• Title/Summary/Keyword: Digital Educational Tools

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Studying The Topic Of The Function Extremum Of Two Variables In The Conditions Of Remote Learning And Application Of Digital Technologies

  • Krupskyi Yaroslav;Tiytiynnyk Oksana;Kosovets Olena;Soia Olena
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.1-8
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    • 2024
  • In contemporary education, the rapid advancement of digital technologies elevates demands for integrating the latest tools into the learning process. Mathematical analysis, as a discipline, benefits from computer mathematics in distance education, enhancing practical aspects and enabling individualized learning. This article addresses the integration of the Maple computer mathematics system into higher education, specifically in teaching "Mathematical Analysis." Emphasizing its role in distance learning, computer mathematics optimizes the educational environment, reducing the time required for knowledge acquisition. The article showcases the application of Maple in finding extremum points and introduces an educational software simulator, enabling students to practice the method. The simulator, developed within Maple, facilitates self-checking and enhances the study of functions. Conclusions drawn from the study highlight the positive impact of these tools on distance education, affirming Maple's role in enhancing professional training and information culture among higher education students.

Formation of the Digital Generation in a Distance Learning Environment

  • Nataliіa, Levchenko;Nataliia, Sukhostavets;Lesia, Zelman;Alla, Kulichenko;Kseniia, Balabanova
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.335-341
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    • 2022
  • This article is devoted to the study of the process of formation of the digital generation in a distance learning environment. With the introduction of quarantine due to the spread of COVID-19, opponents of digital technologies were forced to turn to relevant resources, while supporters identified new opportunities for the development of didactics and education in general. The irreversibility of the former educational reality became apparent and only the scale of the vision of potential change by interested and disinterested groups differed. Using a comprehensive approach, the authors consider the issues related to the direct and indirect impact of distance learning on children and young people born after the beginning of the XXI century. The article reveals the prerequisites and implications of distance education for the interaction of participants in the educational process. IC technologies during the educational process in the primary grades, in addition to identifying the student's learning deficit, should provide the transmission of non-verbal signals, which are important for children of this age. At the same time in the secondary school IR-technologies are designed to replace frontal learning during the assimilation of knowledge and at the same time not to worsen the quality of the educational process. Formation of students in the HEI takes place in the political science format, constant discussion of problem situations, so the task of introducing IC technology in this process is the accurate transfer of the content of the discussions. Individualization and autonomization of the educational process, its dependence on the results of the choice of educational content, and the use of pedagogical management tools change the philosophy of education for children and youth. The authors conclude that the formation of a digital generation, characterized by an increased level of digital literacy of children and youth, the possession of a certain level of digital capacity requires the use of strategies aimed at optimizing the learning process in a digital educational environment.

A Study on the Effect of Digital Literacy Competency on Learning Flow Earning Satisfaction and Learning Outcomes of College Students Majoring in Aviation Service (항공서비스전공 대학생의 디지털 리터러시 역량이 학습몰입, 학습만족, 학습성과에 미치는 영향에 관한 연구)

  • Kim, Ha Young
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.3
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    • pp.38-53
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    • 2022
  • Recently, the acquisition and production of information using digital tools and the creation of new knowledge are emphasized as important educational elements. Therefore, in this study, the effect of learning achievement according to the digital literacy level of college students was analyzed. For the analysis, a questionnaire is conducted with college students majoring in aviation services attending universities in Seoul Capital Area and Chungcheong area. To verify the hypothesis of the study, demographic characteristics are identified based on the questionnaire, reliability and validity of measurement items are verified, and structural equation model analysis is performed to verify the hypothesis. The analysis results are as follows. First, among the sub-factors of digital literacy competency of college students majoring in aviation service, 'technology use' is found to have a positive effect on 'cognitive flow' and 'emotional flow' of learning flow except 'behavioral flow'. Second, among the sub-factors of digital literacy competency, 'self-learning' is found to have a positive effect on 'cognitive flow', 'emotional flow', and 'behavioral flow' in learning flow. Third, the sub-factors of learning flow, 'cognitive flow', 'emotional flow', and 'behavioral flow' have a positive effect on 'learning satisfaction'. Fourth, 'learning satisfaction' is found to have a positive effect on 'learning outcomes'. Based on the research results, practical support measures and strategies for educational success are presented.

