• Title/Summary/Keyword: multimedia training tools

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A Case Study on the Promotion of Instructional Design Competencies Among Preservice Home Economics Teachers in Class Using the Metaverse (예비 가정과교사의 메타버스를 활용한 교수설계 역량 증진을 위한 수업 사례연구)

  • Seong Youn Choi
    • Human Ecology Research
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    • v.62 no.1
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    • pp.81-100
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    • 2024
  • This paper presents a case study in which a lesson was designed and applied to enhance preservice home economics teachers' instructional design competence using the metaverse. For 15 weeks from March 6 to June 14, 14 students enrolled on the course 'Multimedia Home Economics Education' for preservice home economics teachers used the metaverse to engage in problem-based learning to solve instructional design problems in home economics classes. In accordance with the ADDIE design model, in the analysis stage, we assessed preservice home economics teachers' level of knowledge of lessons using the metaverse, and their perceptions of the possibility, necessity, and usefulness of using the metaverse in home economics lessons. In the design and development stage, lesson plans, questions for problem-based learning, assessment tools, and teaching and learning materials were developed. The implementation was conducted in parallel with training on understanding multimedia and the metaverse, and instructional design competence was evaluated through pre- and post-testing and reflection journals. The results revealed that the preservice home economics teachers acquired a good understanding of lessons using the metaverse, learned how to design lessons for self-directed learning by applying the metaverse to their home and classroom, and gained confidence in applying it to their teaching practice or in-service work. It is expected that the results of this study will be used as support materials for prospective and current home economics teachers to design home economics lessons using the metaverse, thereby expanding the horizons of home economics education.

Innovative Educational Technologies in Management Training: Experience of EU Countries

  • Vitaliy, Kryvoshein;Nataliia, Vdovenko;Ievgen, Buriak;Volodymyr, Saienko;Anna, Kolesnyk
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.45-50
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    • 2022
  • The article substantiates the feasibility of using and actively implementing innovative technologies in the practice of organizing the educational process. The need for the use of telecommunication technologies, which provide constant communication between students and the teacher outside the classroom, has been identified. Particular attention is paid to the latest approaches to the use of various forms of multimedia technologies in student education, which intensify the process of acceptance and assimilation of educational material by foreign students. The advantages of using innovative means of distance education are determined, which thanks to modern electronic educational systems allow students to receive quality higher education. Innovative technologies promote the development of cognitive interest in students, they learn to systematize and summarize the material studied, discuss and debate. In this regard, the reorientation of the system of higher education in Europe towards innovation is becoming the most important tool in ensuring the competitiveness of graduates in the labor market. In addition, the investment attractiveness of a university often depends on the innovative nature of the development of scientific, educational and practical activities of the subjects of the educational process, their inclusion in the national innovation system. The article analyzes that in the universities of the European Union in the training of specialists in the management of basic interactive methods, forms and tools are binary lecture, briefing, webinar, video conference, video lecture, virtual consultation, virtual tutorial, slide lecture, comp. utheric tests. Various classes on slide technology took active forms during the training of management specialists.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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COVA: A Distance Learning System supporting Content-based Lecture Retrieval (COVA: 내용 기반 강의 검색을 지원하는 원격 학습 시스템)

  • 차광호
    • Journal of KIISE:Databases
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    • v.31 no.2
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    • pp.99-107
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    • 2004
  • Education and training are expected to change dramatically due to the combined impact of the Internet, database, and multimedia technologies However, the distance learning is often impeded by the lack of effective tools and system to manage and retrieve the lecture contents effectively. This paper introduces a prototype system called COVA that enables remote users to access specific parts of interest by contents from a large lecture database. COVA includes several novel techniques to achieve the content-based lecture retrieval in distance teaming: (1) The XML-based semistructured model to represent lecture contents; (2) The technique to build structural summaries, i.e., schemas, of XML lecture databases; (3) Index structures to speed up the search to find appropriate lecture contents.

Innovative Teaching Technologies as a Way to Increase Students' Competitiveness

  • Olena M. Galynska;Nataliia V. Shkoliar;Zoriana I. Dziubata;Svitlana V. Kravets;Nataliia S. Levchyk
    • International Journal of Computer Science & Network Security
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    • v.24 no.7
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    • pp.157-169
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    • 2024
  • The article presents an analysis of innovative teaching technologies as a way to increase students' competitiveness. The author found that innovative technologies in education are information and communication technologies relying on computer-based learning. The structure, content of educational software, organization of Web-space are important when using innovative teaching technologies in English classes. We conducted the study in several stages: comparative analysis, synthesis, classification and systematization of the results of psychological and pedagogical, educational and methodological research; study of legislative acts, periodicals in order to identify the state of the research issue, and determining the directions of its solution, as well as subject, goal and objectives of the study. We used modelling to create situations of foreign language professional communication of future IT specialists. Empirical methods involved questionnaires used for identifying the motives of professional development and determining the features of the educational activities of future IT specialists in the process of training. The methods of mathematical statistics allowed to scientifically describe and systematize the obtained data, to identify the quantitative relationship between the studied phenomena, to analyse and summarize the results. We conducted a socio-psychological study during 2016 - 2019. It involved 255 first- and fourth-year students of National Technical University of Ukraine "Igor Sikorsky Kyiv Poly-technic Institute." Innovative information and communication technologies that improve the educational and cognitive activity of students, as well as increase the level of their knowledge have become important in teaching a foreign language in higher educational institutions. These technologies include MOODLE - Modular Object-Oriented Dynamic Learning Environment, business game, integrated pedagogical technology, case study technology. Thus, the information-rich learning process in combination with the use of innovative technologies, well-organized e-learning, interactive training courses, multimedia tools improves the program of teaching and learning foreign languages in general, and English in particular, improves the level of knowledge of future IT specialists and motivation to study and learn foreign languages, allows students to use a variety of authentic materials. We state that all these factors influence the process of individualization of learning and contribute to the successful mastery of a foreign language.

