• Title/Summary/Keyword: interactive learning

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Effects of Interactive Pictorial Education on Community Dwelling Older Adult's Self Efficacy and Knowledge for Safe Medication

  • Park, Myong-Hwa
    • Journal of Korean Academy of Nursing
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    • v.41 no.6
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    • pp.795-804
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    • 2011
  • Purpose: The purpose of this study was to examine the effects of interactive pictorial education on community dwelling older Korean adults' self-efficacy and knowledge for safe medication. Methods: A quasi-experimental, three-group pre- and post-intervention design was used in this study. The interactive pictorial education was designed to suit the learning patterns and psychomotor skills of older adults. The education content, dealing with safe medication, was delivered over three sessions. A total of 136 older adults from local senior centers were assigned to one of the three groups: a) interactive pictorial education plus information booklet (experimental); b) education only with information booklet (conventional); or c) no intervention (control). Results: Participants receiving interactive pictorial education had significantly higher self-efficacy (F=24.32, p<.001) and knowledge (F=24.26, p<.001) scores than the information booklet or control group at post intervention. Post-hoc analyses indicated that both the interactive pictorial and the information booklet groups had significantly higher self-efficacy and knowledge scores than the control group at the post-test point (p<.05). Furthermore, the interactive pictorial group had higher self-efficacy and knowledge scores than the information booklet group at the post-test point (p<.05). Conclusion: These results suggest that the interactive pictorial education is an innovative approach that provides a means for older adults to learn appropriate medication use to improve their own health. It empowers older adults with different literacy levels to enhance their self-efficacy and knowledge for the safe use of medication.

Financial Education for Children Using the Internet: An Analysis on Interactive Financial Education Web Sites (인터넷을 이용한 어린이 금융교육: 쌍방향 금융교육 웹사이트 현황 분석)

  • Choi Nam Sook;Baek Eunyoung
    • Journal of Family Resource Management and Policy Review
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    • v.8 no.1
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    • pp.47-60
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    • 2004
  • Recognizing a tremendous increase in the Internet users and popularity of E-learning through the Internet, this study attempted to analyze interactive financial education web sites for children. Using meta search engines and major search engines, interactive financial education web sites identified based on the three criteria and analyzed in terms of the appropriateness for specific age groups, the coverage of contents related to the basic knowledge for financial literacy, and the interactive activities. The results showed that financial education web sites for children were needed to be improved in terms of both quantity and quality. The study also provides a guideline how to search for an appropriate financial education web sites for children when parents want teach about money to their children.

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A Study on Interactive Web-based Instruction (상호작용적 웹활용교육에 관한 연구)

  • Park, Sun-Joo;Kim, Chul;Kim, Jeong-Rang
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.183-188
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    • 1998
  • Web provides a new instruction and learning method to get the interactive learning for people. But it is not efficient for the interaction of the education resources in the Web, and also it is difficult for the accommodative instruction to the learners who need suitable level for themselves. Therefore this thesis proposes web-based instruction system by agent technology that enables to increase the interaction, not losing their own way and learning by level, when the learners have instruction with using of web.

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Reinforcement Learning Method Based Interactive Feature Selection(IFS) Method for Emotion Recognition (감성 인식을 위한 강화학습 기반 상호작용에 의한 특징선택 방법 개발)

  • Park Chang-Hyun;Sim Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.7
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    • pp.666-670
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    • 2006
  • This paper presents the novel feature selection method for Emotion Recognition, which may include a lot of original features. Specially, the emotion recognition in this paper treated speech signal with emotion. The feature selection has some benefits on the pattern recognition performance and 'the curse of dimension'. Thus, We implemented a simulator called 'IFS' and those result was applied to a emotion recognition system(ERS), which was also implemented for this research. Our novel feature selection method was basically affected by Reinforcement Learning and since it needs responses from human user, it is called 'Interactive feature Selection'. From performing the IFS, we could get 3 best features and applied to ERS. Comparing those results with randomly selected feature set, The 3 best features were better than the randomly selected feature set.

Interactive Human Intention Reading by Learning Hierarchical Behavior Knowledge Networks for Human-Robot Interaction

  • Han, Ji-Hyeong;Choi, Seung-Hwan;Kim, Jong-Hwan
    • ETRI Journal
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    • v.38 no.6
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    • pp.1229-1239
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    • 2016
  • For efficient interaction between humans and robots, robots should be able to understand the meaning and intention of human behaviors as well as recognize them. This paper proposes an interactive human intention reading method in which a robot develops its own knowledge about the human intention for an object. A robot needs to understand different human behavior structures for different objects. To this end, this paper proposes a hierarchical behavior knowledge network that consists of behavior nodes and directional edges between them. In addition, a human intention reading algorithm that incorporates reinforcement learning is proposed to interactively learn the hierarchical behavior knowledge networks based on context information and human feedback through human behaviors. The effectiveness of the proposed method is demonstrated through play-based experiments between a human and a virtual teddy bear robot with two virtual objects. Experiments with multiple participants are also conducted.

