• 제목/요약/키워드: Digital Educational Tools

검색결과 94건 처리시간 0.026초

Exploring dietitians' views on digital nutrition educational tools in Malaysia: a qualitative study

  • Zahara Abdul Manaf;Mohd Hafiz Mohd Rosli;Norhayati Mohd Noor;Nor Aini Jamil;Fatin Hanani Mazri;Suzana Shahar
    • Nutrition Research and Practice
    • /
    • 제18권2호
    • /
    • pp.294-307
    • /
    • 2024
  • BACKGROUND/OBJECTIVES: Dietitians frequently use nutrition education tools to facilitate dietary counselling sessions. Nevertheless, these tools may require adaptation to keep pace with technological advancements. This study had a 2-fold purpose: first, to identify the types of nutrition education tools currently in use, identify their limitations, and explore dietitians' perspectives on the importance of these tools; second, to investigate the features that dietitians prefer in digital nutrition education tools. SUBJECTS/METHODS: A semi-structured face-to-face interview was conducted among 15 dietitians from selected public hospitals, primary care clinics, and teaching hospitals in Malaysia. Inductive thematic analysis of the responses was conducted using NVivo version 12 software. RESULTS: Most dietitians used physical education tools including the healthy plate model, pamphlets, food models, and flip charts. These tools were perceived as important as they facilitate the nutrition assessment process, deliver nutrition intervention, and are time efficient. However, dietitians described the current educational tools as impersonal, outdated, limited in availability due to financial constraints, unhandy, and difficult to visualise. Alternatively, they strongly favoured digital education tools that provided instant feedback, utilised an automated system, included a local food database, were user-friendly, developed by experts in the field, and seamlessly integrated into the healthcare system. CONCLUSION: Presently, although dietitians have a preference for digital educational tools, they heavily rely on physical nutrition education tools due to their availability despite the perception that these tools are outdated, impersonal, and inconvenient. Transitioning to digital dietary education tools could potentially address these issues.

DIGITAL TECHNOLOGIES AND RANKINGS AS TOOLS OF THE COMPETITIVENESS IN THE EDUCATIONAL SERVICES MARKET

  • Djakona, Antonina;Lavrov, Ruslan;Anisimova, Liudmyla;Koval, Oksana;Polkhovska, Maryna;Shumaieva, Svitlana
    • International Journal of Computer Science & Network Security
    • /
    • 제21권11호
    • /
    • pp.49-58
    • /
    • 2021
  • Globalization of higher education deepens the competition in the global educational services market. Competition between higher education institutions is based on the use of a wide range of activities and tools that are constantly evolving and becoming more complex. Digitalization significantly transforms the approaches to competition between universities in educational, research and marketing activities. Digital technologies are becoming an integral part of this competition. In addition, in the current conditions of globalization of the scientific and educational space, numerous rankings of universities have become an important tool of the competition; the most significant rankings of universities are as follows: Academic Ranking of World Universities (China), Times Higher Education Rankings of Universities (Great Britain), Webometrics (Spain). In the article, the key principles of the formation of world rankings of universities are analyzed, the main sources of information resources for their compilation are determined. The authors have concluded that the improvement of the position of educational institutions in the world rankings of universities should be implemented within the framework of the state educational policy. The key positive effects of universities due to increasing the competitiveness level of the national higher education system are specified.

연구교육용 CAD 툴에 의한 이차원 디지탈필터의 설계 (Design of Two-dimensional Digital Filter by Research and Educational CAD Tools)

  • 송낙운;김종준
    • 한국정보처리학회논문지
    • /
    • 제3권5호
    • /
    • pp.1187-1197
    • /
    • 1996
  • 본 연구에서는 연구교육용 CAD 툴을 이용하여 이차원 디지탈필터를 설계 하고 모의 실험을 수행하였다. 이차원필터는 크게 일차원 디지탈필터와 선메모리 (line memory)로 구성되어있다. 일차원 디지탈필터에서의 속도 개선을 위하여 곱셈은 CSD (Canonical Signed Digit) 형태로 주어진 필터계수에 의하여 선이동방식 으로 수행 하며, 덧셈에는 CSA(carry-save adder)와 MA(Manchester adder)를 사용 하였다. 설계된 디지탈필터는, VHDL 모의실험의 경우 30 Mhz까지 동작하였으며, Berkeley CAD 툴에 의한 레이아웃 설계를 수행하여 IRSIM에 의하여 정상적인 동작을 확인하였다.

  • PDF

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • 디자인학연구
    • /
    • 제19권3호
    • /
    • pp.93-104
    • /
    • 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.

  • PDF

Digital Tools for Optimizing the Educational Process of a Modern University under Quarantine Restrictions

  • Nadiia A. Bachynska;Oksana Z. Klymenko;Tetiana V. Novalska;Halyna V. Salata;Vladyslav V. Kasian;Maryna M. Tsilyna
    • International Journal of Computer Science & Network Security
    • /
    • 제24권1호
    • /
    • pp.133-139
    • /
    • 2024
  • The educational situation, which resulted from the announced self-isolation regime, intensified the forced decisions on the organization of the distance educational process. The study is topical because of the provision of distance learning based on the experience of Kyiv National University of Culture and Arts. The study was conducted in three stages. Systemic, socio-communicative, competence approaches, sociological methods (questionnaires and interviews) were chosen as methodological tools of the research. The results of a survey of teachers and entrants to higher education institutions on the topic "Using social networks and digital platforms for online classes under the conditions of quarantine restrictions" allowed to scientifically substantiate the need for deeper knowledge of such tools as Google Meet (79%), Zoom (13.78%) and Google Classroom (11.62%), which are preferred by entrants. Almost a third of entrants (34.26%) noted the lack of scientific and methodological support for learning the subjects. The study showed high efficiency of messengers in distance education. The study found that in the process of organizing communication in the student-teacher system, it is necessary to take into account the priority of Telegram on the basis of which it is necessary to implement a chatbot for convenient and effective exchange of information about the educational process. Further research should focus on the effectiveness of the use of Telegram. The effectiveness of using chatbots should also be considered. Chatbots can be used to automate routine components of the learning process.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
    • /
    • 제4권1호
    • /
    • pp.11-18
    • /
    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

