• Title/Summary/Keyword: enjoyable learning

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Mixed Reality Based Radiation Safety Education Simulator Platform Development : Focused on Medical Field (혼합현실 기반 방사선 안전교육 시뮬레이터 플랫폼 개발 : 의료분야 중심으로)

  • Park, Hyong-Hu;Shim, Jae-Goo;Kwon, Soon-Mu
    • Journal of radiological science and technology
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    • v.44 no.2
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    • pp.123-131
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    • 2021
  • In this study, safety education contents for medical radiation workers were produced based on Mixed Reality(MR). Currently, safety training for radiation workers is based on theory. This is insufficient in terms of worker satisfaction and efficiency. To address this, we created ICT(Information and Communication Technologies)-based MR radiation worker safety education content. The expected effect of Mixed Reality worker safety education content is that education is possible without space and time constraints, realistic education is possible without on-site training, and interaction between images is possible through reality-based 3D images, enabling self-directed learning Is that. In addition, learning in a virtual space expressed through HMD(Head Mounted Display) is expected to make education more enjoyable and increase concentration, thereby increasing the efficiency of education. A quantitative evaluation was conducted by an accredited institution and a qualitative evaluation was performed on users, which received excellent evaluation. The MR safety education conducted in this study is expected to be of great help to the education of medical radiation workers, and is expected to develop into a new educational paradigm as online education in accordance with Corona 19 progresses.

Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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Developing an Art-based Integration Program for the Korean Schools in the United States

  • Jung, Hyunil
    • International Journal of Advanced Culture Technology
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    • v.6 no.1
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    • pp.1-7
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    • 2018
  • The purpose of this study is to develop an art-based integration program for the Korean schools in the United States to improve students' academic performance and nurture the spirit of the young and can enable students taking art classes to better understand social and cultural phenomena influencing their lives. This study integrates with six other subjects that are language art, math, religion, social studies, and Korean history. Art classes are considered the main vehicle for integrating the entire program using a thematic approach. The methodology of this study is based on the literature research and the information of the place, the Korean School of Columbus, is that the school is one of 124 Korean Schools in the Mid-western states and is located in the northern part of Columbus, Ohio. In this study, I developed an art-based integration program to be connected well with other subjects to help students to make sense of them in the complex societies and to help them to obtain the five goals that are included: First, students will understand about a Korean history and culture through making a kite; Second, they will know that a kite can be used as ways of communication with people and God; Third, they will also know how different types of kites respond to the airflow of the wind; Fourth, they will understand an enjoyable and different way of learning about aspects of Fine art, Bible, Language art, Mathematics, Science, History, and Social studies; Lastly, they will learn how important to cooperate with each other.

A Study on the ICT Curriculum for Computer Science Education in Elementary Schools (초등학교 컴퓨터과학 교육을 위한 정보통신기술 교육과정 연구)

  • Lee, Su-Jeong;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.403-412
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    • 2006
  • In seventh curriculum policy, operating the computer education is divided into two parts: they are the information communication technology (ICT) education and related areas in the computer curriculum. This study compares and analyzes the learning contents of "enjoyable computer"-ICT education teaching materials of Busan elementary schools. This paper researches the trend and the actual condition of computer education in foreign countries, and it surveys teachers and students to find out the recognition and demands of computer education. And this paper examines the revised Operating Guide of ICT Education and it compares to the contents system of current curriculum and demands of students and teachers.

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An Observational Research on the Limitations and Side Effects of Gamification in Educating Human Resources (인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구)

  • Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.87-96
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    • 2015
  • Fun and happiness are the intrinsic values of the human beings. Game is one of the most efficient tools which satisfies those intrinsic values. Approaches and methods combining game and education to provide the enjoyable education environments have been increasing. As use of gamification in corporate and school education environments for human resources is increasing, significant voices of concern on the limitations and side effects of combining game and education are continuously increasing. The purpose of this paper is to energize the use of gamification in education environments by clarifying the limitations and side effects of gamification and seeking ways to overcome those factors. This paper summarizes an observational research on the limitations and side effects of gamification in education environments, and provides the interviewees' opinions on gamified classes.

3D Online Marshmallow Simulation Game for Target Value Design

  • Kim, Suryeon;Mainardi, Pete;Jeong, H. David;Rybkowski, Zofia;Seo, Jinsil Hwaryoung
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.661-668
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    • 2022
  • Various lean design and construction methods such as target value design, pull planning, value stream mapping have successfully transformed the commercial building construction industry into achieving improved productivity, higher design and construction quality, and meeting the target values of construction projects. Considering the significant advantages of lean, the accelerated dissemination and adoption of lean methods and tools for construction is highly desirable. Currently, the lean design and construction body of knowledge is imparted primarily through publications and conferences. However, one of the most effective ways to impart this soft knowledge is through getting students and trainees involved in hands-on participatory games, which can quickly help them truly understand the concept and apply it to real-world problems. The COVID-19 Pandemic has raised an urgent need of developing virtual games that can be played simultaneously from various locations over the Internet, but these virtual games should be as effective as in-person games. This research develops an online 3D simulation game for Target Value Design that is as effective as in-person games or possibly better in terms of knowledge capture and retention and enjoyable environment and experience. The virtual game is tested on volunteers using feedback from pre-and post- simulation surveys to evaluate its efficacy.

