• Title/Summary/Keyword: 학습자 몰입

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A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

A Study on the Effect of Pro-Environmental Consumers on Environmental Education Utilizing Value-Attitude-Behavior Model (가치-태도-행동모델(VAB)을 활용한 친환경 소비자의 환경교육의 조절효과 연구)

  • Hwang, Youn-Sung;Seo, Yong-Mo
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.273-282
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    • 2017
  • This empirical study is to verify the moderating effects of environmental education on pro-environmental consumers. For this purpose, we used Value-Attitude-Behaviro Model(VAB). In addition, as an environmental education method, the environmental education method using 7 environmental movies by the multimedia with excellent learning effect in order to increase the interest and educational commitment of the learners was utilized. A total of 116 subjects were divided into experimental group and control group, and the experiment was designed based on Pretest-Posttest Control Group Design to grasp the effect of environmental education after conducting environmental education to the experiment group. The results of the analysis showed that environmental education had no effect on environmental values but it had a positive effect on improving the attitude and the pro-environmental behavior. This study proved that the sustainable environmental education could form pro-environmental behavior, even though the environmental sense of values had not been formed in adolescence, and furthermore, the earlier researches had been mainly focused on the effect of the environmental education for the adolescent.

Korean College Students' Perceptions of Offline Classes after COVID-19: Focused on Their Social Interactions and Senses of Community (문제중심학습(PBL)이 현장실습수업 참여능력과문제해결력 향상에 미치는 영향)

  • Kyeong-Hee Rha;Ji-Yeon Baek
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.169-174
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    • 2023
  • The purpose of this study is to analyze Korean college students' perceptions of interactions and senses of community, among students, and instructors and students as they took face-to-face classes by the time students and instructors came back to the classroom. Forty-nine college students participated in the study, and all of them had experienced non-face-to-face classes during the last two years from 2020 through 2021. They responded to the revised Rovai (2002)'s Classroom Community Scale (CCS), and the data were analyzed using a frequency analysis. The findings of data analysis showed that the students positively perceived the class contents and teaching formats of face-to-face classes, in terms of understanding and concentration on the class. On the other hand, it was found out that the students would still need more time for being familiar with face-to-face classes, and their affective variables of the educational environment should be considered.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Interaction Analysis Between Visitors and Gesture-based Exhibits in Science Centers from Embodied Cognition Perspectives (체화된 인지의 관점에서 과학관 제스처 기반 전시물의 관람객 상호작용 분석)

  • So, Hyo-Jeong;Lee, Ji Hyang;Oh, Seung Ja
    • Korea Science and Art Forum
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    • v.25
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    • pp.227-240
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    • 2016
  • This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.

A Qualitative Study on the Experiences of Grandmothers Raising Grandchildren during the COVID-19 Pandemic (코로나19 상황에서 조손가족 조모가 경험하는 손자녀 양육에 대한 질적 연구)

  • Park, Hwa-Ok;Lim, Jung-won;Kim, Min Jung
    • 한국노년학
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    • v.41 no.4
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    • pp.587-609
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    • 2021
  • The purpose of this study was to investigate parenting experiences among grandmothers raising their grandchildren from grandmothers' perspective, and a variety of their physical health, psychological and social challenges they were facing in everyday life. In addition, this study explored new issues, changes, and difficulties grandparents and their grandchildren were going through during the COVID-19 pandemic. Seven grandmothers raising their grandchildren without their cohabiting parents participated in an in-depth interview, and the qualitative date were obtained using semi-structured questionnaires. Analyses identified 5 main categories: 1) my emotion, worries, and coping with parenting grandchildren, 2) difficulties and obstacles facing in real life of the parenting, 3) conflicts and coping with growing grandchildren who showed new characters, 4) relationships and emotions among grandparents, parents, and grandchildren, and 5) needs and desires toward social services and support. Sixteen themes and 60 sub-themes were also derived. The majority of grandmothers expressed diverse difficulties in their dail y lives including ambivalent emotions regarding grandchild-rearing(rewards and burden), economic hardships, physical health limitations, and a lack of communications with their grandchildren. Further, findings indicated profound generation conflicts which had been even deepened during school close period in COVID-19 pandemic and had been associated with increased hours of using internet and playing computer games. The top priority of the social service needs among interviewed grandmothers was learning support for their grandchildren. Emotional support and social support to cover their lack of family interactions, and financial support were the next of their desired social services. Implications to improve social services for grandparent-headed families are discussed.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Multimodal Emotional State Estimation Model for Implementation of Intelligent Exhibition Services (지능형 전시 서비스 구현을 위한 멀티모달 감정 상태 추정 모형)

