• Title/Summary/Keyword: Education platform

Search Result 806, Processing Time 0.026 seconds

The Effects of the Online Learning Using Virtual Reality (VR) Geological Data: Focused on the Geo-Big Data Open Platform (가상현실(VR) 지질자료 개발을 통한 원격수업의 효과 분석: 지오빅데이터 오픈플랫폼 활용을 중심으로)

  • Yoon, Han Do;Kim, Hyoungbum;Kim, Heoungtae
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.15 no.1
    • /
    • pp.47-61
    • /
    • 2022
  • In this study, We developed VR (Virtual Reality) geological resources based on the Geo Big Data of the Big Data platform that provided by the Korea Institute of Geoscience and Mineral Material (KIGAM). So students selected the theme of lessons by using these resources and we operated Remote classes using the materials that developed as to Virtual Reality. Therefore, the geological theme maps provided by the Geo Big Data Open Platform were reconstructed and produced materials were created for Study about Real Korean geological outcrops grounded in Virtual Reality. And Topographic information data was used to produce class materials for Remote classes. Twenty students were selected by Random sampling, and data were collected by conducting a survey including interviews to confirm the change in students' perception of remote classes in virtual reality geological data development and the effect of the classes, so data were analyzed through inductive categorization. The results of this study are as follows. First, students showed positive responses in terms of interest, utilization, and knowledge utilization as taking remote classes for developing geological data in virtual reality geological data. This is the result of showing the adaptability of diverse and flexible learning getting away from a fixed framework by motivating and encouraging students and inducing cooperation for communication. Second, students recognized distance education in the development of Virtual Reality geological data as 'Realistic hands-on learning process', 'Immersive learning process by motivation', and 'Learning process of acquiring knowledge in the field of earth science'.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
    • /
    • v.15 no.2
    • /
    • pp.439 -447
    • /
    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
    • /
    • v.70
    • /
    • pp.37-74
    • /
    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

A Program for University Student's IT Leadership Renovation

  • Park, Jong-Jin
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.1
    • /
    • pp.1-6
    • /
    • 2020
  • In this paper, we propose a new program for university student's IT leadership renovation. Automation and Artificial Intelligence(AI) are changing the nature of work. According to MGI report, they will change the skills needed in the workforce. Leadership is one of the skills needed more of in the future at workplace including IT industry. Leadership could be defined as having 5 level leadership. According to the 5 level leadership, a program was formulated to renovate university student's self-leadership, teamwork, team leadership and finally global leadership. We named the program as Stepping-Stone Platform for Student's IT Leadership Renovation(SSP-SLR). Each level of four stepping stones consists of one semester. Student can raise their leadership skills by the program step by step. Various instruction learning methodologies are adopted to the program, including Flipped learning which has been proved effective in many ways in the field of education recently.

A Study of Visual Programming Environment for NPE(Novice Programming Environment)

  • Kim, Ji-Wan;Seo, Hyun-Gon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.11
    • /
    • pp.183-190
    • /
    • 2015
  • This paper investigates the three main functions of a typical visual app programming environment for Novice Programming developers, and compares the features. The Scratch is a visual programming environment for education, anyone can create a story easy as possible variously interaction, games, animations and more. App inventor provides precise and professional application development capabilities as compared with scratch. App Inventor in runs independently of the computer platform, and has a feature that must be constantly connected to the server over the internet, while the Inventor app runs. M-Bizmaker is suitable for commercial application development, consists of m-BizBuilder, m-BizEngine, m-BizServer or the like, provides a cross-platform visual programming environment.

Development of Educational Electromagnetic Field Simulator and It's Applied to SCORM (교육용 전자계 시뮬레이터 개발과 SCORM 적용 검토)

  • 김태용
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2004.05b
    • /
    • pp.199-202
    • /
    • 2004
  • In order to efficiently provide the learning ability for engineering education, electromagnetic field simulator have been developed on lava 2 platform. Each simulation module based on lava applet can be easily utilized with independent platform and provide GUI environment to set up physical conditions. The numerical results using computer animation technique are provided in real time. To aggregate and manage the learning objects, application of SCORM which is e-Learning standards is also studied.

  • PDF

A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
    • /
    • v.10 no.4
    • /
    • pp.273-277
    • /
    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

A Design of the Platform Technology for the Smart Shopping Mall Using NFC: A Software Engineering Approach

  • Je, Seung-Mo;Seo, Kyungryong
    • Journal of Multimedia Information System
    • /
    • v.6 no.1
    • /
    • pp.43-48
    • /
    • 2019
  • An IoT-based server system for store management was developed in this study. Its client-server structure having a product categorization function allows the system to read the NFC tags attached to individual products and provides information about them to customers automatically. The system also provides an effective promotional effect as it not only offers necessary information about the items the customers are seeking but also displays the advertisements related to them. This server system was designed specifically designed for the use in a smart shopping Mall or a department store so that the store owners can manage their sales operation more effectively while their customers enjoy shopping more conveniently. It is expected that the technology used for this IoT-utilized server system can be one of the efficient and effective platform technologies in the current and future store management systems.

Saudi Universities Electronic Portals: A Case Study of Northern Border University

  • Al Sawy, Yaser Mohammad Mohammad
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.2
    • /
    • pp.103-109
    • /
    • 2021
  • The study aimed to analyze the current situation of the electronic portal of the Northern Border University, in terms of content and components, the extent of quality of use, service assurance and integrity, linguistic coverage of objective content, in addition to assessing the efficiency of the Blackboard e-learning platform and measuring the degree of safety of the portal, in addition to measuring the extent of satisfaction, through a sample that included 135 faculty members, as the researcher was keen to apply the case study methodology with the use of the questionnaire as the main tool for measurement, and the study found that there is an average trend among faculty members in the degree of content for the components of the portal and electronic security While it rose to good use, and very good at using the Blackboard platform.

Data Preprocessing block for Education Programming Language based Deep aI Yourself Hands-on Platform (교육용 프로그래밍 언어 기반 Deep aI Yourself 실습 플랫폼을 위한 데이터 전처리 블록)

  • Lee, Se-Hoon;Kim, Ki-Tae;Baek, Min-Ju;Yoo, Chae-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.297-298
    • /
    • 2020
  • 본 논문에서는 머신러닝 학습에 있어 데이터 전처리의 중요성과 기존 데이터 전처리 기능을 가진 교육용 실습 플랫폼 서비스의 단점은 개선할 수 있는 데이터 전처리 학습을 위한 교육용 블록코딩 기반 실습 플랫폼을 제안한다. 머신러닝 모델의 학습데이터는 데이터 전처리에 따라 모델의 정확도에 큰 영향을 미치므로 데이터를 다양하게 활용하기 위해서는 전처리의 필요성을 깨닫고 과정을 정확하게 이해해야 한다. 따라서 데이터를 처리하는 과정을 이해하고 전처리를 직접 실행해 볼 수 있는 교육용 프로그래밍 언어 기반 D.I.Y 실습 플랫폼을 구현한다.

  • PDF