• Title/Summary/Keyword: Information Use Education

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A Study on Selection Method and Mediateness Degree of Difficulty of Examination Questions in Web-based Education System (웹기반 학습 시스템의 평가 문제에 대한 출제 방법 및 난이도 재조정에 대한 연구)

  • Kim Eun-Jung
    • The KIPS Transactions:PartD
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    • v.12D no.3 s.99
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    • pp.471-480
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    • 2005
  • Most questions made for remote examinations on web-based education system use methods of making questions using fixed questions or randomly using item pools or automatically using degree of difficulty. Particularly, automatically selection methods using degree of difficulty is the kernel of a question that objectivity of the first degree of difficulty for questions and an effective questions selection using degree of difficulty and mediateness degree of difficulty based result of examination. This paper is use automatically selection methods for examination on web-based education system. Firstly, we present new question selection algorithms as regards degree of difficulty and distribution between all units. Secondly, we present new algorithms of mediateness degree of difficulty as regards education ability of students for adjust the degree of difficulty. We identified this algorithms is more effective as compared with previously algorithms on web-based education system.

Exploring how to use virtual reality for elementary school students (초등학생 대상 가상현실 활용방안 탐색)

  • Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.205-212
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    • 2021
  • The purpose of this study is to analyze elementary school students' interest in virtual reality(VR) technology, usability, and the possibility of learning media. In particular, it is intended to be used for content creation for artificial intelligence(AI) education in the future. The effectiveness of elementary education using virtual reality technology was confirmed through the analysis of overseas research, and the applicability to elementary school students in Korea was analyzed. To proceed with the analysis, various virtual reality contents were provided to 5th grader of elementary school, and then, interest, usability, usefulness, and possibility of use in class and learning were surveyed. As a result of the study, it was confirmed that students' interest in virtual reality contents was very high, and that it could be used sufficiently as a learning medium. It suggests that it can be used in artificial intelligence education and data science education, which have recently been emphasized in importance. In particular, virtual reality can be used to simulate abstract data and artificial intelligence.

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Exploring dietitians' views on digital nutrition educational tools in Malaysia: a qualitative study

  • Zahara Abdul Manaf;Mohd Hafiz Mohd Rosli;Norhayati Mohd Noor;Nor Aini Jamil;Fatin Hanani Mazri;Suzana Shahar
    • Nutrition Research and Practice
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    • v.18 no.2
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    • pp.294-307
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    • 2024
  • BACKGROUND/OBJECTIVES: Dietitians frequently use nutrition education tools to facilitate dietary counselling sessions. Nevertheless, these tools may require adaptation to keep pace with technological advancements. This study had a 2-fold purpose: first, to identify the types of nutrition education tools currently in use, identify their limitations, and explore dietitians' perspectives on the importance of these tools; second, to investigate the features that dietitians prefer in digital nutrition education tools. SUBJECTS/METHODS: A semi-structured face-to-face interview was conducted among 15 dietitians from selected public hospitals, primary care clinics, and teaching hospitals in Malaysia. Inductive thematic analysis of the responses was conducted using NVivo version 12 software. RESULTS: Most dietitians used physical education tools including the healthy plate model, pamphlets, food models, and flip charts. These tools were perceived as important as they facilitate the nutrition assessment process, deliver nutrition intervention, and are time efficient. However, dietitians described the current educational tools as impersonal, outdated, limited in availability due to financial constraints, unhandy, and difficult to visualise. Alternatively, they strongly favoured digital education tools that provided instant feedback, utilised an automated system, included a local food database, were user-friendly, developed by experts in the field, and seamlessly integrated into the healthcare system. CONCLUSION: Presently, although dietitians have a preference for digital educational tools, they heavily rely on physical nutrition education tools due to their availability despite the perception that these tools are outdated, impersonal, and inconvenient. Transitioning to digital dietary education tools could potentially address these issues.

The Present State of the 'Subject Services' of the University Libraries in Korea -With Special Reference to Pusan National University Library- (우리나라 대학도서관 주제서비스의 현단계 -부산대학교 도서관을 중심으로-)

    • Journal of Korean Library and Information Science Society
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    • v.30 no.3
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    • pp.385-404
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    • 1999
  • Librarians, who work for University libraries in Korea experience a lot of confusion and difficulties because of rapidly-changing technological conditions and under-developed understanding of the University Libraries' full potential on the part of the users. I present the concept of 'Subject Services' as an approach which librarians could use to overcome these difficulties in their own way. The 'Subject Services' refers to the 'subjectized' collection development and reference services, which can more specifically address the users' needs. To make this idea more concrete, I selected Pusan National University Library as the case of my qualitative research. And I made use of various research techniques such as 'participant observation' and 'ethnographic interview'. After looking into the case library in depth, I found that the concept of 'Subject Specialist'. a person who has double master's degrees including that of library and information science, is more suitable to the University Libraries in Korea at the present developmental stage. At the end of this article, propose that the development of Core Collections, the improvement of subject-oriented reference services and the continuing education of librarians should be emphasized.

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A Study on the Factors Affecting the Success of End-User Computing (최종사용자 컴퓨팅의 성패 영향요인 연구)

  • Seo, Geon-Su
    • Asia pacific journal of information systems
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    • v.5 no.2
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    • pp.259-288
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    • 1995
  • Using end-user attitude as intervening variable, this paper proposes a causal model of how environmental factors of EUC influence end-user computing (EUC) success, measured by the degree of IS use. This study identifies unique aspects of the EUC environment and generates key dimensions of end-user attitude appropriate for this context : perceived information quality, perceived design quality, and perceived usefulness. The research model includes six environmental factors - top management support, end-user education, task variability, task analyzability, end-user's computing ability, and end-user involvement. A field study was undertaken to test the hypothesized relationships among the research variables. The results generally support the assumption that end-user attitude intervene the impact of environmental factors on IS use. The implications of the findings are discussed.

