• Title/Summary/Keyword: Fun Learning

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A Study on the use factor of the Cyber Home Learning Service (학습자의 사이버 가정학습 사용 요인에 관한 분석 연구)

  • Heo, Gyun
    • Journal of Internet Computing and Services
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    • v.9 no.3
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    • pp.159-167
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    • 2008
  • The purpose of this study is finding factors affecting the students' use of the Cyber Home Learning Service System and exploring the direction of this system. It is based on the TAM(Technology Acceptance Model) and the result of the previous studies, six external and three internal factors influencing the sue of Cyber Home Learning Service System were extracted. The participants were 201 elementary school students in Pusan. The response of the questionnaire was gathered by online survey system. To analyze the data and the hypothesis, multiple regression and factor analysis were explored. The result indicated that (a) "usefulness" and "future-intention" affected statically to the use, (b) "usefulness" to the future-intention, (c) "subjective judgement", "fun", and "ease of use" to the usefulness, (d) "self-efficiency" and "contents quality" to the ease of use.

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Design and Development of Network Based Competition Learning Model (네트워크 기반의 다자간 상호 경쟁적 학습모형의 설계 및 플랫폼 구현)

  • Heo, Kyun
    • The KIPS Transactions:PartA
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    • v.10A no.6
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    • pp.709-714
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    • 2003
  • It is important that the interaction between learners and contents in Educational Contents. But, there is just simple interaction in traditional WBI or CAI. As it is necessary to study for interaction with learners. There is applied more multimedia elements for the fun of learners. But, it is also necessary to study for Network Educational Game Contents which can give virtual environment to learn easily and funny. In this study, Competition Learning Model is designed for network learning environment. We can look at the new view point of Educational Contents by implementation of Network Educational Game Contents and Competition Learning Model.

Emotional Intelligence System for Ubiquitous Smart Foreign Language Education Based on Neural Mechanism

  • Dai, Weihui;Huang, Shuang;Zhou, Xuan;Yu, Xueer;Ivanovi, Mirjana;Xu, Dongrong
    • Journal of Information Technology Applications and Management
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    • v.21 no.3
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    • pp.65-77
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    • 2014
  • Ubiquitous learning has aroused great interest and is becoming a new way for foreign language education in today's society. However, how to increase the learners' initiative and their community cohesion is still an issue that deserves more profound research and studies. Emotional intelligence can help to detect the learner's emotional reactions online, and therefore stimulate his interest and the willingness to participate by adjusting teaching skills and creating fun experiences in learning. This is, actually the new concept of smart education. Based on the previous research, this paper concluded a neural mechanism model for analyzing the learners' emotional characteristics in ubiquitous environment, and discussed the intelligent monitoring and automatic recognition of emotions from the learners' speech signals as well as their behavior data by multi-agent system. Finally, a framework of emotional intelligence system was proposed concerning the smart foreign language education in ubiquitous learning.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

The effect on Aesthetics of Mobile Edu-games Contents (모바일 에듀게임 콘텐츠의 심미성에 대한 효과 연구)

  • An, Kyung-Whan;Hwang, Myeong-Cheol;Kim, Jai-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.6
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    • pp.169-173
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    • 2009
  • We analyzed in this study on aesthetic areas of Mobile Edu-games Contents developers and users respectively in Mobile Platform. As a result, it indicates that through the aesthetics of Edu-games and the effectiveness of animation layout, women developers and users take more interest in storytelling and animation layout than men developers and users. We can estimate that Edu-games Contents in portable mobile platform is popular as it often contains easy learning materials and fun activities can enhance effective learning.

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The Implementation of the structure and algorithm of Fuzzy Self-organizing Neural Networks(FSONN) based on FNN (FNN에 기초한 Fuzzy Self-organizing Neural Network(FSONN)의 구조와 알고리즘의 구현)

  • 김동원;박병준;오성권
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2000.05a
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    • pp.114-117
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    • 2000
  • In this paper, Fuzzy Self-organizing Neural Networks(FSONN) based on Fuzzy Neural Networks(FNN) is proposed to overcome some problems, such as the conflict between ovefitting and good generation, and low reliability. The proposed FSONN consists of FNN and SONN. Here, FNN is used as the premise part of FSONN and SONN is the consequnt part of FSONN. The FUN plays the preceding role of FSONN. For the fuzzy reasoning and learning method in FNN, Simplified fuzzy reasoning and backpropagation learning rule are utilized. The number of layers and the number of nodes in each layers of SONN that is based on the GMDH method are not predetermined, unlike in the case of the popular multi layer perceptron structure and can be generated. Also the partial descriptions of nodes can use various forms such as linear, modified quadratic, cubic, high-order polynomial and so on. In this paper, the optimal design procedure of the proposed FSONN is shown in each step and performance index related to approximation and generalization capabilities of model is evaluated and also discussed.

