• Title/Summary/Keyword: 학습자-콘텐츠 상호작용

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Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

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.

A Study on the Learner's Satisfaction of Computer Practice Classes by applying BL: Focusing on contents and instructor interactions (블렌디드 러닝을 활용한 컴퓨터 실습수업에서의 학습자 만족 연구: 콘텐츠 요인과 교수자 상호작용을 중심으로)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.221-230
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    • 2017
  • BL(Blended Learning) has been presented as a promising alternative learning approach. BL is defined as a learning approach that combines e-learning and face-to-face classroom learning. The adoption of BL in computer practice class is necessary due to the characteristics of computer practice class itself. This study proposes a research model that examines the determinants of learner's satisfaction of computer practice classes in BL environment. Considering the characteristics of computer practices classes contents and instructor interaction were identified as the determinants. The research model is tested using a questionnaire survey of 141 participants. Confirmatory factor analysis (CFA) was performed to test the reliability and validity of the measurements. The partial least squares (PLS) method was used to validate the measurement and hypotheses. The empirical findings shows that contents easiness and contents constructs are the primary determinants of instructor interaction in BL. Instructor interaction was also found to be related to the learner's satisfaction resulting in re-using. The findings provide insight into the planning and utilizing BL in computer practice classes to enhance learner's satisfaction.

A Study on the e-Learning Revitalization Plan to Improve the Quality University Education : Focused on the YouTube Learning Contents (대학교육의 질 제고를 위한 이러닝 활성화 방안 연구 : 유튜브 러닝 콘텐츠 사례를 중심으로)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.309-317
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    • 2020
  • The purpose of this study was conducted in two stages for university students at K and Y universities in Gyeongsangbuk-do to examine the factors affecting their use intention to use YouTube learning contents due to any of the factors of YouTube learning contents characteristics. Based on the results of the first survey, the measurement items were organized and based on this, second survey was conducted on the use intention of YouTube learning content learners. As a result, it was found that content diversity, content simplicity, content quality, interactivity, and ease of use influenced use intention. Among them, content diversity was found to have the most influence on use intention than others. This study is expected to be used as a basic research data necessary to activate e-learning in the current university and to enhance the learning effect by researching YouTube which is a new learning trend of university students.

Analysis of Participation Hindrance Factors Cyber home study in Elementary education (초등교육에서 사이버가정학습 참여 저해요인 분석)

  • Shin, Hyeon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.265-268
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    • 2011
  • 이 연구는 초등교육에서 사이버가정학습의 참여를 저해하는 요인을 도출하고, 그 요인 중 가장 영향을 많이 미치는 요인을 찾음으로써 참여율을 제고하는데 목적이 있다. 연구목적을 달성하기 위해 선행연구 분석을 통해 8가지 잠정적 저해요인(학습동기 및 태도의 문제, 컴퓨터에 대한 부담감, 컴퓨터 사용의 어려움, 새로운 학습방법의 어려움, 학습설계의 문제, 상호작용의 어려움, 화면설계의 문제, 환경상의 문제)를 도출하였다. 이에 따라 33문항으로 구성된 설문지를 제작하여 사이버가정학습을 실시하고 있는 초등학교(3학년~6학년 학생 429명)을 대상으로 설문조사를 실시하였다. 로지스틱 회귀분석을 통해 분석한 결과, 초등교육에서 사이버가정학습 참여 저해에 영향을 주는 요인은 학습동기 및 태도의 문제, 컴퓨터 사용의 어려움, 컴퓨터에 대한 부담감, 새로운 학습방법의 어려움, 학습설계의 문제 이었다. 이중에서 참여 저해에 대한 영향력은 컴퓨터에 대한 부담감, 새로운 학습방법에 대한 어려움, 컴퓨터 사용의 어려움, 학습설계의 문제 순으로 4가지였다. 즉, 컴퓨터에 대한 부담감, 새로운 학습방법에 대한 어려움, 컴퓨터 사용의 어려움, 학습설계의 문제가 적을수록 지속할 가능성이 더 큰 것으로 나타났다. 연구결과를 토대로 초등교육에서 사이버가정학습 참여율을 제고하기 위해서 다음과 같은 결론을 내릴 수 있다. 첫째, 초등학생을 대상으로 한 사이버가정학습 운영 시 컴퓨터에 대한 부담감이나 새로운 학습방법에 대한 어려움, 컴퓨터 사용의 어려움이 있는지 고려해 초등학생에 맞는 적절한 학습설계를 구축하는 것이 중요하다. 둘째, 초등교육에서 사이버가정학습의 참여 저해요인에 가장 큰 영향을 미치는 컴퓨터에 대한 부담감을 줄이기 위해 학습자가 컴퓨터에 대한 두려움을 없애주고 컴퓨터가 학습에 유용하다고 느낄 수 있도록 초등학생을 위한 맞춤형 교수설계 및 콘텐츠 개발로 컴퓨터에 쉽게 접근하고 즐거움을 느낄 수 있도록 유도해야 한다.