Developing EFL Students' Vocabulary and Reading Comprehension Skills within an Interactive Learning Environment

  • Alsamadani, Hashem A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.145-152
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    • 2022
  • The current study investigates the effects of an interactive learning environment on EFL students' vocabulary acquisition and reading comprehension skills. The study utilized a quasi-experimental design. The sample consisted of 41 students enrolled in the English program at Umm Al-Qura University studying Reading in EFL course in Summer 2018/2019. The sample was randomly divided into two groups: A control group consisting of 21 students and an experimental group of 20 students. The results revealed statistically significant differences at (α≤ 0.01) between the mean scores of the experimental group and the control group in the posttest of the vocabulary test and the reading comprehension test favoring the experimental group. Finally, the study concluded with a call for more studies on modern technologies in teaching EFL skills in the Saudi context.

Emotional Correlation Test from Binary Gender Perspective using Kansei Engineering Approach on IVML Prototype

  • Nur Faraha Mohd, Naim;Mintae, Hwang
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.68-74
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    • 2023
  • This study examines the response of users' feelings from a gender perspective toward interactive video mobile learning (IVML). An IVML prototype was developed for the Android platform allowing users to install and make use of the app for m-learning purposes. This study aims to measure the level of feelings toward the IVML prototype and examine the differences in gender perspectives, identify the most responsive feelings between male, and female users as prominent feelings and measure the correlation between user-friendly feeling traits as an independent variable in accordance with gender attributes. The feelings response could then be extracted from the user experience, user interface, and human-computer interaction based on gender perspectives using the Kansei engineering approach as the measurement method. The statistical results demonstrated the different emotional reactions from a male and female perspective toward the IVML prototype may or may not have a correlation with the user-friendly trait, perhaps having a similar emotional response from one to another.

Knowledge Management and E-learning for Organizational Culture

  • Gupta, Omprakash K.;Lee, Yuan-Duen;Wang, Yuan-Ching;Tein, Shih-Chun
    • Journal of Information Technology Applications and Management
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    • v.16 no.1
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    • pp.137-148
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    • 2009
  • Knowledge management becomes the key point for organizations to survive and maintain competitive advantages in the knowledge economy era. E-learning plays a vital role for the organizational learning. How to share the experience of knowledge and the success of the knowledge management has great connection with the organizational culture. This study focuses on the factors of effective E-learning as well as its relation to the organizational culture. A successful e-learning system should not only aim at different statistical variables but emphasize on : course contents, variety of teaching methods and establishes a stable network environment. A stable E-learning platform and speedy bandwidth is a must to achieve the non-barrier communication and built an interactive learning environment. To achieve success in E-learning, it is not necessary to divide the organizational culture to strengthen the course content multiplication and plans the E-learning supervisory work by the sole responsibility unit. It should establish an ample teaching frequency width and platform and also must establish the appropriate study network frequency width and hardware equipment to achieve the best E-learning effect. The interaction in different organizational culture in adapting E-learning, those Ad-hoc and Marketing Culture, are mostly influence by the external environment and have more interactive content. Those in Clan and Hierarchy Culture are affected by traditional conception and lack of interaction. Meanwhile, under the cost consideration, Clan and Ad-hoc Culture on the dynamic side prefer to spend more cost on E-Learning while the stable side, Hierarchy and Marketing culture are willing to pay more expenses on E-Learning.

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A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
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    • v.10 no.3
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    • pp.39-64
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    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.

Development of I-HTTP for supporting Interactive Learning Object (상호작용적 학습 객체 지원을 위한 I-HTTP 개발)

  • 정영식
    • Journal of the Korea Computer Industry Society
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    • v.4 no.10
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    • pp.713-722
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    • 2003
  • The purpose of this study was to define an interactive learning object of ILO through implementation of learning object content standardization technology for the reuse of interactive tools between learners, and to develop I(Interactive)-HTTP for the ILO to properly communicate with LMS. 1-HTTP developed here was enabled to keep connection status during the entire session by improving the existing HTTP with its stateless connection property. This ceaseless connection made it possible to provide users with the real-time interactivity between learners that happened frequently in the ILO. Also, because the I-HTTP was an expanded version of HTTP, it was possible to conduct general HTML documentation as well as ILO. In particular, the standardized launch process between LMS and ILO was embodied in adding the INIT, GETVAL, SETVAL, COMMBT, FINISH methods in the protocol, and the results from the interactivity between ILO learners were channeled to the database storage to save them through separately defined data models.

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