• Title/Summary/Keyword: Interaction Design Education

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Development of Software Education Products Based on Physical Computing (피지컬 컴퓨팅 기반 소프트웨어 교육용 제품 개발)

  • Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.3
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    • pp.595-600
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    • 2019
  • Educational tools for infants and younger students are becoming smarter as ICT-based digital technology convergence extends according to the development of technology. As the digital interaction function of smart education tools gives students greater immersion and fun, a learning might become a play to the students. The technologies used in the implementation of smart education tools come from the disciplines of robotics, computer engineering, programming, and engineering and mathematical foundations and these can be integrated into the field of education itself. This paper designs and implements a product based on optimized physical computing for R&D and education in consideration of the characteristics of educational tool robots used in the field education. It was developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robot system.

A Study on Learning and Teaching Environments for Computers and Mathematics Education ('컴퓨터와 수학교육' 학습-지도 환경에 관한 연구)

  • Kim, Hwa-Kyung
    • Journal of Educational Research in Mathematics
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    • v.16 no.4
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    • pp.367-386
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    • 2006
  • There are two strands for considering tile relationships between education and technology. One is the viewpoint of 'learning from computers' and the other is that of 'learning with computers'. In this paper, we call mathematics education with computers as 'computers and mathematics education' and this computer environments as microworlds. In this paper, we first suggest theoretical backgrounds ai constructionism, mathematization, and computer interaction. These theoretical backgrounds are related to students, school mathematics and computers, relatively As specific strategies to design a microworld, we consider a physical construction, fuctiionization, and internet interaction. Next we survey the different microworlds such as Logo and Dynamic Geometry System(DGS), and reform each microworlds for mathematical level-up of representation. First, we introduce the concept of action letters and its manipulation for representing turtle actions and recursive patterns in turtle microworld. Also we introduce another algebraic representation for representing DGS relation and consider educational moaning in dynamic geometry microworld. We design an integrating microworld between Logo and DGS. First, we design a same command system and we get together in a microworld. Second, these microworlds interact each other and collaborate to construct and manipulate new objects such as tiles and folding nets.

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User Expectation Values for Smart Device based Education Service Design (스마트 디바이스 기반 교육서비스 디자인을 위한 사용자 기대 가치)

  • Choi, Hojeong;Yoon, Young Sun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.1
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    • pp.1-13
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    • 2015
  • The purpose of this paper is to find out what values users pursue from a smart device based education service. For this purpose, a survey was conducted using a questionnaire that was developed based on the results of literature review and user interviews. Thirteen user expectation values were developed from the results of the survey: individually customized learning, anytime anywhere learning, learning for career, learning through interaction, learning from diverse resources, learning through cooperation, learning through interchange, self-directed learning, learning within actual context, learning with feedback, learning in spare time, learning with motivation & compensation, and step-by-step learning. In addition, the results of the survey also showed that the user expectation values of women, high school students and people who responded that they knew the smart device based education service very well were higher than those of other users.

가상현실을 이용한 항로표지 숙달 시뮬레이터 구축

  • 김현라;이규동;박상문
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2000.10b
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    • pp.159-166
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    • 2000
  • The paper deals with the design and implementation of Navigational Aids Training Simulator (VR-NATS) by Virtual Reality (VR). To gave interaction and immersible training situation to the user, prototype VR-NATS was developed based on the object-oriented operating system with 3D objects of navigational aids. Using the VR-NATS we created virtual navigational aids. As results from the assessment tests, students can obtain IALA (International Association of Lighthouse Authorities) rules of the navigational aids exactly and quickly comparing with conventional education methods. Thus, we found that he proposed VR-NAT is very effective for the next-generation simulation system.

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Factors Affecting the Intimacy Level Between Children and Robots (아동-로봇 친밀성에 영향을 미치는 요인에 관한 탐색적 연구)

  • Shin, Namin;Lee, Sunhee
    • Korean Journal of Child Studies
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    • v.29 no.5
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    • pp.97-111
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    • 2008
  • This paper presents three related experiments designed to identify factors that may affect the level of intimacy between children and a robot placed in a kindergarten setting. In total, 68 children aged three to five took part in the experiments, where they were instructed to share four or five stickers with a robot as they wished. Data were collected by means of video-taping and by interviewing the motivations of the children for their conducts in the experiment. The results of the study suggest the following factors that may affect the extent to which a child feels intimacy towards a robot: gender, age, prior experiences with a robot, interaction time with a robot, and the perception of robot appearance design.

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The Electronic Statistical Text with Enhanced Interaction (상호작용 강화를 위한 전자교재의 개선방안과 구현사례)

  • 한범수;한경수;최숙희
    • The Korean Journal of Applied Statistics
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    • v.15 no.2
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    • pp.423-432
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    • 2002
  • Web Based electronic texts are studied on the statistics education fields. In this paper, we discuss the current problems encountered by many statistics electronic texts. We also suggest a new design concept for the Web Based interactive material. In addition, we presented several examples to demonstrate.

Collaborative Learning Agent for Promoting Group Interaction

  • Suh, Hee-Jeon;Lee, Seung-Wook
    • ETRI Journal
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    • v.28 no.4
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    • pp.461-474
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    • 2006
  • This project aims to design and develop a prototype for an agent that support online collaborative learning. Online collaborative learning, which has emerged as a new form of education in the knowledge-based society, is regarded as an effective method for improving practical and highly advanced problem-solving abilities. Collaborative learning involves complicated processes, such as organizing teams, setting common goals, performing tasks, and evaluating the outcome of team activities. Thus, a teacher may have difficulty promoting and evaluating the entire process of collaborative learning, and a system may need to be developed to support it. Therefore, to promote interaction among learners in the process of collaborative learning, this study designed an extensible collaborative learning agent (ECOLA) for an online learning environment.

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Study on the Model Development for Experiential Learning with Ubiquitous Everyday English (유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구)

  • Baek, Hyeon-Gi;Kim, Su-Min;Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • v.24 no.1
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

Design and Implementation of the Java Applet-based Courseware (Java Applet 기반 코스웨어의 설계 및 구현)

  • Kim, Kyu-Soo;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.4 no.2
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    • pp.179-186
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    • 2001
  • The purpose of this study is to design and implement a courseware that makes possible interaction between man and computer in the internet. For this, We select the contents of learning and designe a courseware with text, graphic data. HTML, Java script and Java applet. Some advantages of the courseware are as follows. Interactions between man and computer are possible by giving diverse feedback to input-response in the web. And it is possible to access the courseware regardless of time and space when the network environment of user's computer is suitably equipped. Finally, on operator's part, the revision of the courseware becomes easier and on client's part, the system resources are less required.

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