Class Design Applying Flipped Learning Combined with Project-Based Learning: Focusing on Digital Painting Tool for Class (플립러닝형 프로젝트 기반학습을 적용한 수업 설계: Digital Painting Tool 수업을 중심으로)

  • Sung, Rea;Kong, Hyunhee
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.29-45
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    • 2022
  • The Fourth Industrial Revolution era requires people to have the ability of integrated thinking, critics, sensitivity, and creativity in an integrated manner. Therefore, teaching methods are expected to become more suitable for the trend. In this belief, current teacher-leading education method should move to students' self motivating one and consist of programs in which students voluntarily involve. In this reason, this study suggests FPBL educational method model that is combines project-based learning with flipped learning by analysing preceding research and digital painting tool class was designed by applying it. As a result of applying the designed class model to the class, all of the class satisfaction, effectiveness, and interaction were evaluated positively. Problems such as limitations of project classes due to non-face-to-face classes, large amount of learning before class, and reduced concentration during class were found. Therefore, when the FPBL class model is conducted non-face-to-face, it will be necessary to further strengthen the role of the instructor, provide lecture videos summarizing the core contents, and improve concentration by providing active participation and fun using various digital tools. The result of the study looks significant by confirming the possibility of applying FPBL model not only in design education but also other educational settings.

Application Prospects of Knowledge Awareness System for Supporting Collaborative Learning in Digital Textbook (디지털 교과서에서 협력 학습 지원을 위한 지식 인식 시스템의 적용 방안)

  • Kwon, Suk Jin;Sim, Hyeon Ae;Kwon, Sun Hwa
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.2
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    • pp.169-182
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    • 2010
  • The purpose of the study is to prospect the application of knowledge awareness system in the use of the digital textbook which is one of the main educational political projects based on the exploration of the awareness theory for the computer-supported collaborative learning. To do this, first, knowledge awareness theory for computer-supported collaborative learning (CSCL) as a rationale for digital textbook which supports the collaborative learning was introduced. Second, three functionalities of knowledge awareness systems were extracted by analyzing the representative knowledge awareness tools of CSCL environment. Third, application prospects of knowledge awareness system toward the development and utilization of digital textbook were presented. The paper suggested the need of more researches such as the prototype development of digital textbook which applies the knowledge awareness system's functionalities and empirical researches which examine their effectiveness and efficiency.

Digitization Of Education: Current Challenges Of Education

  • Osaula, Vadym;Parfeniuk, Ihor;Lysyniuk, Maryna;Haludzina-Horobets, Viktoriia;Shyber, Oksana;Levchenko, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.368-372
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    • 2021
  • The article identifies the features of the digital culture of modern society in the dynamics of its impact on the education sector, identifies the main directions of digitalization education, an objective analysis is presented, the possibilities of examination as a scientific assessment are determined "Digital reforms" of education, the role of traditional values of educational culture in expertise and improvement digital innovations in the education system, identified the main contradictions in the development of digital culture, to determine the directions of its improvement. The article describes the three main components of information technology as a complex of hardware, software and a system of organizational and methodological support; the description of analog and digital information technologies is presented. The authors list the most common multifunctional office applications and IT tools; the advantages of using IT in the educational process are highlighted.

A Study on Pedagogy Researches in Serious Game Design (기능성 게임 설계에서의 교육학적 연구에 대한 고찰)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1259-1265
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    • 2017
  • While there is consensus on the educational potential of serious games, there is still a lack of methodology and tools to support analysis and evaluation as well as design. This paper intends to explore the new methodology or design direction by analyzing pedagogy-related research required for serious games. To do this, we analyzed 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics) and a framework for teacher. One of the biggest issues faced by educational games is the inadequate integration of education and game principles. This is due to a variety of factors, including the fact that game designers and educational professionals do not share a common vocabulary or work domain perspective.

