• Title/Summary/Keyword: 교육용 플랫폼

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Design and Implementation of a Korean Language Educational Content for Foreign Beginners Using Based on Android (안드로이드 기반 외국인을 위한 초급 한글교육용 어학 콘텐츠의 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.2
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    • pp.477-483
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    • 2011
  • These days, smart phones are being widely used and accordingly, a larger number of consumers have become interested in them, thus many applications are being developed with a variety of forms. There are various fields in it, such as multimedia, games, information and education, as per users' disposition and characteristics. As for the current contents for language education in mobile environment, the market is dominated by contents for learning foreign language such as English, Japanese and Chinese, while contents for educating Korean language are minuscule. In this paper, thus, we design and implement a elementary Korean language educational contents for foreign beginners who can use the contents at their smart phones with Android OS.

The Practical Use of Education Homepage By the Enhancement of Web Accessibility (웹 접근성 향상을 통한 교육용 홈 페이지의 활용 방안)

  • Jung, Deok-Gil;Lho, Young-Uhg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.533-536
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    • 2007
  • 최근 웹 표준의 준수와 웹 접근성 향상을 위한 노력이 기업체에서 뿐만 아니라 공공기관 등에서도 확산되고 있으며, 필수 요소로 자리매김하고 있는 추세이다. 인터넷을 사용하는 환경은 개인용 컴퓨터의 윈도우 기반에서 인터넷을 사용하는 환경과 시대에서 벗어나고 있다. 학생들의 인터넷 사용 환경도 핸드폰, PDA 등의 모바일 기기를 이용한 다양한 플랫폼으로 확산되고 있는 실정이며, 이에 따라 교육용 홈 페이지에서도 웹 접근성 향상을 위한 노력이 필요한 때이다. 이 논문에서는 한국형 웹 콘텐츠 접근성 지침에 대하여 알아보고, 일선 학교에서 운영하는 교육용 홈 페이지에서 웹 접근성 향상을 위한 방법으로 웹 콘텐츠 접근성 지침에 따른 평가 방법을 도입하는 방안을 제안한다.

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Implementation of the Linguistic Contents for Elementary Korean Education of Foreigners (외국인을 위한 초급 한글교육용 어학 콘텐츠의 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.698-700
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    • 2010
  • In recently, various types of applications have been developed according the smart phone has become popular. There are many kinds of multimedia, game, information, education, etc according to each user. Most of the linguistic contents in mobile based are concentrated on learning foreign languages like English, Japanese, Chinese compared that the development of contents for Korean education is imperfect. In this paper, so, we implement the linguistic contents for elementary Koran education of foreigners based on android OS to use them by smart phone.

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Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

Development of HTML5-based Lever Learning Webapp for Cross-platform (HTML5 기반 크로스 플랫폼을 위한 지레 학습 웹앱 개발)

  • Kim, Tae-Hoon;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.189-199
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    • 2012
  • Recently with the advent of smart devices, various educational apps are being developed for smart learning. However, the existing native apps to run on a particular device, the device is not compatible. A new way to develop apps, webapp written using the HTML5 has the advantage of cross-platform support. We developed the webapp using HTML5 for learning lever in elementary school science curriculum. We conducted an expert evaluation for the web app of educative usability. The expert group was comprised of elementary school teacher. In result, it was evaluated lever learning content and webapp have high educational value.

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A Study on the Designing Guidelines and Prototype Development of an E-learning Platform for Online Education in Public Libraries (공공도서관 온라인 교육 운영을 위한 이러닝 플랫폼 설계지침 및 프로토타입 개발 연구)

  • SangEun Cho
    • Journal of the Korean Society for information Management
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    • v.41 no.3
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    • pp.109-144
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    • 2024
  • International research has actively explored and analyzed the implementation of e-learning platforms by libraries in response to the advancement of online learning models. In contrast, within Korea, while the significance and necessity of online library services and education are acknowledged, there remains a paucity of studies providing detailed methodologies for their implementation. This study aims to propose a practical e-learning platform for public libraries, detailing design guidelines and developing a prototype. Utilizing the Rapid Prototyping methodology, this study reviewed theoretical backgrounds and prior research, selecting Moodle LMS for initial design guidelines. The validity and reliability of the evaluation were assessed by experts and users. Based on the evaluation results, the final design guidelines and prototype of the e-learning platform for libraries were established. The final guidelines consist of four main functions, nine detailed functions, and forty specific instructions.

