the landlord and the small business can share the profits of the small business by reducing the business owner's closure and the job creation plan. Coaching urban regeneration was proposed.

Development of AR Content for Algorithm Learning

  • Kim, So-Young;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.292-298
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    • 2022
  • Coding education and algorithm education are essential in the era of the fourth industrial revolution. Text-oriented algorithm textbooks are perceived as difficult by students who are new to coding and algorithms. There is a need to develop educational content so that students can easily understand the principles of complex algorithms. This paper has implemented basic sorting algorithms as augmented reality contents for students who are new to algorithm education. To make it easier to understand the concept and principles of sorting algorithms, sorting data was expressed as a 3D box and the comparison of values according to the algorithms and the movement of values were produced as augmented reality contents in the form of 3D animations. In order to help with the understanding of sorting algorithms in C language, the change of variable values and the exchange of data were shown as animations according to the execution order of the code and the flow of the loop. Students can conveniently use contents through a smart phone without special equipment by being produced in a marker-based manner. Interest and immersion, as well as understanding of classes of sorting algorithms can be increased through educational augmented reality-based educational contents.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

Learning Method for Algorithmic Principles Using Numerical Expressions (사칙연산을 이용한 알고리즘 원리 학습 방안)

  • Bae, Young-Kwon;Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.303-312
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    • 2008
  • In correspondence to the educational demand on study of computer principles that is recently being focused, this study promotes basic understanding on data structure and algorithm at the elementary student level through the process of simple numerical expressions and proposes effective education contents and methods. For this, an unplugged type computer education material was produced to understand the method of the computers for receiving data through activities. Also, we proposed students to create animation data to learn numerical expressions and algorithm through arrangements and linked lists. To examine educational effectiveness of this study, an experiment study was conducted through the education content and method to the subject of one class in the fifth-grade of elementary school located in OO metropolitan city. As a result, the student learned that there is a difference in calculation method between computers and people; and this enabled basic understanding on algorithm and data structure and presented positive responses to algorithm and data structure. In conclusion, it is confirmed that it is possible to provide effective education for students if the principle study of algorithm is proposed to proper levels.

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Research on Effects of Three Different Designs and Implementations on Cyber Education (정보활용기술 발전에 따른 효과적 사이버 교육을 위한 설계 및 구현의 차이에 대한 연구)

  • Ha, Tai-Hyun;Kang, Jung-Hwa
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.71-83
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    • 2003
  • This study is aimed to develop and evaluate different approaches for cyber education. The project involved the development of sample cyber education programs using different design approaches, with built-in evaluation mechanisms. The different design approaches depend on what delivery technologies are involved. In the First Generation, the delivery technologies use text, flash and animation, whereas the synchronized content to video and audio are used in the Second and the Third Generations but the difference is the delivery method used by the videoclip. Tests were carried out through self-assessment to measure and analyze the efficient teaching. The results show that the Third generation technologies were the most effective method for cyber education. However, since the Third generation program is developed in multimedia, it tends 10 require higher development costs, and more advanced hardware and software as well as a higher bandwidth for network. Therefore, the research indicates that the development of technical supports, like loading speed, has to be solved simultaneously with the development of multimedia products for effective cyber education.

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