In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.
This study aimed to investigate the role of student immediacy in learning-related positive affective experiences in the technology-mediated education context. In particular, perceived social presence was expected to mediate the relationship between student immediacy and positive affect. Moreover, we hypothesized the moderating role of technology readiness in the relationship between student immediacy and perceived social presence. To test this hypothesis, a survey of approximately 500 undergraduate students who have attended non-face-to-face online courses was conducted. The results revealed that social presence fully mediated the relationship between immediacy and positive affect. That is, students who scored high on the immediacy scale tended to experience a greater level of social presence during online classes; consequently, they tended to demonstrate more positive affect. As expected, technology readiness moderated the relationship between immediacy and social presence. Unlike previous studies that mainly focused on instructor immediacy, the present study contributed to immediacy literature by empirically testing the positive effect of student immediacy on learning. Furthermore, this study revealed the potential importance of communication competence and its progress in predicting student participation and satisfaction, which could have been changed since the COVID-19 pandemic.
The purpose of this study was to investigate the Korean Local Government's recognition on the educational gap among regions in the filed of adult learning including vocational education and life long-learning. The study also tried to figure out the local government's recognition and infrastructure of e-Learning which is suggested as one of the solutions on the regional gap of educational opportunities and quality. This study took 12 HRD(Human Resources Development) centers funded and operated by the Korean Local Governments except Seoul and Kyong-Gi classified by the metropolitan areas in Korea. As a result, firstly it was found that the local governments had perception on the difference and gap of educational opportunities and quality among regions in the area of adult education. Especially, the perception was relatively more serious on quality than quantity. Secondly, the result showed the large gap among regions on the area of opening educational and training programs, the quality of teachers and tutors, the effectiveness and outcomes of educational programs. Thirdly, they perceived more serious educational gap on face-to-face classes rather than e-Learning in the context of educational methodology. It also revealed that the local governments had relatively better foundations on physical systems than other infrastructures and resources such as human-ware, culture-ware and soft-ware(contents, programs etc.). It was recommended to consider these findings in developing and implementing future educational policies to solve the problem of regional gap on education.
Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
/
v.39
no.6
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pp.457-467
/
2021
This paper aims to analyze changes in urban space use due to social distancing measures for COVID-19 using de facto population data in Seoul during daytime, which is estimated by Seoul Metropolitan Government and telecommunication company of KT using public big data and LTE signal data. The result of kernel density estimation and spatial autocorrelation analysis shows that the distribution patterns of de facto population in 2019 and 2020 were generally similar. This is a result of showing that the government's social distancing measures enabled a certain level of normal activities while suppressing the spread of COVID-19. However, analyzing de facto population subtracting 2019 from 2020 showed different results at the micro level. De facto population decreased in commercial areas but increased in residential areas. This means that COVID-19 social distancing measures had spatially uneven effect. The results of analyzing the effect of regional, land use, economic, educational, and accessibility characteristics on the changes of de facto population using spatial regression analysis are as follows. The higher the density of commercial facilities, the more businesses subject to regulations and schools and universities that require non-face-to-face classes, the more de facto population decreased. Conversely, it was found that de facto population increased in areas with many houses and parks due to telecommuting.
The influence of COVID 19 has a direct impact on the education field. In the situation where non-face-to-face classes are inevitably required, interest in the learning satisfaction and intention to use real-time video conferencing is increasing. This study analyzed the effects of learner-teacher interaction, social presence, availability, self-efficacy and academic engagement as video conferencing characteristics and learner's characteristics on perceived usefulness, perceived ease of use, learning satisfaction and intention to use video conferencing. The results of this study showed that learner-teacher interaction, availability, and self-efficacy had a positive effect on perceived ease of use, and all variables except availability had a positive effect on perceived usefulness. Also, perceived usefulness and ease of use were factors that increased learning satisfaction and video conferencing use intention, and learning satisfaction was identified as variables that increased video conferencing use intention. This study has significance in that it provided various theoretical and practical implications for real-time video conferencing which will be used in many educational fields in the future through empirical analysis.
Journal of the International Relations & Interdisciplinary Education
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v.2
no.1
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pp.57-82
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2022
This study aims to investigate and analyze the perception of communication capability which is one of the sub-competencies of NCS vocational substructure basic competence, and then seek the direction of prospective courses. To do this, the researcher conducts a non-face-to-face survey by creating five questions under the following five categories: The importance and necessity of communicative competence, students and educators of communicative competence classes, contents and methods of curriculum and teaching and learning, communicative competence and writing skills and operation of extracurricular programs. This researcher has been teaching basic education even before the communication skills curriculum was created in college, now, in a situation where communication skills have become selective education, it is intended to grasp the perception of college students about communication skills for first graders. This study attempted to analyze the survey area in more depth through group FGI after conducting an online survey by dividing it into several items. As a result, students felt that communication skills became motktkre important through COVID-19. Among the bottom five communication skills, speaking skills were found to be the most important, reading ability was recognized as the least important. On the other hand, there was a strong hope to know about the level of communication ability, type of communication, and method of communication about oneself. In addition, they recognized that communication skills should be learned in their first year of college, and hoped to be operated at all times as a non-disciplinary program. In particular, in the bottom five areas of communication skills, the expectations and actual hopes for speaking skills were the highest compared to the rest, and in terms of teaching and learning methods, they wanted to improve their skills through feedback and practice rather than theory. These research results have great implications for setting the direction of operation of classes, such as the content and method of classes in communication skills, in the future.