A Study on Representation Difficulty Assessment of Educational Presentation Materials (교육용 슬라이드의 표현적 난이도 측정에 관한 연구)

  • Kim, Seongchan;Song, Sa-Kwang;Yi, Mun Y.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1054-1056
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    • 2017
  • 대학과 같은 고등교육 현장에서 슬라이드는 수업 또는 세미나에 많이 활용되는 매체이다. 최근에는 SlideShare 등의 슬라이드 전용 공유 플랫폼까지 등장하며 온라인상에 더 많은 교육용 슬라이드가 축적되고 있다. 이 연구에서는 이러한 슬라이드 형태의 교육 자료에 대해 인식하기 쉽고 어려운 정도인 표현적 난이도를 자동으로 측정하는 기법을 제안한다. 제안하는 60개의 자질을 활용하여 기계학습 모델을 구축하고 표현적으로 고 난이도와 저 난이도의 슬라이드를 효과적으로 구분한다. 정밀하게 파악된 난이도 정보는 콘텐츠 선택에 있어 사용자 편의성을 획기적으로 증대시켜 줄 수 있다.

Development of Educational Robot Platform Based on Omni-directional Mobile Mechanism (전방향 이동 메커니즘 기반의 교육용 로봇 플랫폼 개발)

  • Chu, Baeksuk;Sung, Young Whee
    • Journal of the Korean Society for Precision Engineering
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    • v.30 no.11
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    • pp.1161-1169
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    • 2013
  • In this paper an omni-directional mobile robot is suggested for educational robot platform. Comparing to other robots, a mobile robot can be easily designed and manufactured due to its simple geometric structure. Moreover, since it is required to have low DOF motion on planar space, fabrication of control system is also simple. In this research, omni-directional wheels were adopted to remove the non-holonomic characteristic of conventional wheels and facilitate control system design. Firstly, geometric structure of a Mecanum wheel which is a most frequently used omni-directional wheel was demonstrated. Then, the organization of the mobile platform was suggested in aspects of mechanism manufacturing and electronic hardware design. Finally, a methodology of control system development was introduced for educational purpose. Due to an intuitive motion generating ability, simple hardware composition, and convenient control algorithm applicability, the omni-directional mobile robot suggested in this research is expected to be a promising educational platform.

Design and Implementation of Intelligent Tutoring Agent Platform Based on Collective Intelligence (집단지성기반 지능형 튜터링 에이전트 플랫폼 설계 및 구현)

  • Hong, Seong-Yong;Yi, Mun-Yong;Yoon, Wan-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.122-124
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    • 2012
  • 최근 지식정보화 시대의 집단지성기반 교육 패러다임 변화는 큰 이슈로 떠오르고 있다. 특히 융합적 학문을 근원으로 창의성 계발과 아이디어를 중요시하고 있으며, 창조적 교육방식을 지향하고 있다. 그러나 다양한 영역에 지식전문가들과 학습자들 간에 지식을 공유하기 위한 플랫폼 공간이 제대로 제공되고 있지 못하며, 단순한 컨텐츠 제공을 목적으로 이러닝 서비스가 일부 제공되고 있는 것이 현실이다. 따라서 본 논문에서는 집단지성을 기반으로 지능형 튜터링 에이전트 시스템 설계를 제안하고, 새로운 에이전트(Agent) 개념을 통해 지식인들과 학습자들 간에 지식을 공유할 수 있을 뿐만 아니라 새로운 지식을 창출하고, 관리 및 유통할 수 있는 구조를 연구하였다. 또한 사용자들로부터 발생하는 데이터와 정보들을 자동 분석하여 지능적으로 학습상황에 대처할 수 있도록 설계하였으며, 튜터(Tutor)와 튜티(Tutee)간에 협력적인 학습 생태계가 형성될 수 있도록 하였다. 따라서 본 연구의 결과를 기반으로 미래 스마트 학습 플랫폼 발전에 많은 도움이 되길 기대한다.