  • Lee, Kichun;Choi, So Yun;Kim, Jae Kyeong;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.1-14
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    • 2014
  • Both researchers and practitioners are showing an increased interested in interactive exhibition services. Interactive exhibition services are designed to directly respond to visitor responses in real time, so as to fully engage visitors' interest and enhance their satisfaction. In order to install an effective interactive exhibition service, it is essential to adopt intelligent technologies that enable accurate estimation of a visitor's emotional state from responses to exhibited stimulus. Studies undertaken so far have attempted to estimate the human emotional state, most of them doing so by gauging either facial expressions or audio responses. However, the most recent research suggests that, a multimodal approach that uses people's multiple responses simultaneously may lead to better estimation. Given this context, we propose a new multimodal emotional state estimation model that uses various responses including facial expressions, gestures, and movements measured by the Microsoft Kinect Sensor. In order to effectively handle a large amount of sensory data, we propose to use stratified sampling-based MRA (multiple regression analysis) as our estimation method. To validate the usefulness of the proposed model, we collected 602,599 responses and emotional state data with 274 variables from 15 people. When we applied our model to the data set, we found that our model estimated the levels of valence and arousal in the 10~15% error range. Since our proposed model is simple and stable, we expect that it will be applied not only in intelligent exhibition services, but also in other areas such as e-learning and personalized advertising.

Key Factors of Talented Scientists' Growth and ExpeI1ise Development (과학인재의 성장 및 전문성 발달과정에서의 영향 요인에 관한 연구)

  • Oh, Hun-Seok;Choi, Ji-Young;Choi, Yoon-Mi;Kwon, Kwi-Heon
    • Journal of The Korean Association For Science Education
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    • v.27 no.9
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    • pp.907-918
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    • 2007
  • This study was conducted to explore key factors of expertise development of talented scientists who achieved outstanding research performance according to the stages of expertise development and dimensions of individual-domain-field. To fulfill the research purpose, 31 domestic scientists who were awarded major prizes in the field of science were interviewed in-depth from March to September, 2007. Stages of expertise development were analyzed in light of Csikszentmihalyi's IDFI (individual-domain-field interaction) model. Self-directed learning, multiple interests and finding strength, academic and liberal home environment, and meaningful encounter were major factors affecting expertise development in the exploration stage. In the beginner stage, independence, basic knowledge on major, and thirst for knowledge at university affected expertise development. Task commitment, finding flow, finding their field of interest and lifelong research topic, and mentor in formal education were the affecting factors in the competent stage. Finally, placing priority, communication skills, pioneering new domain, expansion of the domain, and evaluation and support system affected talented scientists' expertise development in the leading stage. The meaning of major patterns of expertise development were analyzed and described. Based on these analyses, educational implications for nurturing scientists were suggested.

A Study of the Evolving Process of Wealthy Major Donors' Sharing Lives in Korea (부유층의 기부과정에 관한 연구)

  • Kang, Chul-Hee;Kim, Mi-Ok
    • Korean Journal of Social Welfare
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    • v.59 no.2
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    • pp.5-38
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    • 2007
  • This study attempts to develop a theory on the evolving process of wealthy major donors' sharing lives in Korea through a grounded theory approach. To conduct this study, the researchers have in-depth interviews with 11 exemplary wealthy major donors who have more than one million US dollars in his or her own asset and donate more than ten thousand US dollars annually. In data analysis, this study identifies 161 concepts on the evolving process of wealthy major donors' sharing lives; and the concepts are categorized with 33 sub-categories and 14 categories. In the paradigm model on the evolving process of wealthy major donors' sharing lives, it is identified that the central phenomenon, 'practicing sharing lives as noblesse oblige', is related with the causal conditions such as 'learning through memories and observation', 'realizing my duties', and 'emphasizing'; and the central phenomenon is related with the contingent conditions such as 'being sensitive to external evaluation', 'having limited information on giving', 'distrusting donation related environments'. The action/interactional sequences such as 'utilizing relationships' and 'strengthening active participation' are accomplished by moderating conditions such as 'having internal and external supports' and 'guiding by firm conviction'. It reveals that as a result, wealthy major donors enjoy the feeling of becoming a ideal and true wealthy person, establish sharing lives as firm and major parts of overall lives, and experience strong desires for better future and society. In this study, 'generous sharing that shares personal heritages and social benefits' is analyzed as a core category; it shows that sharing of wealthy major donors is related to the characteristics of generosity practice based on moral self-benefiting rather than complete altruistic characteristics or self-sacrificial characteristics. The process analysis reveals that it has the following stages: first, initial giving by exposure to causes or requests; second, routine practice of giving; third, evolution of practice of giving with gradual expansion in quantities and qualities; and fourth, living with giving. In the process, the following four types are identified: devoted wealthy donors for sharing, wealthy donors practicing sharing in daily life, wealthy donors practicing sharing with learning on external stimulus, and wealthy donors practicing sharing on empathy. Finally, this study discusses both meanings of identifying and developing a theory on the evolving process of wealthy major donors' sharing lives and implications of the research results in cultivating and developing potential wealthy major donors in Korea.

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