Journal of The Korean Association of Information Education
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v.15
no.3
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pp.483-492
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2011
'Learning with a robot' is now considered as one of the best candidates for STEAM education, which is recently growing its importance. Most of the 'learning with a robot' programs in elementary schools serve as afterschool classes. The students participating in the afterschool classes are mostly boys who are interested in science and robots. This paper mainly concerns that a robot can be helpful for improving students' interest in STEAM education. We divided the robot utilizable aspects into 5 areas with educational points of view; abstract concept understanding type, structure-oriented type, athletics-oriented type, intelligence-oriented type and value-orientated type. We extracted all robot utilizable subjects and units from elementary school curriculum, and developed lesson plans which can be applicable to regular classes. And we also verified them by applying into an elementary school for 5 months. As the result of the analysis, we can conclude that 'learning with a robot' can encourage students' interest in STEAM, and it is more effective for girls than boys. Finally, we discuss problems that teachers may face in using a robot for regular classes, and make suggestions about the use of a robot for STEAM education.
Journal of the Institute of Electronics Engineers of Korea CI
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v.43
no.5
s.311
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pp.29-37
/
2006
Thresholding is a fundamental approach to segmentation that utilizes a significant degree of pixel popularity or intensity. Otsu's thresholding employed the normalized histogram as a discrete probability density function. Also it utilized a criterion that minimizes the between-class variance of pixel intensity to choose a threshold value for segmentation. However, the Otsu's method has a disadvantage of repeatedly searching optimal thresholds for the entire range. In this paper, a simple but fast multi-level thresholding approach is proposed by means of extending the Otsu's method. Rather than invoke the Otsu's method for the entire gray range, we advocate that the gray-level range of an image be first divided into smaller sub-ranges, and that the multi-level thresholds be achieved by iteratively invoking this dividing process. Initially, in the proposed method, the gray range of the object image is divided into 2 classes with a threshold value. Here, the threshold value for segmentation is selected by invoking the Otsu's method for the entire range. Following this, the two classes are divided into 4 classes again by applying the Otsu's method to each of the divided sub-ranges. This process is repeatedly performed until the required number of thresholds is obtained. Our experimental results for three benchmark images and fifty faces show a possibility that the proposed method could be used efficiently for pattern matching and face recognition.
Journal of The Korean Association of Information Education
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v.1
no.1
/
pp.92-101
/
1997
There has been increasing demand of hypermedia as computing and educational environment change. Most authoring tools developed recently have various built-in functions., but they are not enough to create hypermedia program or easy to learn. Even though teachers might try to develop hypermedia program with existing authoring tools, they usually come to face with the difficulties of creating new nodes, adding new data, or keeping user's activity records. Therefore, this study investigated to present a prototype of Educational Hypermedia Editor that can be conveniently used in hypermedia programs. According to the theories of courseware design, instructional design, learning theory, and hypertext and hyperemia, design strategies for the study were selected. Based on the analysis of the characteristics of domestic authoring tools as well as foreign authoring tools, the Educational Hypermedia Editor that has authoring and executing mode was designed and developed. Because the Educational Hypermedia Editor was designed for information retrieval CAI(Computer Assisted Instruction) materials, it is expected that the Educational Hypermedia Editor will be extensively used in the urea of social science classes, investigation studies, and information processing studies.
On the threshold of year 2000, the elderly account for more than 7% of the whole population in Korea, which means that the nation is greeting welcoming an aging society. Accordingly, it is expected that silver businesses and services targeted at the silver generation will prosper with "silver advertising design" becoming active. Under such circumstances, this study was aimed at reviewing the recent silver marketing advertisements in terms of their cultural and moral implications, and thereby, redefining and reestablishing the status of silver consumers to help them find their identity, aware of marketing activities and therewith, establish their "consumer sovereignty". This study consists in large of 5 chapters. The introduction parr describes background, purpose, method and scope of the study. The first chapter reviews the silver marketing theories. The second chapter classifies the silver marketing advertisement positioning of four style - upper classes style, effloresce progress style, self- sufficiency style, dependent style - and reviews the expression strategy of each positioning. The third chapter examines the domestic conditions of silver marketing advertisements for each positioning type classified. The fourth chapter designs the ′creative′of silver marketing advertisements and suggests the methods thereof. The analysis of ′creative′was tested in terms of graphic gestaltung, and how the sliver marketing advertisement positioning should be discerned depending on silver generation consumer′s characteristics was discussed. The fifth chapter puts forwards the suggestions for the ′creative′ strategies to enhance the effects of the silver marketing advertisements, based on the preceding discussions. In addition, the Perspective into the keyword of 21 st century or "silver design" is discussed, together with the limitations of this study. It is hoped that this stuffy will be conducive to our efforts to face the upcoming′age\ulcorner society′more effectively. To this end, this study discusses the "silver advertising design" in light of ′societal concepts′and ′customer-oriented value′, and thus, explores some creative presentation strategies whereby individual companies interests and social or public interests can be compromised through ′creative activities′ and ′equal-value consumerism′ for an ultimately effective management strategies for silver businesses and services.
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