• Title/Summary/Keyword: Educational Devices

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A Study on the novel ICT baced Services : Focused on N-Device Smart Education Services (새로운 ICT 기반 서비스에 대한 연구 : N-디바이스 스마트교육 서비스를 중심으로)

  • Kang, Sang-Ug;Park, Seungbum
    • Journal of Information Technology Services
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    • v.11 no.3
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    • pp.161-175
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    • 2012
  • A novel concept of ICT based service, which is called N-device service, is proposed and implemented in the form of N-device smart education services. The N-device services are different from the existing N-screen services in terms of the number of devices a user is using for a specific service at the same time. A N-device service consists of several smart devices which are different in size, software and hardware platform, mobility, manufacturer and the like by fully utilizing the characteristic of each device. The major and unique features of N-device services are analyzed and depicted in a strict way. Those are shared role for each device, service by configurable device, one sensor multiple use, real-time data sharing, role shifting and new market creation. It is turned out that the N-device service is more human centric compared with existing ICT based services and can give richer digital experience to users because non-existent services become possible with the new concept. However, there exist several barriers to be implemented and commercialized in the real world. Those include high development cost and time, small market and different application platforms of devices. These barriers can be overcome by technical advances and cooperation between relevant parties. The smart education is very prominent area, in which the novel concept can be applied with high priority because Korean government announced its plan to boost up new educational services with big budget and these are acceptable by enthusiastic Korean parents and students. That's why the N-device service is implemented in the education area, which is called as "livessam(live teacher)," with four smart devices, IPTV, tablet PC, PC and smart phone. By providing both detailed service scenario and techniques, we shows that the novel education service is technically feasible and acceptable by teachers and students.

Applications of English Education with Remote Wireless Mobile Devices (무선 원격 시스템의 모바일 장치를 이용한 영어 학습 방법 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.255-262
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    • 2013
  • Useful applications for English education enable immediate conversion of mobile devices into remote wireless systems for classroom computers. Once the free software has been installed in the main computers in the classroom, using powerpoint, students can operate the computers through their mobile devices by installing Air mouse on them. By using this, the students can draw or write on the "board" to manipulate the educational resources from where they are/from their seats. The study of English language encompasses not only academic study but also language training. Until recently, the issue of the English language learning has been ridden with certain problems-instead of being a tool that facilitates communication, its main purpose has been for school grades, TOEIC, and TOEFL. This study suggests English language learning methodology using various applications such as mobile, VOD English language content, and movie scripts in implementing easy and fun English language learning activities that can be studied regularly. This is operationalized by setting a specific limit on learning and by using various media such as podcast, Apps, to increase interest, motivation, and self-directed learning in a passive learning environment.

Home ICTs environment for distance learning contexts: A longitudinal comparison of household smart devices (원격수업 시대, 가정의 ICTs 환경 적합성: 가구 및 가구원 수별 스마트기기 보유 단기 종단적 비교)

  • Chin, Meejung;Bae, Hanjin;Kwon, Soonbum
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.11-22
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    • 2021
  • The COVID-19 pandemic has led to distance learning in primary and secondary school. Little has been known whether home ICTs environment is appropriate for the distance learning. This paper aims to assess the current state of ICTs environment at home for the distance learning of children. Using 2012 and 2019 Korean Media Panel Survey, we investigated the number of smart devices owned by households and found differences in ownership by household characteristics. The results showed that the majority of household owned more than one smart devices per child. However, the difference in the proportion of households with less than one device per child varied depending on whether smartphone was included in smart devices. These results imply that public intervention is needed to prevent educational inequality caused by the home ICTs environment for the distance learning.

A case study on the importance of non-intrusiveness of mobile devices in an interactive museum environment (인터랙티브 전시환경에서 모바일 디바이스의 비간섭적 특성의 중요성에 대한 사례 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.31-42
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    • 2013
  • This research sheds light on the non-intrusive traits of mobile devices (Electronic Guidebook, Rememberer, I-Guides and eXspot) deployed in Exploratorium for enhancing visitor experience via case studies. In an interactive exhibition environment, non-intrusiveness was the key to supporting the immersive experience and meaning-making for visitors. The usability of hand-held devices directly impacted on the non-intrusiveness, thereby reshaping the form-factors of mobile devices. The change in from-factor has also minimized the functions of devices as the remember of museum experience. Furthermore, the role of mobile devices, which turned from a supposed multi-media guide to a mere rememberer, made them virtually impossible for realizing the "seamless visiting model" originally planned. An array of projects carried out in Exploration have achieved some degree of success such as increasing viewing time as well as reinforcing post-visit activities. However, taken from musicological perspective, increase in viewing time is by all means insufficient to be taken as proof since it is assumed to be achieved by photo-taking (i.e. MyExploratorium) rather than by interacting between visitors and exhibits. This issue --increased viewing time -- needs to be analyzed in depth. All in all, mobile devices used in Exploratorium can be defined as a learning tool/educational supporting medium based on personalization for (visitors') optimizing extended museum experience.