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An Implementation of Web-Based Chinese Letters Learning System Using Edutainment System

  • Lee, Eun-Ah;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.806-813
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    • 2004
  • Internet users are increasingly depending on acquiring and spreading a variety of information from home pages and they are also making use of education systems based on the internet. This study suggests an efficient method to make learners study Chinese Letters with ease and fun through the internet. The detailed methods of attaining Chinese letters Using Edutainment system are divided into 5 elements as follows. Utilizing the transition process of the letters, using games, applying animation and through switching over from Chinese letters to Korean letters and vice versa including making use of the sound of letters and their meanings.

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The Development of STEAM Educational Program Based on Topophilia Using Jeonbuk Educational Resources (전북지역 교육자원을 활용한 토포필리아 STEAM 교육 프로그램 개발)

  • Yoon, Mabyong;Kim, Haksung;Lee, Jonghak
    • Journal of Science Education
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    • v.38 no.1
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    • pp.41-56
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    • 2014
  • This study has developed STEAM educational program designed to cultivate topophilia using Jeonbuk educational resources and applied the program to a science camp. Topophilia is a sense of attachment and nostalgia towards one's birth place and specific objects, which can create positive affection and act as motivations for learning to the students. We developed a 32-hour STEAM program which consisted of 8 experiential activities and 2 travel programs including Gochujang, Hanok Village, a reverse ice spikes in Mai Mountain, and art works by Choi Book. In particular, we emphasized the fun of class, voluntary learning, and process of attaching significance by providing aesthetic and emotional experience of synesthesia. As a result of application, the students' level of confidence(Likert scale level 4, 2.5 points) in science and the level of interests(3.3 points) have improved. The pleasant experience of voluntary learning and active participation in class provided meaningful memories through value recognition and significance ascription. 93.3% of the students participated said they would recommend the Topophilia science camp to their peers. The level of satisfaction overall was 3.8 points(Likert scale level 5) and the program received positive evaluations that the class was fun and interesting(4.1 points).

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Development of Dietary Life Education Textbook and Teaching Manual for Creative Activities in Elementary School (초등학교 중학년의 창의적 체험활동을 위한 활동중심의 식생활 교재 및 지침서 개발)

  • Her, Eun Sil
    • Korean Journal of Community Nutrition
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    • v.18 no.3
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    • pp.203-212
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    • 2013
  • This study was conducted to develop a dietary life education textbook and teaching manual for creative activities of elementary school students in middle grade. First, we extracted dietary life related contents from textbooks for third and fourth grade and created systematization of contents involving educational objectives, goals, contents and activities. The development of textbook and teaching manual were based on systematization of contents. The textbook was composed of five major chapters, which were 'nutrition', 'cooking', 'environment and hygiene', 'food' and 'dietary culture'. Each major chapter having six to seven smaller chapters, adding up to a total of 34 smaller chapters. The textbook was in activity format so that can be readily and directly used in actual classes. The textbook had fun characters and various activities (particularly a lot of cooking activities) to deliver the main theme of each chapter. The teaching manual was composed of background, goal, teaching plan and teaching point. The smaller chapters had learning goal, teaching-learning resources, important points, teaching-learning process and reference material. In evaluation after operating the model school, the developed textbooks were suited for students' needs and cognitive level. This textbook can be utilized at creative activities consisting of ten to fifteen students.

The Development and Application of Teaching Strategies using Science Magic in Elementary School (초등학교에서 과학마술을 활용하는 수업 전략의 개발 및 적용)

  • Yu, Yeong Eun;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.31 no.3
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    • pp.269-283
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    • 2012
  • The purpose of this study is to further develop the strategies using science magic and investigate the their effects of the instruction on the student's attitude toward science. To do this, a main idea was selected and stages for science teaching methods were developed. Two classes of the 4th grade were selected and instructed. After implementing and using the teaching method, a test and survey were administered to examine the perception of the students and the learning effects of the new science teaching. The results of this study were as follows. First, the strategy for using science magic was developed and applied. For learners, doing science magic was more effective on their own in terms of boosting student's understanding and interest. Also the teacher's modeling was better in terms of presenting the contents. Second, the students' reaction and perception on using the science magic in classes were positive. In the classroom setting, science magic helped the learners understand better and made the learning environment fun. Third, instruction using science magic had a positive effect on student's attitude toward science. Students felt curiosity about science magic. It made them participate better in studying the activity as well. In conclusion, instruction using science magic can be applied to science to education, and the attitudes toward science and learning achievements can be improved.