• Title/Summary/Keyword: interactive learning

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A Comparative Study of Mathematics Textbook Between 2009 Revised Curriculum and IB Diploma Program - The case of high school Algebra - (2009 개정 수학교육과정과 IBDP 수학과 교육과정에서의 교과서 비교 연구 - 고등학교 대수 영역을 중심으로 -)

  • Yang, Hyun Ju;Choa, Jun Soo;Choe, Seung Hyun
    • Communications of Mathematical Education
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    • v.29 no.3
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    • pp.391-421
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    • 2015
  • The scientific technology developed rapidly and the internet became more popular, also, the world became interactive with one another and the word 'Global' became popular and built a new paradigm. As the development of the society, the ideal criteria for the competent student changed. Consequently, the attention for the globalized education increased. From the points of view of mathematical education, it became a important task to be prepared for international competitiveness for korean talented students. For theses reasons, this article analyzes the characteristics of IBDP and its textbook, which is an international official curriculum and one of the actualizing method for internalization Korean high school curriculum and text book, specifically, focusing on algebra part. Especially, Korean curriculum textbooks and the Mathematical Higher Level textbooks of IBDP was compared and analyzed. As a result, the depth and range of the content, standard level of the question, methods being used to explain the concept, type of questions as well as teaching - learning method were analyzed and in each chapter of the algebra we give meaningful result and proposed discussion.

Concepts of Disaster Prevention Design for Safety in the Future Society

  • Noh, Hwang-Woo;Kitagawa, Keiko;Oh, Yong-Sun
    • International Journal of Contents
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    • v.10 no.1
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    • pp.54-61
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    • 2014
  • In this paper, we propose a pioneering concept of DPD(Disaster Prevention Design) to realize a securable society in the future. Features of danger in the future society are expected to be diverse, abrupt occurring, large scale, and complicated ways. Due to increment of dangers with their features of uncertainty, interactivity, complexity, and accumulation, human-oriented design concept naturally participates in activities to prevent our society against disasters effectively. We presented DPD is an essential design activity in order to cope with dangers expected in the future societies as well as realize securable environments. DPD is also an integrated design aids including preemptive protections, rapid preparing, recovery, and interactive cooperation. We also expect these activities of DPD is effective for generation of new values in the market, satisfaction of social needs, expansion of design industry, and a novel chance for development in the future society. Throughout this paper, we submit various aspects of DPD concepts including definition, classification, scope, necessity, strategy, influencing elements, process, and its principle. We expect these concepts will be the seed and/or basement of DPD research for the future works. For the direction of study for DPD in the future, we emphasize alarm system for preemptive protection rather than recovery strategy for the damage occurred. We also need to research about progressive prevention techniques and convergence with other areas of design. In order to transfer the concept of product design from facility-oriented mechanism to human-oriented one, we should develop new kinds of city basis facilities, public-sense design concepts referred to social weak-party, e-Learning content design preparing disasters, and virtual simulation design etc. On the other hand, we have to establish laws and regulations to force central and/or provincial governments to have these DPD strategies applying their regional properties. Modern design activities are expanding to UI(user interface) content design area overcoming the conventional design concept of product and/or service. In addition, designers are recognized as art directors or life stylists who will change the human life and create the social value. DPD can be divided into prevention design, preparedness design, response design, and recovery design. Five strategies for successful DPD are Precaution-oriented, Human-oriented, Sense-oriented, Legislation, and Environment Friendly Strategies.

Towards Evolution of Innovation System of Korean IT SoC Industry: Comparing Experiences of Korea and Taiwan (국내 IT SoC산업의 혁신체제 발전방안: 대만과의 비교 관점에서)

  • Min, Wan-Kee;Oh, Wan-Keun;Hwang, Jin-Young
    • Journal of Korea Technology Innovation Society
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    • v.11 no.4
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    • pp.565-591
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    • 2008
  • Using theories of sectoral innovation system and supply chain management, this paper examines the status quo of Korean IT SoC industry's innovation system by comparing it with Taiwanese one. Taiwan IT SoC industry has accomplished a rapid growth on the basis of government policies that foster domestic firms after the establishment of Hsinchu Science Park. Cooperative networks between foundries firms and fablesses have been formed within the supply chain in this process. Therefore, Taiwan industry has possessed the possibility of the coevolution in sectoral innovation system. However, Korean IT SoC industry has failed to form cooperative networks, because of weak networks between related firms. In other words, there exists an interaction failure, which is a kind of the system failure, and it means a lack of linkage between actors as a result of insufficient use of complementarities and interactive learning. Therefore, Korean industry has little possibility of the coevolution in sectoral innovation system. The cooperative networks between actors are prerequisite towards evolution of innovation system of Korean IT SoC industry. Above all, the cooperative networks between fablesses and system companies need to be strengthened within the supply chain.

