• Title/Summary/Keyword: education content

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

A Study on Marker-based Detection Method of Object Position using Perspective Projection

  • Park, Minjoo;Jang, Kyung-Sik
    • Journal of information and communication convergence engineering
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    • v.20 no.1
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    • pp.65-72
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    • 2022
  • With the mark of the fourth industrial revolution, the smart factory is evolving into a new future manufacturing plant. As a human-machine-interactive tool, augmented reality (AR) helps workers acquire the proficiency needed in smart factories. The valuable data displayed on the AR device must be delivered intuitively to users. Current AR applications used in smart factories lack user movement calibration, and visual fiducial markers for position correction are detected only nearby. This paper demonstrates a marker-based object detection using perspective projection to adjust augmented content while maintaining the user's original perspective with displacement. A new angle, location, and scaling values for the AR content can be calculated by comparing equivalent marker positions in two images. Two experiments were conducted to verify the implementation of the algorithm and its practicality in the smart factory. The markers were well-detected in both experiments, and the applicability in smart factories was verified by presenting appropriate displacement values for AR contents according to various movements.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

Effects of Content Reviews using Mathematical Games on Students' Mathematical Disposition (수학 게임을 활용한 복습 활동이 학생의 수학적 성향에 미치는 영향)

  • Jang, Myeong Seok;Noh, Jihwa
    • East Asian mathematical journal
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    • v.38 no.4
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    • pp.517-532
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    • 2022
  • This study looked at how content reviews with mathematical games in class would influence the mathematical disposition of middle school students. In doing so, three games adapted from prior research were used as a supplementary instruction after school hours over three months. The mathematical topics of the games involved concepts of probability and trigonometry at the middle school level. The results of the pre- and post-survey on mathematical disposition indicate that incorporating mathematical games appeared to have some positive impacts on whether students might be more eager to learn mathematics and actually put more effort in learning materials.

Proposal of Variable Scenario-based XR Education and Training Content to Improve Manufacturing Industry Work Ability (제조산업 업무 능력 향상을 위한 가변적 시나리오 기반 XR 교육훈련 콘텐츠 제안)

  • Gil, Young-Ik;Park, Jong-Hwa;Lim, Hyeon-Kyu;Kim, Jae-Hee;Jeon, Ji-Hye
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.627-628
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    • 2021
  • 본 논문은 제조 산업 현장에서의 업무 능력 향상을 위한 XR 교육훈련 콘텐츠의 가변적 시나리오를 제안한다. 가변적 시나리오를 적용한 XR 교육훈련 콘텐츠는 교육훈련 관리자가 자유롭게 시나리오를 가감할 수 있어 동일한 콘텐츠 내에서 다양한 시나리오로 콘텐츠를 구성할 수 있는 특징을 가진다. 이는 기존 하나의 시나리오로 반복되는 교육훈련의 한계를 해결할 수 있으며, 현장에서 발생할 수 있는 돌발적 상황 및 변화되는 업무 프로세스를 효과적으로 진행할 수 있을 것이다.

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Availability and Utilizations of Library Information Resources in Secondary Schools by Special Patrons

  • Asuata, Isibhakhome Eleaena;Emasealu, Helen Uzoezi
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.35-47
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    • 2022
  • This study adopted the descriptive survey research method. The population of this study comprised of the hearing impaired students in selected government secondary schools in Rivers state. The population of hearing impaired students in Rivers State is 257. A simple random sampling technique was used to select a sample size of 159. A self-developed instrument titled "Availability and Utilization of Library Information Resources Questionnaire (AULIRQ)" was utilized for data collection. 153 responses were collated, indicating a 96.2% response rate. The data collected was arranged and analyzed using frequency count, percentages, and mean and standard deviation. Finding reveals that information resources in the libraries understudied were inadequate and under-utilized. Also, it was established that among other barriers, under-funding is a major barrier to making information resources available for the physically challenged. It was recommended that schools offering special education for the hearing impaired should pace up in their developmental gap by providing such resources and ensure adequate funding by all stakeholders.