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A Study on the Reform of Mathematics Education from the Comparison of Classroom Culture (교실문화 비교를 통한 수학교육개혁에 관한 소고)

  • 방정숙
    • Journal of Educational Research in Mathematics
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    • v.11 no.1
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    • pp.11-35
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    • 2001
  • Many teachers report familiarity with and adherence to reform ideas, but their actual teaching practices do not reflect a deep understanding of reform. Given the challenges in implementing reform, this study intended to explore the breakdown that may occur between teachers' adoption of reform objectives and their successful incorporation of reform ideals. To this end, this study compared and contrasted the classroom social norms and sociomathematical norms of two United States second-grade teachers who aspired to implement reform. This study is an exploratory, qualitative, comparative case study. This study uses the grounded theory methodology based on the constant comparative analysis for which the primary data sources were classroom video recordings and transcripts. The two classrooms established similar social norms including an open and permissive learning environment, stressing group cooperation, employing enjoyable activity formats for students, and orchestrating individual or small group session followed by whole group discussion. Despite these similar social participation structures, the two classes were remarkably different in terms of sociomathematical norms. In one class, the students were involved in mathematical processes by which being accurate or automatic was evaluated as a more important contribution to the classroom community than being insightful or creative. In the other class, the students were continually engaged in significant mathematical processes by which they could develop an appreciation of characteristically mathematical ways of thinking, communi-eating, arguing, proving, and valuing. It was apparent from this study that sociomathematical norms are an important construct reflecting the quality of students' mathematical engagement and anticipating their conceptual learning opportunities. A re-theorization of sociomathematical norms was offered so as to highlight the importance of this construct in the analysis of reform-oriented classrooms.

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Digital Multimodal Storytelling: Understanding Learner Perceptions (디지털 멀티모달 스토리텔링: 학습자 인식에 대한 이해)

  • Chung, Sun Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.174-184
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    • 2021
  • The present study intends to understand how multimodality can be implemented in a content course curriculum and how students perceive multimodal tasks. Twenty-eight students majoring in English were engaged in a digital storytelling assignment as a part of the content curriculum. Findings from the questionnaire and reflective essays that investigated students perceptions of digital storytelling showed that students felt that the assignment helped them engage in the task and felt motivated. In comparison to traditional writing tasks, students perceived digital storytelling to be more engaging and motivating, but felt that the assignment required more mental effort and caused more anxiety. By supporting students to explore technology and implement multimodal aspects in the learning process, digital storytelling can encourage engagement and autonomous learning to create meaningful works that are purposeful and enjoyable.

Innovative Inclusive Design by Emotional Design (감성디자인적 접근을 통한 혁신적 포괄적 디자인)

  • Choi, Soo-Shin
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.645-652
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    • 2008
  • First question: what makes inclusive design truly inclusive? Most inclusive design products are far from being appealing to their intended customers. This is mainly because designers are typically concerned with enhancing the usability, and not the emotional value that creates the connection between the product and the users. Typical solutions are larger displays and larger buttons, and these solutions often make the product less tasteful, graceful, and favorable. As a result, such products become less inclusive, veering from the original intention of the designers. Emotional design is not about making fun products, but about enjoyable products. Positive emotional design increases the affection value in products that enable users to create emotional connection with products. With the emotional connection, the user can engage in learning about the product as well as enjoy using the product. This can also resolve most usability issues by increasing the attention level and decreasing boredom. When more people feel that a product is enjoyable, it becomes more inclusive. Second question: Can't inclusive design have innovative value? Most inclusive design products are far from being innovative, and thus, they cannot create market opportunities. While emotional design approach increases value for users, innovative design approach creates value for the businesses. This will eventually promote development of inclusive products. This paper discusses the benefits of emotional design approach in inclusive design. It also argues how emotional design can help make inclusive design more innovative. Accompanied exemplar design process illustrates how emotional design contributes to inclusive design and how it leads to innovative products.

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Analysis of Educational Situation in Environment Class at High School with View of Good Environment Class (좋은 환경 수업의 관점에서 본 고등학교 환경 수업 학습 상황 분석)

  • Ahn, Jae-Jung;Choi, Don-Hyung
    • Hwankyungkyoyuk
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    • v.23 no.4
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    • pp.1-14
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    • 2010
  • The purpose of this study is to find the meaning of the good class, and based on this, situation of environmental education in high school is researched. Through those above processes, desirable direction of the environment class is suggested. For this study, we are trying to reflect the characteristics of environmental education on the general good classes, and from this, the meaning of good environment class is known. Moreover, for this study, we choose environment classes from four high schools leading by environment major teacher. From those four classes, we analyzed these things: educational situation of environment class, teachers' interviews. All of these are for analyzing environment class with the view of good environmental class. A well-formed environment class manifests the features of environment education in all aspects of teaching and learning process, including learning objectives, learning materials, procedures, and evaluations. Furthermore, it should be 'student-centered' class in which active interaction among the learners or between the instructor and the students is considered most important. Students are not the passive receiver, but rather, they actively participate in the learning process by reorganizing the knowledge as they experience and become independent learners who are actively involved in the problem-solving process. In this way, we can generate a great deal of students' interest and motivation, which in turn makes the class interesting, enjoyable, full of energy and still effective. If there is the class reflecting the factors of environmental education above good class' ways, it will be the good environment class. In the current situation of environment class, the rate of student's class participation and study activity was low. This tendency is not too different between four groups except students' support to teachers. This result means that learners' will to participate in their classes actively is not high. Moreover, about 46.3% of students did not understand some parts of new knowledge and about the parts, students' solution was 'does nothing' and the rate was also so high. Teachers tried to make their class with considering students' interest, and focusing their learner's real life. However, learners are all general education high school students, so teachers have aversion about making their students heavy activities.

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