A study on the effect of design education on the operating of the long distance education -Focused on the Multimedia department of Seoul Digital University- (원격교육의 강의 운영에 따른 디자인 학습효과에 관한 연구 -서울디지털대학교 멀티미디어학부를 중심으로-)

  • Jung, Dong-Bae
    • Archives of design research
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    • v.17 no.4
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    • pp.279-288
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    • 2004
  • There are 17 cyber universities granted by the Ministry of Education & Human Resources Department. Most of them have Design department and their educational purpose is practical education. However, their educational process is limited of teaching how to operate computer or production tools and has not offered practical training to students for pre-designer. But it does not mean that students in cyber university are lacking in capability of design. About hundreds of students will graduate from cyber university with a certificate of the completion of a design course on February in 2005. They look for achievement contrary to negatively social view. Because according to the record of 2004 Multi-media major in Seoul Digital University, 73% of them has worked in design field. The purpose of Cyber university is not to instruct a designer but do a lifelong education. I studied how to educate students in cyber university. In other words, I researched an educational methodology in cyber university for practical skill in design, an educational effect in various design contents, an educational process for current designers and beginners, a required education in reality, an limitation of online and an unique contents for design education. And then, I discussed how students in cyber university accept the value of design in online contents and improve their design abilities.

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BuddyMirror: A Smart Mirror Supporting Image-Making Service (BuddyMirror: 이미지 메이킹 서비스를 지원하는 스마트 미러)

  • Jo, Yeon-Jeong;Sim, Chae-Lin;Jang, Hyo-Won;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.811-821
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    • 2019
  • Image making for a person is a way to improve various factors that can express oneself, such as appearance, impression, and confidence. In general, people use mirror or camera as a traditional method to make their own image or perform presentation exercises. Recently, as smart mirrors are widely used in various fields, attempts to use smart mirrors as image making tools instead of mirrors have been frequently made. Smart Mirror is considered as a suitable tool to provide image making service because it can attach various devices such as a camera and a microphone in addition to the main advantage of a mirror that it is easily accessible. In this paper, we present BuddyMirror - a smart mirror software that provides image-making service to users, and a dedicated mobile app for flexibly running the mirror software. BuddyMirror provides functions for presentation, mock interview, and styling service at the request of users, interworking with the dedicated mobile app. We also describe the techniques developed for implementing and activating each of the new services as a module of MagicMirror, a widely used smart mirror development platform. The developed mobile app enables users to deliver presentations to BuddyMirror or to download the recorded video for image-making services.

A Research of Cultural Heritage and Business Value of the Juk-Bang-Ryeum(Fishing Instrument made-by Bamboo Weir) (죽방렴의 문화유산적 가치와 비즈니스적 가치 탐색 연구)

  • Kang, Myeong Hwa;Lee, Kyung-Joo;Kwon, Hojong;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.12
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    • pp.425-435
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    • 2018
  • The purpose of this study is to investigate the cultural value as well as business value of Juk-Bang-Ryeum(fishing instrument made by bamboo weir) by the investigation of remains in Gyeongnam Sacheon area and reviewing various historical literatures. The research will contribute to make back data necessary for the registration of World Heritage(UNESCO) and Globally Important Agricultural Heritage Systems(FAO). Fisheries, along with agriculture, have been great significance in human history. In particular, the Fisheries has been considered very important industry due to the geopolitical characteristics of our country surrounded by the sea. We can imagine may types of fishing practices and instruments at the agricultural age. Nonetheless, there are a few fishery heritages such as collecting and hunting tools that remains today. Fortunately, there are many Juk-Bang-Ryeum which is actually operate now from the past 500 years ago at the The Sacheon and Namhae areas. We could found some literature records about it in the historical ancient literatures. We could also infer that Juk-Bang-Ryeum was an important fishery resource of the country for a long time. It was built on the basis of scientific principles to capture fishes using the rapid tide of the natural geological straits, and it prove the wisdom of our ancestors. We also could found some unique cultural heritages that was important to the local community. Naturally, it has been managed as an important asset for the residents. In addition to such historical and humanistic values, it also has business and educational value. It can be useful to understand scientific fishery principles as well as fishery experience field. It has business value as an important tourism resource in the region in connection with historical relics and geological environment resources. In conclusion, it is a valuable asset to be handed down as a valuable cultural heritage.