• Title/Summary/Keyword: 디지털 기반 교육

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Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

Daily Smoking Girls' Tobacco Use, Health Behaviors and Family Factors : Analysis of 2015 Korean Youth Risk Behavior Web-based Survey (매일 흡연하는 여고생의 흡연양상, 건강행태 및 가족특성 : 청소년건강행태온라인조사 활용을 통한 융복합 연구)

  • Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.377-384
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    • 2016
  • This study aimed to examine the difference of tobacco use, health behaviors and family factors according to the daily tobacco use among female adolescents in South Korea using cross-sectional national data. The study used raw data from the 11th Korean Youth Risk Behavior Web-Based Survey that was performed in 2015. Data of a total of 2,006 female students in high school were analyzed using SPSS/WIN 23. Of the girl 27.5% in high school reported current smoker. Approximately 19.2% of the participants were classified as a daily smoker group. In the multinomial logistic analysis, factors associated with daily smoking were mother's smoking habit, facilities of residence, subjective academic achievement and subjective economic status. In order to develop health promotion strategy and education programs, it is expected to consider factors found relevant in this study.

A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

The Effect of Performing Leader's Role on Academic Achievement and Satisfaction in Small Group Collaborative Learning in Virtual Reality (가상현실을 활용한 소집단 협력학습에서 팀 구성원으로서의 역할 수행이 학업성취도와 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.67-76
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    • 2017
  • To conduct research using small group learning with advanced technology in school, small group collaborative learning was conducted in virtual reality called Second Life for high school history class to verify the effects of the role of group members (leader, group member) in collaborative learning activities in this study. Two classes of the second grade of high school were selected randomly and 20 groups were also randomly assigned, and each group was consisted of three members (1 leader and two group members). Academic achievement and satisfaction with academic activities were used to verify the effect of the role as measurement tools, and collected quantitative data were tested by independent sample t. As a result, it was found that performing the role of leader in collaborative learning activities in virtual reality was effective in promoting enhancing students' academic achievement and increasing satisfaction level. Lastly, utilization and improvement of small group collaborative learning using virtual reality in the field of education were discussed.

Design of Web-Based Digital Contents for Cyber University (Cyber 대학을 위한 Web 기반 컨텐츠 설계)

  • Cho Sae-Hong;Park Hwa-Jin
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.191-197
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    • 2001
  • The cyber university, which authoring systems for digital contents using multimedia technologies ate used for its courses, is highlighted to be a promising alternative for the current off-line education system. As the demand for the authoring system is constantly increasing, many systems, which emphasize the developers' convenience only, are currently used. Since the generated digital contents using these systems are failed to draw the learners' active interaction with contents, the new authoring system is expected to be existed. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools based on the storyboard. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and the effective evaluation system to the users.

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A Study on the Web Service Quality and User Satisfaction at Open Market (오픈마켓의 웹서비스 품질과 사용자 만족)

  • Son, Yong-Shim;Seo, Chang-Gab
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.113-127
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    • 2013
  • The open market are expanding service quality which was used as rating scale in the field of marketing. In accordance with open market, they convert it to e-service quality and use it. Udo et al.[6] suggested web service quality combining e-SEVQUAL[2] and extended Information Success Model[7]. This study suggests four influence factors of e-service quality in the open market; website privacy and security, web site contents, web site convenience, and images of the open market companies. The study conducted survey on 301 college students and life long education center students in Busan. The study found that all four influence factors have positive effects on the web service quality and ultimately web service quality has beneficial effects on the satisfaction in open market users' information system.

Investigating the Factors Affecting Disabled Worker's Job Satisfaction: Emphasis on Hygiene Factors and Regional Factors (장애인 근로자들의 직무만족도에 미치는 요인 분석: 위생요인과 지역 요인을 중심으로)

  • Kang, Chang Min;Lee, Kun Chang
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.1-11
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    • 2020
  • Economic factors are important in improving life satisfaction of disabled people. In addition, the impact of job satisfaction on life satisfaction has been verified. However, according to Herzberg's motivation-hygiene theory, hygiene factors such as wages only lowers dissatisfaction and does not directly affect job satisfaction. This study raises questions about Herzberg's theory and seeks to confirm through empirical analysis. Based on data from the 2017 Employment Panel Survey for the Disabled, this study seeks to answer analyzes whether hygiene factors proposed by Herzberg affect the job satisfaction of disabled people or not. Furthermore, this study proposes what regional policies are needed to enhance job satisfaction for the disabled. An analysis of structural equation model showed that hygiene factors such as working environment, interpersonal relationship and personal life directly affect the disabled worker's job satisfaction. In addition, through hierarchical linear model analysis, it was confirmed that local governments ought to provide education supports to the disabled workers in order to improve their job satisfactions.

Predicting Learning Achievement Using Big Data Cluster Analysis - Focusing on Longitudinal Study (빅데이터 군집 분석을 이용한 학습성취도 예측 - 종단 연구를 중심으로)

  • Ko, Sujeong
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1769-1778
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    • 2018
  • As the value of using Big Data is increasing, various researches are being carried out utilizing big data analysis technology in the field of education as well as corporations. In this paper, we propose a method to predict learning achievement using big data cluster analysis. In the proposed method, students in Korea Children and Youth Panel Survey(KCYPS) are classified into groups with similar learning habits using the Kmeans algorithm based on the learning habits of students of the first year at middle school, and group features are extracted. Next, using the extracted features of groups, the first grade students at the middle school in the test group were classified into groups having similar learning habits using the cosine similarity, and then the neighbors were selected and the learning achievement was predicted. The method proposed in this paper has proved that the learning habits at middle school are closely related to at the university, and they make it possible to predict the learning achievement at high school and the satisfaction with university and major.

Intuitive Spatial Drawing System based on Hand Interface (손 인터페이스 기반 직관적인 공간 드로잉 시스템)

  • Ko, Ginam;Kim, Serim;Kim, YoungEun;Nam, SangHun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1615-1620
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    • 2017
  • The development of Virtual Reality (VR)-related technologies has resulted in the improved performance of VR devices as well as affordable price arrangements, granting many users easy access to VR technology. VR drawing applications are not complicated for users and are also highly mature, being used for education, performances, and more. For controller-based spatial drawing interfaces, the user's drawing interface becomes constrained by the controller. This study proposes hand interaction based spatial drawing system where the user, who has never used the controller before, can intuitively use the drawing application by mounting LEAP Motion at the front of the Head Mounted Display (HMD). This traces the motion of the user's hand in front of the HMD to draw curved surfaces in virtual environments.

Development of Circuit Emulator Solution using Raspberry Pi System (라즈베리파이 시스템을 이용한 회로 에뮬레이터 솔루션 개발)

  • Nah, Bang-hyun;Lee, Young-woon;Kim, Byung-gyu
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.607-612
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    • 2017
  • The use of RaspberryPi in building an embedded system may be difficult for users in understanding the circuit and the hardware cost. This paper proposes a solution that can test the systems virtually. The solution consists of three elements; (i) editor, (ii) interpreter and (iii) simulator and provides nine full modules and also allows the users to configure/run/test their own circuits like real environment. The task of abstraction for modules through the actual circuit test was carried out on the basis of the data sheet and the specification provided by the manufacturer. If we can improve the level of quality of our solution, it can be useful in terms of cost reduction and easy learning. To achieve this end, the electrical physics engine, the level of interpreter that can be ported to the actual board, and a generalization of the simulation logic are required.