• Title/Summary/Keyword: learning content

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A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology (메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구)

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
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    • v.26 no.6
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

Effect of a Web-enhanced Clinical Practicum on Learning Outcome of Adult Nursing Practicum in Nursing Students

  • Hwang, Seon-Young;Kang, Hee-Young;Choi, Ja-Yun;So, Hyang-Sook
    • International Journal of Contents
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    • v.8 no.2
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    • pp.36-42
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    • 2012
  • This study was conducted to develop Web-based multimedia content that assists undergraduate students in a clinical practicum on adult nursing. The study examined whether students in the intervention group could obtain clinical knowledge and perform more effectively when encouraged to learn Web content as compared with students in the conventional group. Web-based multimedia content consisting of 13 learning modules was developed based on real patients' scenarios through collaboration among college professors. A total of 120 nursing students (74 for the intervention and 46 for the conventional groups) from two universities in G-city, who engaged in a 3-week long clinical practicum in the digestive and respiratory units of a university hospital, participated in the study. Students' knowledge, self-directed learning, and clinical performance ability were measured using self-administered questionnaires. Data for pre- and posttests were collected over a 2-month period, between May and June of 2009. Clinical knowledge and self-reported clinical performance scores were significantly higher in students using the Web-enhanced clinical practicum than in those in the conventional group. However, there was no significant difference in self-directed learning ability between the 2 groups. These results demonstrate that Web-based multimedia content can be an effective educational tool for enhancing students' clinical knowledge and performance.

Designing Programming Curriculum for Developing Programming Pedagogical Content Knowledge of Pre-service Informatics Teachers (예비교사의 프로그래밍 교수내용지식 향상을 위한 프로그래밍 교육프로그램 설계)

  • An, Sangjin;Lee, Youngjun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.1-10
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    • 2016
  • This study is for developing a programming education course to improve pre-service teachers' pedagogical content knowledge(PCK) of programming education. A 40-hour training course was designed with App Inventor, a block-based mobile programming environment, and with problem-based learning method and project-based learning method. After the curriculum was adopted to 12 undergraduate students, the effect of education was tested with a programming PCK questionnaire. As a result, after a 20-hour problem-based learning class, overall score and teaching method score were enhanced significantly. After another 20-hour project-based learning class, content knowledge, teaching method, and curriculum score were improved.

Arduino Learning Content using Blender and Unity Engine (블렌더와 유니티 엔진을 이용한 아두이노 학습 콘텐츠 설계)

  • Lee, Min-Hye;Park, Hyuk-Gyu;Won, Dong-Hyun;Kang, Sun-kyung;Shin, Sung-yoon;Kang, Yun-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.386-388
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    • 2022
  • Recently, realistic contents using virtual reality and augmented reality are attracting attention as learning aids. 3D-based contents have the advantage of being able to observe and experience objects from various angles than 2D-based contents shown on a flat surface. In this paper, we propose a content design based on 3D model for Arduino learning in a virtual environment. The Arduino board and sensor were implemented using Blender, and a 3D-based simulator environment was constructed using the Unity engine. The proposed content uses the Arduino board and sensor implemented in 3D so that learners can easily experience the working principle of Arduino and the coding process.

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Design of e-Learning System for Spectral Analysis of High-Order Pulse (고차원펄스 스펙트럼 분석을 위한 이러닝 시스템의 설계)