Educational Use of IPTV: Issues and Future Directions

  • LEEM, Junghoon;HAN, Seungyeon;KIM, Seri
    • Educational Technology International
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    • v.10 no.2
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    • pp.85-105
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    • 2009
  • National support for use of IPTV in school has increased for the purpose of enhancing public education. As a convergence media, IPTV is expected to create a better and more successful learning experience with individualized content and advanced technology. While the potential benefits of IPTV have been discussed in different perspectives, we cannot fully benefit from new media without careful preparation and pedagogical consideration. Therefore, purpose of this study was to investigate educational use and applicability of IPTV in Korea. First, it redefines the concept and characteristics of IPTV in an educational context. Second, it identifies the main issues and considerations in practice. Lastly, the paper discusses guidelines for future tasks to facilitate the educational use of IPTV in terms of educational application, technological issues (e.g., LMS, set-top box), and content development.

Analysis on the Content Validity of the Korean Geography Subject College Scholastic Ability Test on the National Curriculum Achievement Standards (한국지리 대학수학능력시험의 교육과정 성취기준에 대한 내용타당도 분석)

  • Kim, Sihwa;Kang, Chang-Sook
    • Journal of the Korean association of regional geographers
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    • v.23 no.1
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    • pp.195-212
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    • 2017
  • This study analyzed on the content validity of the Korean geography subject evaluation questions on the College Scholastic Ability Test(CSAT) from 2014 to 2016 regarding the national curriculum achievement standards. The main results are as follows. First, from 'the knowledge dimension' aspect, both the achievement standard and the CSAT questions showed the highest ratio of 'factual knowledge'. Second, from 'the cognitive process dimension' aspect, the percentage of 'understand' was the highest in the achievement standard, whereas in the CSAT questions, the ratio of 'analyze' and complex type of 'analyze' and 'understand' was the highest. Third, in the result of the analysis of the content validity of the Korean geography CSAT questions through proportion test, all of the analysis targets showed 'a little low'. Finally, the content validity analysis showed that there was a significant difference between the main types of the achievement standards and the CSAT questions in the 'Geomorphological Environment and Ecosystem part' and 'Space of Production and Consumption part' from the cognitive process aspect, which showed relatively low content validity compared to other areas. The results of this study suggest that the achievement standards should be reflected on the Korean geography CSAT questions and it should not be focused on evaluating the learner's analysing ability.

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

Analysis of Safety Education Contents of 『Field of home life』 in Technology·Home Economics Textbook developed by the revised curriculum in 2009 (2009 개정 기술·가정 교과서 『가정생활영역』의 안전교육 내용 분석)

  • Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.29 no.2
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    • pp.23-39
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    • 2017
  • The Purpose of this study is to present the basic data for selecting and improving the safety education contents which help practically middle school students through analysis of contents of safety education in 'field of home life' of 2009 revised middle school textbooks. The subjects of analysis are 12 types of middle school textbooks: in total 24 books written by 12 publishers in terms of the revised curriculum in 2009. The analysis criteria is developed by the researcher referring to preceding studies regarding safety education based on the seventh safety education standard presented by the Ministry of Education (2015). With such analysis criteria, all words related to the contents of the safety education of analysis criteria were extracted from each textbook, such as words directly mentioned as 'safety', words mean as 'psychological safety' and 'happy life', words related to 'attention', 'note', 'stability' etc. Under the analytic frame of safety education contents according to a home economics textbook, content analysis method was used for producing the frequency and percent of those words. The textbook analysis shows that the number of pages regarding safety education is 336.3 pages, as 9.8% in total 3,412 pages of 12 types of technology and home economics textbooks. As following the analysis of each textbook volume of the proportion in the contents related to safety education, 224.9 pages are on the first volume and 111.9 pages are on the second volume. As grades increase from year one to year three, the proportion of safety education in home economics textbooks is decreased. The highest number of safety education contents unit is 'Self-management of youth' which includes three parts of safety education. In the case of a unit for emphasizing practice, experience and practical exercise such as 'Life of youth' and 'Practice of eco-living', safety education content in the area of 'life safety' are mostly contained. Safety accidents related to the most student experienced, Household accidents (1.4%) and experiment or practice accidents (0.3%) are presented in a low figure. The contents of universal housing and school violence are duplicated on first and second volume of text. The most presented safety education content in the 12 types of textbooks are proper sexual attitude, dietary problems, family conflict and food choice. The least common contents are dangerous drugs, family welfare, internet addiction and industrial accident compensation insurance. As this study is to analyze 12 textbooks developed in 2009 revision curriculum, it is necessary to compare it with the textbook written by the revised curriculum in 2015 and to clarify the contents system of safety education and to avoid duplication of contents. In addition, it is necessary to develop and distribute a safety education program that can support textbooks.