비대면 교육 환경에서 학교도서관의 에듀테크 유형과 활용에 관한 연구 (A Study on Edutech Types and Utilization of School Libraries in a Non-face-to-face Educational Environment)

  • 소병문
    • 한국도서관정보학회지
    • /
    • 제55권3호
    • /
    • pp.337-356
    • /
    • 2024
  • 이 연구의 목적은 팬데믹 기간 내 비대면 교육 환경에서 학교도서관은 어떻게 디지털 교육 도구를 교육 활동에 활용하였는가를 회고적으로 살펴보고, 뉴노멀 교육 환경에서 활용할 수 있는 에듀테크를 유형화하고 활용 방안을 제시하는 것이다. 먼저 팬데믹 기간 학교 현장에서 사용한 에듀테크 전반을 그 특성에 따라 범주화한 후 에듀테크 예시를 포함한 목록을 제시하였다. 이 목록을 학교도서관에 적용할 수 있도록 사서교사가 교육적 활용 수준에 따라 유형과 에듀테크 예시의 개수를 재조정하였다. 팬데믹 기간 내 「학교도서관저널」 기획 특집 기사를 대상으로 학교도서관의 에듀테크 활용 사례를 분석하여 앞선 에듀테크 목록과 통합하였다. 이 과정을 통하여 학교도서관에서 활용할 수 있는 에듀테크 유형은 크게 관리형, 소통형, 생산성, 소비형, 평가형으로 나눌 수 있었으며 유형별 에듀테크의 구체적인 예시는 기획 특집 기사 사례를 참고해 제시하였다.

피지컬 컴퓨팅 기반 소프트웨어 교육용 제품 개발 (Development of Software Education Products Based on Physical Computing)

  • 김응곤
    • 한국전자통신학회논문지
    • /
    • 제14권3호
    • /
    • pp.595-600
    • /
    • 2019
  • 유아 및 저학년용 교육도구는 기술의 발달로 ICT기반의 디지털 기술이 융합되면서 스마트화 되고 있고 스마트 교육도구의 디지털 상호작용 기능은 학생들에게 보다 높은 몰입감과 재미를 선사해, 기존의 교육도구와는 전혀 다른 놀이형 도구로서 학습이 가능하다. 스마트 교육도구 구현에 활용되는 기술은 로봇공학, 컴퓨터공학, 프로그래밍 등 공학과 수학적 바탕으로 하는 학문에서 비롯되어, 그 자체로 교육 분야에 접목 될 수 있다. 본 논문에서는 현장교육에 활용되는 교육용 도구 로봇의 특성을 고려한 연구 개발 및 교육 현장에 최적화된 피지컬 컴퓨팅 기반의 제품을 설계 및 구현하여 로봇 시스템의 기반이 되는 센싱 정보처리와 소프트웨어 설계 및 프로그래밍 실습 교육을 위한 피지컬 교육이 가능하도록 개발하였다.

멀티미디어 저작도구를 이용한 효율적인 교수-학습 콘텐츠 개발에 관한 고찰 (A Study on the Efficient Development of Teaching-Learning Contents Using Multimedia Authoring Tools)

  • 김민성;김윤;박성훈
    • 디지털콘텐츠학회 논문지
    • /
    • 제11권1호
    • /
    • pp.1-8
    • /
    • 2010
  • 컴퓨터는 수업시의 문제 해결에 대한 동기유발과 이해를 강화시켜 오늘날의 교육에 강조되고 있는 문제 해결 학습에 가장 적합한 교육공학 도구이고 우리에게 다양하고 풍부한 학습경험을 적시적소에 전달할 수 있는 정보화시대의 대표적인 교수-학습 방법으로 인식되고 있다. 멀티미디어 저작도구는 멀티미디어 시스템의 제반기술을 이용하여 단시간 내에 교육용 코스웨어의 개발과 유지보수를 도와준다. 본 논문에서는 멀티미디어 저작도구를 이용하여 효과적인 교육용 소프트웨어 개발과정을 제시하며 이의 교육에의 응용에 대한 교육적 이점, 제한점 그리고 향후 나아가야할 발전 방향을 모색해 보고자 한다.

디지털 디자인 도구를 이용한 건축형태개발을 위한 건축교육에 관한 연구 (A Study on the Architectural Education for the Development of the Architectural Form with Using Digital Design Tools)

  • 정지석;최무혁
    • 한국CDE학회논문집
    • /
    • 제9권4호
    • /
    • pp.334-350
    • /
    • 2004
  • Until now, architects have used traditional methods in order to develop architectural forms and use a digital technology as presentation tools. The field of digital technology has been expanded to control easily architectural data, eventually leads to the creation for creative ideas, which were belong to mainly designer's talent. It has been educated by using digital tool in foreign universities but in our case a little university try to do. So we need an adequate curriculum and educational media because of digitalized data, originated architectural form and reduction of time and money. In this paper, as it is surveyed the present situation of architetural education by using digital tool in domestic and foreign country, it can be used as the fundamental data that architectural education by using digital tool is initiated In our universities.