  • Oh, Yong-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.475-487
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    • 2011
  • In this paper, we present a systematic method to derive spectrum of high-order pulse and a novel design of e-Learning system that deals with deriving the spectrum using concept-based branching method. Spectrum of high-order pulse can be derived using conventional methods including 'Consecutive Differentiations' or 'Convolutions', however, their complexity of calculation should be too high to be used as the order of the pulse increase. We develop a recursive algorithm according to the order of pulse, and then derive the formula of spectrum connected to the order with a newly designed look-up table. Moving along, we design an e-Learning content for studying the procedure of deriving high-order pulse spectrum described above. In this authoring, we use the concept-based object branching method including conventional page or title-type branching in sequential playing. We design all four Content-pages divided into 'Modeling', 'Impulse Response and Transfer Function', 'Parameters' and 'Look-up Table' by these conceptual objects. And modules and sub-modules are constructed hierarchically as conceptual elements from the Content-pages. Students can easily approach to the core concepts of the analysis because of the effects of our new teaching method. We offer step-by-step processes of the e-Learning content through unit-based branching scheme for difficult modules and sub-modules in our system. In addition we can offer repetitive learning processes for necessary block of given learning objects. Moreover, this method of constructing content will be considered as an advanced effectiveness of content itself.

Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

Study on Smart Learning Contents Development using Storyline (스토리라인(Storyline)을 활용한 스마트 러닝 콘텐츠 개발에 관한 연구)

  • Bae, Youngkwon;Do, Jaechun
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.135-146
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    • 2013
  • Smart Learning has been introduced in the educational field recently and it has been used in various ways to improve the quality of education. This research is focused on smart learning contents development for settlement in the educational field. It has carried forward studying in smart learning contents development using storyline, which is a kind of application authoring tool. We analyzed previous studies related to smart learning and presented the characteristics of storyline and the process of content development. Furthermore, we developed the content of digit sorting in Information Life for 6th grade elementary students and applied it to the field to evaluate the educational effectiveness. Through experimental results, the mean difference between traditional activities instruction and instruction using smart learning content was not significant. Nevertheless it has been found the immediate feedback and repeating of activities using smart learning has had positive impacts for understanding, satisfaction and learning interest.

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Study on the development of learning content recommendation system using the algorithm of collective intelligence (집단 지성 알고리즘을 이용한 학습 콘텐츠 추천시스템 개발에 관한 연구)

  • Kim, Geun-Ho;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.241-243
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    • 2014
  • In this study, that by applying the algorithm of collective intelligence in helping to select the teaching methods and learning methods of learner and teacher, develop a content recommendation system, the teacher and the learner promote effective learning, I have intended to And for this reason can be applied to education recommended system to be applied to a movie or shopping mall recently, at the time of selection, it is appropriate in accordance with the state, such as the level of the learner, learning environment, learners the theme of teaching and learning, and to provide a teaching method and learning method, the learner can to find the learning method appropriate for the user, and a more efficient, Professor system that can save time to design the teaching learning process I developed, The utility and accuracy of the learning content recommendation system developed finally, after the data is accumulated in the use of a continuous schedule of the learner and a teacher, would need to be validated through the rating.

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Learning Free Energy Kernel for Image Retrieval

  • Wang, Cungang;Wang, Bin;Zheng, Liping
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.8
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    • pp.2895-2912
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    • 2014
  • Content-based image retrieval has been the most important technique for managing huge amount of images. The fundamental yet highly challenging problem in this field is how to measure the content-level similarity based on the low-level image features. The primary difficulties lie in the great variance within images, e.g. background, illumination, viewpoint and pose. Intuitively, an ideal similarity measure should be able to adapt the data distribution, discover and highlight the content-level information, and be robust to those variances. Motivated by these observations, we in this paper propose a probabilistic similarity learning approach. We first model the distribution of low-level image features and derive the free energy kernel (FEK), i.e., similarity measure, based on the distribution. Then, we propose a learning approach for the derived kernel, under the criterion that the kernel outputs high similarity for those images sharing the same class labels and output low similarity for those without the same label. The advantages of the proposed approach, in comparison with previous approaches, are threefold. (1) With the ability inherited from probabilistic models, the similarity measure can well adapt to data distribution. (2) Benefitting from the content-level hidden variables within the probabilistic models, the similarity measure is able to capture content-level cues. (3) It fully exploits class label in the supervised learning procedure. The proposed approach is extensively evaluated on two well-known databases. It achieves highly competitive performance on most experiments, which validates its advantages.