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The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

Reversible Multipurpose Watermarking Algorithm Using ResNet and Perceptual Hashing

  • Mingfang Jiang;Hengfu Yang
    • Journal of Information Processing Systems
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    • v.19 no.6
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    • pp.756-766
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    • 2023
  • To effectively track the illegal use of digital images and maintain the security of digital image communication on the Internet, this paper proposes a reversible multipurpose image watermarking algorithm based on a deep residual network (ResNet) and perceptual hashing (also called MWR). The algorithm first combines perceptual image hashing to generate a digital fingerprint that depends on the user's identity information and image characteristics. Then it embeds the removable visible watermark and digital fingerprint in two different regions of the orthogonal separation of the image. The embedding strength of the digital fingerprint is computed using ResNet. Because of the embedding of the removable visible watermark, the conflict between the copyright notice and the user's browsing is balanced. Moreover, image authentication and traitor tracking are realized through digital fingerprint insertion. The experiments show that the scheme has good visual transparency and watermark visibility. The use of chaotic mapping in the visible watermark insertion process enhances the security of the multipurpose watermark scheme, and unauthorized users without correct keys cannot effectively remove the visible watermark.

Identifying Factors Affecting Life Satisfaction of Elderly Adults in the ICT Era

  • Moon-Yong Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.313-320
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    • 2024
  • The present research investigates the factors influencing the elderly adults' life satisfaction in the era of information and communication technology (ICT). Specifically, we examine whether the elderly individuals' digital literacy skills (i.e., ability to use PCs, ability to use mobile devices, and ability to distinguish information) and perceptions (i.e., perceived usefulness of digital technology, self-efficacy in using digital devices, and social interaction) predict their life satisfaction. To answer the research question, we performed a hierarchical multiple regression analysis using the elderly Korean adults aged 55 or older. The results indicate that (1) females (vs. males) are more satisfied with their life; (2) the higher individuals' age, education and monthly household income, the higher their life satisfaction; and (3) their perceived usefulness of digital technology, self-efficacy in using digital devices, social interaction, and ability to distinguish information are positively associated with life satisfaction. The findings provide important implications to enhance life satisfaction of the elderly adults in the ICT era.

The Effect of the Action Levels of Educational Game on the Intrinsic Motivation of the Learners by their Personality Types (교육용 게임의 액션수준이 성격유형에 따라 내적동기에 미치는 효과)

  • Park, Hyung-Sung;Wee, Nam-Hwan
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.259-266
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    • 2007
  • Much efforts to use educational games for students' learning is being made actively at home. In this study the action levels of the educational game and the learners' personality types are main variables to be explored. It is expected that the results of this study would suggest how to utilize educational games in teaching and learning. The above is the result of the research about the level of action of educational games, the type of the personality, and the intrinsic motivation. It is considered that the result can be enough information for learners, parents of students and teachers who try to use and develop educational games. For example, it can be an idea to construct menus considering characteristics of learners in various steps of designing and developing educational games. And it can help to improve learners' intrinsic motivation especially if games are developed, distinguishing games for extrovert learners from those for introvert learners.

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A Comparative Study on Eating Habits Between Middle School Students of Korea and Japan (한.일 중학생의 식생활 비교연구)

  • 김성교;한재숙
    • Journal of Korean Home Economics Education Association
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    • v.14 no.2
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    • pp.67-77
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    • 2002
  • The purpose of this study was to investigate eating habits. nutritional knowledge and the active use of information from the eating habits chapter of the textbook by middle school students of Korea and Japan. 9th grade students of 7 middle schools residing in Gyeongju and Hukuoka. Japan (592 Korean students. 546 Japanese students) participated in this study. Research data were collected by means of questionnaires and analyzed by such means as frequency, percentage. means. standard deviation. $\chi$$^2$-test, t-test, F-test and Pearson's correlation analysis employing SPSS Program. The results of this study were summarized as follows: 1. In terms of the physical features of middle school students, the height of Korean students tend to be taller than Japanese students. The weight of Korean students are on the average heavier than Japanese students. Research also proves that Japanese families have more family members. Korea has more full time housewives as well. Regarding their health. Korea has more people who consider themselves healthy than Japan does. 2. More students in Japan tend to eat breakfast and dinner everyday compared with Korea. Students eat snacks at night more in Korea than Japan. The average meal takes less than 20 minutes in Korea. It takes less than 30 minutes in Japan. Dinner is considered to be most important meal by the students of Korea and Japan. Meat. noodles. bread and cake are highly enjoyed by the students of both nations. 3. There was a little difference between Korean and Japanese students. concerning the necessity of nutrition education because they both study home economics. 4. The use of information from the textbook shows. most students eat green vegetable almost everyday but Korean students tested as eating more. Japanese students more often say they drink more than a cup of milk everyday The Japanese students have higher rates of using information from the textbooks. drink milk everyday. eat bean paste soup. eat a lot of meat and fish. 5. It turns out that students who have more nutritional knowledge have a low late of eating convenience food and student who utilize the chapter in the textbook in everyday life have low rates of eating convenience food.

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