Utilizing the n-back Task to Investigate Working Memory and Extending Gerontological Educational Tools for Applicability in School-aged Children

  • Chih-Chin Liang;Si-Jie Fu
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.177-188
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    • 2024
  • In this research, a cohort of two children, aged 7-8 years, was selected to participate in a specialized three-week training program aimed at enhancing their working memory. The program consisted of three sessions, each lasting approximately 30 minutes. The primary goal was to investigate the impact and developmental trajectory of working memory in school-aged children. Working memory plays a significant role in young children's learning and daily activities. To address the needs of this demographic, products should offer both educational and enjoyable activities that engage working memory. Digital educational tools, known for their flexibility, are suitable for both older individuals and young children. By updating software or modifying content, these tools can be effectively repurposed for young learners without extensive hardware changes, making them both cost-effective and practical. For example, memory training games initially designed for older adults can be adapted for young children by altering images, music, or storylines. Furthermore, incorporating elements familiar to children, like animals, toys, or fairy tales, can increase their engagement in these activities. Historically, working memory capabilities have been assessed predominantly through traditional intelligence tests. However, recent research questions the adequacy of these behavioral measures in accurately detecting changes in working memory. To bridge this gap, the current study utilized electroencephalography (EEG) as a more sophisticated and precise tool for monitoring potential changes in working memory after the training. The research findings were revealing. Participants showed marked improvement in their performance on n-back tasks, a standard measure for evaluating working memory. This improvement post-training strongly supports the effectiveness of the training program. The results indicate that such targeted and structured training programs can significantly enhance the working memory abilities of children in this age group, providing promising implications for educational strategies and cognitive development interventions.

Development of Digital Integrated Nursing Practice Education Platform (디지털 간호실습교육 플랫폼 개발)

  • Sun Kyung Kim;Hye ri Hwang;Su yeon Park;Su hee Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.167-177
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    • 2024
  • In nursing education, there has been efforts for enhancing the quality, with a growing interest in the utilization of digital technologies. In clinical training of nursing curriculum, the emphasis on digital technology is pronounced, as it has the potential to offer learners effective and accessible educational experience while enabling the integrated management of individualized learning outcomes. This study developed a digital nursing education platform, allowing educators and learners to select functionalities based on the educational content and characteristics of the learning tools. Additionally, the user interface was designed to facilitate learners' accurate understanding and execution of assigned tasks and objectives. The detailed design and implementation process of the platform are elaborated and then the validation of its usefulness was provided based on feedback from ten educators who are responsible for diverse subjects. The high usability of the digital nursing practicum education platform was confirmed, with potential implications for significant improvements in learner performance. The potential of this digital platform is to lead to innovative shifts in educational methodologies within the field of integrative nursing education.

A Study on the Development of Media Information Literacy Concept and Educational Contents (미디어정보 리터러시 개념과 교육내용 개발)

  • Park, Juhyeon;Kang, Bong-suk
    • Journal of Korean Library and Information Science Society
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    • v.51 no.3
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    • pp.223-250
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    • 2020
  • The purpose of this study is to define the concept of media information literacy and to develop educational content. To achieve the purpose of the study, literature analysis, interviews with field experts, and surveys with teacher librarians were conducted. The field experts recognized the media as a tool to use information and recognized information problem-solving skills, reading comprehension ability, media functions, case activities, and affective domain as the areas of media information literacy education. The teacher-librarians thought that information and media literacy which include its competency and educational content are more important than the digital literacy. As a result of the study, the concept of media information literacy was defined as knowledge, skills, and attitudes including the concepts of literacy, media literacy, information literacy, and digital literacy. In addition, educational contents of media information literacy were developed so that 'participation in democratic society', 'classification of media tools and contents', 'basic human rights', 'skills', 'digital tool manipulation' and 'information problem solving process' can be combined and applied in context.