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Mechanical behavior of sandstones under water-rock interactions

  • Zhou, Kunyou;Dou, Linming;Gong, Siyuan;Chai, Yanjiang;Li, Jiazhuo;Ma, Xiaotao;Song, Shikang
    • Geomechanics and Engineering
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    • v.29 no.6
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    • pp.627-643
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    • 2022
  • Water-rock interactions have a significant influence on the mechanical behavior of rocks. In this study, uniaxial compression and tension tests on different water-treated sandstone samples were conducted. Acoustic emission (AE) monitoring and micro-pore structure detection were carried out. Water-rock interactions and their effects on rock mechanical behavior were discussed. The results indicate that water content significantly weakens rock mechanical strength. The sensitivity of the mechanical parameters to water treatment, from high to low, are Poisson ratio (𝜇), uniaxial tensile strength (UTS), uniaxial compressive strength (UCS), elastic modulus (E), and peak strain (𝜀). After water treatment, AE activities and the shear crack percentage are reduced, the angles between macro fractures and loading direction are minimized, the dynamic phenomenon during loading is weakened, and the failure mode changes from a mixed tensile-shear type to a tensile one. Due to the softening, lubrication, and water wedge effects in water-rock interactions, water content increases pore size, promotes crack development, and weakens micro-pore structures. Further damage of rocks in fractured and caved zones due to the water-rock interactions leads to an extra load on the adjoining coal and rock masses, which will increase the risk of dynamic disasters.

A Design of AR Science Experiment Application for Education of 6th graders (초등 6학년을 위한 교육용 AR 과학실험 애플리케이션 설계)

  • Ki-Eun Kwon;Do-Hui Kim;Kyung-Min Park;Do-Yeon Jeon;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.193-199
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    • 2023
  • The purpose of this paper is to solve the difficulties of experimental education by using AR science experiments in class, prevent safety accidents, and maximize immersion through multilateral experiences to induce active participation. The problems with educational realistic content currently being developed were (1) the lack of exploratory content practically available in class, (2) the end of most applications with one-time content, and (3) the inability to interact between teachers and students. To solve these problems, we develop AR experiments according to the curriculum. It is developed so that teachers and students can use it together through the function that teachers can manage students.

A Study on Analyzing the Difference Factors Occurred in the Secondary School Mathematics Teachers on the Mathematical Knowledge of Teaching and on Exploring the Enhancement on the Statistical Literacy (수학 중등 교사들 간의 수학교수지식(MKT) 차이 발생 요인 분석 및 이를 통한 통계적 소양 신장 방안)

  • Kim, Seul Bi;Hwang, Hye Jeang
    • East Asian mathematical journal
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    • v.39 no.2
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    • pp.141-166
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    • 2023
  • The purpose of this study is to confirm the MKT(Mathematical Knowledge for Teaching) of the in-service mathematics teachers on the statistics(Representative value, Degree of scattering) through the comparative analysis between the sub-elements of the MKT. In addition, it is to examine the factors that cause the difference of the subjects' MKT. To accomplish this, by the subject of 12 secondary in-service mathematics teachers, in this study the test items of the MKT on the statistics were developed and data were collected and analyzed. As a result of the analysis of the MKT test sheet, the CCK(Common Content Knowledge) and SCK(Specialized Content Knowledge) of the mathematics teacher was confirmed as a high score, whereas the and KCS(Knowledge of Content and Students) and KCT(Knowldge of Curriculum and teaching) were confirmed as low scores. In addition, through these results, it was shown that the difference in MKT's elements the middle school and high school teachers obtain occurred slightly.

Utilization of VR Immersive Content for Self-Directed Learning (VR 실감형 콘텐츠를 활용한 학생주도학습 활용사례)

  • Young-bok Cho
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.373-379
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    • 2023
  • With the 4th Industrial Revolution, VR/AR technology is developing, and since COVID-19, the use of VR/AR technology is increasing and is being used in various environments. In particular, AR technology can be used in various educational fields and the perception of VR in the educational field and learning satisfaction, problem-solving ability, and self-directed learning ability when using VR were analyzed. It was analyzed that perception of VR and learning satisfaction had a significant correlation at the significance level of 0.001, and problem-solving competency had a significant correlation between learning satisfaction and self-directed learning ability at the significance level of 0.05.