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Pedestrian Multi-Agent Model in College Town Streets (대학촌 가로의 보행환경 개선을 위한 보행자 멀티에이전트(Pedestrian Multi-Agent) 모델링)

  • Moon, Tae-Heon;Han, Soo-Chel;Sung, Han-Uk;Jeong, Kyeong-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.2
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    • pp.194-205
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    • 2006
  • The purpose of this study is to develop a pedestrian multi-agent model and simulation system using multi-agent theory, which may be utilized as a planning support system for building a comfort and safe environment of pedestrian street. Differing from existing pedestrian models, however, every single pedestrian was regarded as an individual agent in the model. Multiple agents like multiple pedestrians in the street then maintain their own characteristics and respond to surrounding environment. In addition their moving behavior are made by their own decision rules that they have or had acquired through the interactive communications or learning between agents like real world. After verifying the model validation, as the $R^2$ between the predicted value and observed value was up to 0.781, the developed model was applied to Gazwa district within Gyeongsang university village. The simulation system was developed by Flash MX action scripts and the physical environment of the streets was configured with the digital map and ArcGis within computer virtual space. The attribute data of buildings such as type and size of commercial business were collected through the field survey and combined with physical features. Then the effect of the variation of building attractiveness and the occurrence of street events to pedestrian environment were simulated. Through the experiments this study could make suggestions to improve pedestrian environment.

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An Interpretive Study on Delinquency Experiences of Runway Youths (가출 청소년의 비행 경험에 대한 해석적 연구)

  • Kim, Ji-Hye
    • Korean Journal of Social Welfare
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    • v.54
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    • pp.99-121
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    • 2003
  • The purpose of this study is to explore the process that youths get involved in delinquent behavior after runaway. The experiences of runaway youths are studied interpretively, so that interactive features between situations and the youths are revealed. In this way, it is expected that directions in social services to prevent and intervene with delinquent behaviors of runaway youths can be suggested. Eleven youths who have experienced running-away participated in the in-depth interviews. Their narratives are interpreted through the procedures of interpretive interactionism by Denzin(1989). Five phases of the delinquency process have been discovered: Using personal resources, getting help from new relationships, exploring alternatives to survive, learning delinquent way of living, and living independently through delinquency. Interpreted contextually, it has been founded that delinquency is a behavior to survive and a developmental process on the street, taking place in a situation of blocked communication, nevertheless within people's networks. Thus, it is suggested that the problem of runaways are not to be treated narrowly as responsibilities of the youths themselves or their families, but to be approached from the viewpoint of providing social service systems that work as a safety network and offer alternatives for the youths to survive, to resolve their troubles, and to keep healthy lives.

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Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.

Exploring perception and experience of non-majors about SW education using CQR (SW교육에 대한 대학 비전공자의 인식과 경험 탐색: CQR을 중심으로)

  • Oh, Bora;Lee, Jeongeun;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.395-413
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    • 2019
  • The purpose of this study is to explore non-major students' perception and experiences in college software education. For this, we analyzed the reflection journals of 36 non-major students in D University based on the Consensual Qualitative Research(CQR). As a result, there was not general core concept to all students nor a typical core concept that appeared to more than 50% students. However, various variable core concepts could be derived. Overall, 57 variable concepts were derived from experience in SW education and 7 variable concepts for perception of SW education. Based on this result, we found many of non-major students feel difficulty from unfamiliarity to SW education. Also, many students have satisfaction in their perception to SW education about personalized learning that their professor provided in the class. Lastly, we conclude that a methodology for SW education needs to have a careful operation strategy and interactive design. Although this study has not been able to elucidate general core concepts that appear to all learners, it has significant implication in terms of providing various implicit core concepts and suggestions for effective software education for non-major students.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Effects of Communication Improvement on Caregivers Education and Training on Aphasia (보호자 교육과 경험학습 훈련이 실어증 환자의 의사소통 개선에 미치는 효과)

  • Park, Hee-June;Chang, Hyun-Jin
    • Therapeutic Science for Rehabilitation
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    • v.8 no.2
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    • pp.79-88
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    • 2019
  • Objective : Aphasia interferes with communication between the patient and conversation partner. Adequate communication is essential not only for the patient but also for caregiver education and training Method : This study examined the benefits of parental education and group training in terms of improving the communication of six aphasic patients and their caregivers(family members). Caregiver education provided caregivers with information on stroke and aphasia, and group training was conducted according to the experimental learning cycle. Result : As a result, communication increased in terms of sending and receiving messages or interactive communication. Furthermore, the questionnaire analysis showed that caregivers learned more about aphasia and had confidence in using facilitation strategies. Conclusion : Giving educational opportunities to patients and caregivers promotes caregiver's knowledge and positively interacts.