Investigation of Learner Recognition to Introduction of Mobile Learning: A Study Targeting Officers at the Ministry of Health and Welfare in Korea

  • Jin, Sunmi;Hyun, Seunghye
    • International Journal of Contents
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    • v.10 no.3
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    • pp.26-34
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    • 2014
  • Mobile learning is a practical learning method for busy adult learners because the mobility of digital devices can overcome the drawbacks of e-learning. However, research is strongly lacking in the theoretical exploration of mobile learning effects and functions and its empirical research. Moreover, the research of learning characteristics and learners' requirements must be considered before applying and disseminating mobile learning into the educational field. To address this shortcoming, this study conducted an online survey with 1,542 officers of the Ministry of Health and Welfare Affairs (MHWA) regarding learner recognition to mobile learning. The analysis of learners' attitudes toward mobile learning, based on age and position, indicated that subordinate workers appeared to place more value on mobile learning. Many participants preferred mobile learning because of its mobility and the effectiveness of anywhere and anytime. However, some participants continue to misunderstand mobile learning and its necessity. Therefore, consideration of learning effectiveness, the form of the content, and learner-centered learning must be reviewed in advance. This study could lead to practical implications of mobile learning.

Development of HTML5-based Lever Learning Webapp for Cross-platform (HTML5 기반 크로스 플랫폼을 위한 지레 학습 웹앱 개발)

  • Kim, Tae-Hoon;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.189-199
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    • 2012
  • Recently with the advent of smart devices, various educational apps are being developed for smart learning. However, the existing native apps to run on a particular device, the device is not compatible. A new way to develop apps, webapp written using the HTML5 has the advantage of cross-platform support. We developed the webapp using HTML5 for learning lever in elementary school science curriculum. We conducted an expert evaluation for the web app of educative usability. The expert group was comprised of elementary school teacher. In result, it was evaluated lever learning content and webapp have high educational value.

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Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • v.10 no.2
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

Design of an Instructional Model for Global Learning in Smart Education Environments (스마트교육 환경에서 글로벌 학습을 위한 수업 모형 설계)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.83-94
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    • 2013
  • As exchanges and cooperation of political, economic, social, and cultural aspects among nations are recently vigorous, recognition of the global world has increased. In order to nurture the right talent in this era of globalization, transition into appropriate education for the global age beyond the state centered curriculum is required. Due to the recent explosive spread of smart devices, a new educational paradigm of smart training has emerged. Global learning can be effectively supported in the smart educational environment that entails brisk interactions, active participation and cooperation in a highly connected society. In this research, we suggest an instructional model for effectively supporting global learning in smart learning environments.

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A Study on Examples of Eco-Friendly School Design - Focusing on School Facilities in USA, Japan and Korea - (학교건축의 친환경적 계획수법에 대한 사례연구 - 미국, 일본, 한국의 학교건축을 중심으로 -)

  • Lee, Ji-Young;Lee, Kyung-Sun
    • Journal of the Korean Institute of Educational Facilities
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    • v.18 no.2
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    • pp.3-14
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    • 2011
  • This study aims to identify differences and lessons in eco-school planning techniques and sustainable design methods by analyzing comparatively green building certification system and the cases of sustainable schools in US, Korea and Japan. As a result of the comparative analysis, green building certification system for school facilities, both domestic and international, is categorized into external environment, energy, materials and resources, and indoor environment. From the case study, it is common that roof garden and biotopes are installed for external environment, while energy saving, passive energy utilization methods for natural lighting and ventilation such as arrangement planning, courtyard, top-light, shading devices, solar panel and insulation by roof garden are most frequently used. Also, storm water uses, water saving equipment and sustainable materials are often introduced for resource savings. Concerns for indoor environment is frequently addressed by introducing natural light and ventilation in the buildings, which makes ultimately a comfortable space.

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Knowledge and Performance on Infection Control among Caregivers in Home Care Services (가정간호 주돌봄 제공자의 감염관리에 대한 지식 및 수행도)

  • Shon, Soonyoung
    • Journal of Home Health Care Nursing
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    • v.21 no.1
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    • pp.69-78
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    • 2014
  • Purpose: This study aimed at providing guidelines and educational manuals on infection control for the home care environment, by assessing the knowledge and performance among the caregivers in home care. Methods: Data were collected from January to March 2013. Participants were 172 caregivers who were registered in the home nursing center of university hospitals. Results: The total score on the level of knowledge of infection control was 13.28 points (${\pm}3.49$) out of 20 points. Secondly, 4.15 points were obtained for individual hygiene management, 4.14 points for hand wash, and 3.86 points for environment management. Lastly, the relationship between the knowledge and performance of infection control showed a significant positive correlation (r=0.37, p<.001). Conclusion: In many instances, the caregivers in the home environment provide nursing care for patients with chronic diseases and make use of various invasive devices. This study recommends the development of a manual or educational guidelines on infection control that can be used by caregivers at the home.