Analysis of Characteristics by Type of Subjectivity Regarding Employment of College Students Majoring in Digital Content (디지털콘텐츠 전공 대학생의 취업에 관한 주관성의 유형별 특성 분석)

  • Sukchang Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.763-768
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    • 2024
  • This study utilized Q methodology to analyze subjectivity and understand the various factors contributing to the employment difficulties faced by college students majoring in digital content, particularly focusing on practical education. The original data was obtained by administering a Q sample, designed around employment stress and job anxiety, to a purposively selected P sample of 31 individuals, who sorted and classified the statements. The analysis yielded four distinct types: 'lack of practical experience,' 'lack of employment and practical skills,' 'impaired career decision-making and weak will,' and 'lack of mentors and employment information.' Based on these types, the study suggests several implications and solutions, including facilitating student participation in internship programs, offering induction and non-curricular program education, conducting career exploration workshops, and expanding senior mentoring opportunities.

The Implications of Content Schemata for Standardized Reading Tests

  • Lee, Jong-Hee
    • English Language & Literature Teaching
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    • v.9 no.spc
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    • pp.79-98
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    • 2003
  • This article reports that a testee's content schemata have detrimental effects on the validity of standardized reading comprehension tests. in case that the reading passages constitute his prior background knowledge framed by regular academic pursuits focused on a major field of study. The empirical research findings on such a reliability issue have shown that the Korean subjects' familiarity with the content domain of the reading materials may substantially enhance their test performance, operated as unfair advantages over the other participants at the same level of English proficiency who do not possess technical knowledge closely related to the contents of the test passages. Based on these results, it may be argued that the reading text should be composed of maximally neutral contents to every testee to avoid the possible overlapping between a test-taker's content schemata and the content domain of the materials. Therefore, this article claims that the tenets of schema theory with its long-standing foundation on culturally predetermined content and formal schemata need to be expanded to cover professional knowledge structures, like those acquired by higher education, as the hard-wired framework of an individual's original culture-specific background knowledge.

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Development of Efficient VR Contents Writing Tools for Support Storytelling (스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발)

  • Lee, Yang Min;Lee, Jae Kee
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.700-709
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    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

Information Dimensions in Library and Information Science Doctoral Mentoring: Qualitative Findings

  • Lee, Jongwook
    • International Journal of Knowledge Content Development & Technology
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    • v.8 no.3
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    • pp.5-28
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    • 2018
  • Socialization of doctoral students refers to the process through which they acquire various types of information about their work, department, university, and discipline for their future careers. This study aims to investigate information behaviors, with emphasis on identifying types of information exchanged in mentoring between faculty advisors and their doctoral students in library and information science (LIS). As a first step to developing a content framework for LIS doctoral mentoring, the author interviewed ten LIS doctoral students from nine U.S. universities. Based on data from these interviews, the author identified sixteen types of information exchanged: language, history, coursework, research, skills, teaching, networking, structure, politics, goals, strategies, values, norms/tradition, rules/policies, benefits, and personal life. In comparison with a content framework used, four dimensions were newly added. In addition to the identification of content dimensions, the author observed four meaningful contextual levels to which the content types can be applied: work, department/school, university, and discipline. The qualitative data also showed that interpersonal factors of advisees/advisors and contextual factors might relate to information exchange in doctoral mentoring. In a following paper, the author will present the results of a follow-up survey that tests and generalizes the findings of this study.

Content Restructure Model for Learning Contents using Dynamic Profiling (온라인 교육 환경에서 동적 프로파일 기반 학습 콘텐츠 재구성 모델의 제안)

  • Choi, Ja-Ryoung;Sin, Eun Joo;Lim, Soon-Bum
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.279-284
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    • 2018
  • With the availability of real-time student behavioral data, personalization on education is gaining a huge traction. Data collected from massively open online courses (MOOC) has shifted the content delivery method from fixed, static to user-adopted form. Such educational content can be personalized by student's level of achivement. In this paper, we propose a service that automates the content restructuring, based on dynamic profile. With the student behavioral data, the proposed service restructures educational content by changing the order, extending and shrinking the published material. To do this, we record students' behavioral data and content information as a metadata, which will be used to generate dynamic profile.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.67-74
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    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.