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Digilog Book Interaction Design Using Augmented Reality(AR) (Focused on Children's Books) (증강현실(AR)을 활용한 디지로그 북 인터랙션디자인 연구 (아동 서적물 중심으로))

  • Jung, Yong-Won;Ju, Min-Kyung;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.425-433
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    • 2020
  • Digilog book using augmented reality is a form that augmented reality is implemented by illuminating the camera embedded in the mobile image on the page registered as an image marker after downloading the application, which shows a fragmentary limitation in the content implementation method. Therefore, in this study, we proposed a pop-up multi-tracking method that enables two-way interaction in a digit log book using augmented reality technology. Through this, we commissioned an authorized agency to test the technical differentiation of augmented reality content for two prototypes of existing book-type Digilog Book and Pop-up-type Digilog Book. A test report was issued. The pop-up type digit log book suggested in this study enables the user to implement the interactive contents according to the user's action (movement). This can induce the interaction between the virtual image and the printed picture book and give the learner an interest and immersion, so that it is possible to express the interaction of the digital log book.

Analysis on the Characteristics of Good Teaching Perceived by Junior College Student : Based on a Case Study of K College (전문대학생이 인식하는 좋은 수업의 특성 분석 -K 대학 사례를 중심으로)

  • Choi, Seok-Hyun
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.517-527
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    • 2014
  • Universities are increasing every year, supporting the university's teaching and learning center, among subjects which recently retake a good teaching or the most memorable teaching through an essay competitions. This contributed to the development of students' academic skills taught a good teaching know-how to identify and spread the 'good teaching' what has provided opportunity to look back. This study analyzed the characteristics of good teaching, as perceived by Junior College students. We did content analysis to elicit the characteristics of professor from qualitative comments of 75 college essay competitions. According to the content analysis, the most essential characteristics of good teaching as perceived by Junior College students are the following: 1. the professor's enthusiasm for teaching; 2. students' interest for teaching; 3. providing clear explanation; 4. caring professors; 5. good communication with students; 6. sharing professor's experiences.

Satisfaction Analysis of Online Non-face-to-face Classes in the COVID-19 (코로나19 상황에서의 온라인 비대면 수업에 대한 만족도 분석)

  • Jang, Hyon Chol;Roh, Mi Ra;Jeon, Byung Duk
    • Journal of the Korean Society of Radiology
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    • v.15 no.4
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    • pp.519-524
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    • 2021
  • As the COVID-19 situation continued to spread to the local community along with the spread due to influx, each university had to conduct all online classes and partially online classes. The purpose of this study was to investigate the satisfaction of learners with the content and lecture contents by paying attention to online non-face-to-face classes according to the change of the class environment in the Corona 19 situation. Satisfaction survey on online non-face-to-face class major subjects was analyzed using questionnaires from June 1 to June 11, 2021, targeting 2nd and 3rd year students in the Department of Radiology at S University in Daegu. As a result of the study, satisfaction with content and class content was found to be an average of 3.78 ± 0.75 points, and learning satisfaction was found to be an average of 3.00 ± 1.14 points. In addition, when taking online non-face-to-face classes, the correlation between students' class attitude and content and class content satisfaction was the highest (r=0.555, p<0.01), and it was found that there was also a correlation between content and class content satisfaction and learning satisfaction. (r=0.331, p<0.01). I think that satisfaction with non-face-to-face online classes can be improved if the quality of content is improved during non-face-to-face online major classes as well as more active interactions between students and professors.

A Study on a Computer Program Visualization Method Effective for the e-Learning Contents (이 러닝 콘텐츠에 효과적인 컴퓨터 프로그램 시각화 방안에 대한 연구)

  • Ha, Sang-Ho
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.109-124
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    • 2007
  • With the advance of the Internet and computing technologies, e-learning is now a hot issue worldwide for providing the effective learning on the cyber-space. However, most of existing e-learning contents have been developed mainly based on text, including simple multimedia elements such as images, animations, and voices. This paper suggests a method effective for the computer programming e-learning. The method is based on program visualization using flowcharts. It features the stepwise hierarchical program visualization on the level of statements, the flowchart based visualization for control constructs of languages, visualization over whole programs, visualization compared with source codes, and interaction with users. Finally, we implement a system to realize the suggested method, and execute it for an example program.

The Development of Web-Based Ventilator Management Education Program (웹기반 '인공호흡관리' 교육프로그램 개발)

  • Choi, Young-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5284-5291
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    • 2012
  • This research is to develop the Web-Based Ventilator Management Education Program that reflects the needs of nursing site nursing which is intended to help nursing duties. ISD model-building process has been developed for the analysis, design, development, operation, and evaluation of methods. The education program was developed from April to July 2011, and SPSS 18.0 was used for data analysis. The analysis stage, document review and requirement analysis, content analysis, learner analysis, technology and environment analysis have been executed. Through the processes, higher education requirements for the practical ventilator, a large number of subjects under the age of 30, and the career of less than 3 years of ICU were searched. At the design stage, the education content that was presented by the content expert group was executed in information design, mutual interaction design, synchronization design through discussion with program experts. At the development stage, author made the story flow and gathered data and integrated it through the review of related document and data. At the operation and evaluation stage, author executed the developed program and revised and supplemented it on the basis of the evaluation results through the experts and subjects evaluation. The Web-Based Ventilator Management Education Program could contribute to the improvement of nursing because the program has been developed to reflect the diverse needs of nursing practice in the process of building program.