• Title/Summary/Keyword: Interaction Design Education

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An Analysis of Verbal Interaction among Science-Gifted Students in Inquiry Learning Based on Analogical Experimental Design Strategy Emphasizing Understanding and Checking Stages (이해와 검토 단계를 강조한 비유 실험 설계 전략을 활용한 탐구수업에서 나타나는 과학영재 사이의 언어적 상호작용 분석)

  • You, Ji-Yeon;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.671-685
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    • 2012
  • In this study, we developed an analogical experimental design strategy emphasizing understanding and checking stages and applied it to four groups consisting of 7th grade science-gifted students. We classified the patterns of experimental design processes and analyzed the verbal interactions among the science-gifted students at the levels of turn and interaction unit. The analyses of the results reveled that three groups were relevant to reinitiated motion and the other to backward-divergent motion. In the analyses of turn and interaction unit, the frequencies of the statements related to the task were high, especially 'making suggestion' and 'elaborated symmetrical interaction'. The analyses for each stage of strategy indicated that the frequencies of 'explain', 'question', and 'cumulative interaction' at understanding stage were high. At designing stage, the frequencies of 'making suggestion', 'cumulative interaction', and 'disputative interaction' were found to be high. At checking stage, 'making suggestion', 'receiving opinion', and 'disputative interaction' were high. In the comparison of the patterns, the qualitative differences among interaction unit were found at all the stages, whereas there were differences only between designing and checking stages in the turn cases. Educational implications of these findings are discussed.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Case Study of Online Practice Activities in Non-face-to-face Class - 'Introduction to Electric Circuits and Lab' Course (비대면 수업에서 온라인 실습활동의 사례- '기초전기회로 및 실습' 교과목을 중심으로)

  • Han, Anna;Lee, Ho-Cheol
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.22-32
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    • 2022
  • The purpose of this study is to design and operate non-face-to-face online practice class in engineering education, and to explore students' perceptions and effectiveness of them. To this end, after developing and implementing a strategy for non-face-to-face online practice activities in the 'Introduction to Electric Circuits and Lab' course, the questionnaire responses of 47 learners were analyzed, and the group differences were investigated using Kruskal-Wallis test. As a result, it was found that students' perceptions of non-face-to-face online practice class were positive in terms of learning effect, learning convenience, interaction, and satisfaction. The group difference according to the face-to-face/non-face-to-face preference method was found to be higher in the group that preferred non-face-to-face class in terms of learning convenience, interaction and satisfaction. As for the group difference according to the number of questions and answers of the learners, the group who answered the question showed a higher awareness of the learning convenience and interaction than the group that did not. In addition, implications for designing a learning environment for non-face-to-face online practice classes were presented.

Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • The Journal of Korean Medicine
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    • v.43 no.4
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.

The Effects of a Interaction Based Mother-Child Art Therapy on the Interaction of Child with Unstable Attachment and Mother (상호작용 중심의 모-자 미술치료가 불안정 애착 아동 및 어머니의 상호작용에 미치는 영향)

  • JUNG, Chang-Suk;PARK, Eun-Mi
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1395-1406
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    • 2016
  • The purpose of this study was to examine the effects of interaction based mother-child art therapy on the change of child and mother's interactions in a child who was in trouble due to attachment problems. The subject in this study was a six-year-old child who faced difficulties in peer relationship building and who were maladjusted to kindergarten because of unstable attachment and negative feedback from his parents. Also, he showed serious problem behaviors at home. The ABA design was adopted among single-subject research designs, and the Target child was observed in the sessions in terms of the subfactors of Marschak's Behavioral Rating Scale to gather data related to the changes of child and mother's interactions. As a result of analyzing the collected data, there were positive changes in all the subfactors that were the child's verbal/nonverbal interactions, the mother's verbal/nonverbal interactions and mother-child interactions. Therefore the interaction based mother-child art therapy that was designed to boost child and mother's interactions was effective at furthering the mother-child interactions of the child with attachment problems.

Development of Table-Top System for Using Educational Contents (교육용 콘텐츠 활용을 위한 테이블 탑 시스템)

  • Kim, ki-hyun;Kim, Jung-hoon;Kang, Maeng-kwan;Park, hyun-woo;Lee, dong-hoon;Yun, tae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.108-111
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    • 2008
  • In this paper, we propose the Table-top system for using educational contents. Table-top system that is matched visual information and interaction space offers easy and intuitive interface. Moreover, because the effectiveness of education is enlarged if the content for education intuitive recognizes and an interaction, the table top system is suitable. In this paper, the multi touch,that is the advantage of the table top system, was implemented in the content for education manufactured as a flash. This system can solve the member of the instinctive interaction between a user and the contents which was short in the system like the existing desktop.

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Effects of Maternal Role Education Program on the Mother-Infant Interaction and Infant Development (영아기 어머니역할 교육 프로그램이 모아상호작용과 영아발달에 미치는 효과)

  • Bang Kyung Sook
    • Child Health Nursing Research
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    • v.7 no.1
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    • pp.21-34
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    • 2001
  • The impact of childhood experience has lifelong significance on subsequent health and development. Especially, the experience of infant is mostly affected by the quality of parental care and rearing environment. But the new mothers usually do not know what to do because of the lack of experience in these days. Therefore, an educational program regarding maternal role would be necessary. This study was conducted to evaluate the effectiveness of the maternal role education program for mother-infant interaction, child-rearing environment, and infant development. Non-equivalent control group time-series design was used, and Barnard's mother-infant interaction model was used as a conceptual framework of this study. The subjects were the healthy infants weighing over 2,500gm at birth, whose gestational age was more than 37 weeks, and their mothers. The final sample consisted of 19 mother-infant dyads for intervention group and 18 dyads for control group. Data were collected from March 15th to September 3rd in 1999. For the intervention group, programmed education which focused on mother-infant interaction, breast feeding, and infant care was provided before discharge. Telephone counselling was provided within one week after discharge. Home visiting for maternal role education was provided twice, one month and three months postpartum. For the control group, home visiting was also conducted but only for data collection. The data were analyzed using chi-square test and t-test to test the equivalence of two groups, and the effectiveness of intervention program was determined with repeated measure ANCOVA and t-test. The results were as follows: 1. Significant differences were found in mother-infant interaction between two groups(p=.000). It indicates that intervention program was effective in improving mother- infant interaction. In subscale analysis, four out of six subscale showed significant differences between the groups: sensitivity to cues (p=.000), social-emotional growth fostering (p=.000), cognitive growth fostering(p=.000) in mothers, and responsiveness to caregiver (p=.019) in infants. 2. The difference in the mean score of childrearing environment (HOME) between the intervention group and control group was significant(p=.003). When each subscale of HOME was examined individually, intervention group showed significantly higher scores in the diversity of stimulation(p=.000), and mother's involvement(p=.001). 3. Three-month-Infants of the intervention group showed higher GQ in the Griffiths mental development scale(p=.026). In subscale analysis, significant differences were found in the personal-social(p=.005), and the hearing and speech(p=.003). In conclusion, the maternal role education program proved to be effective in promoting the mother-infant interaction, organizing the childrearing environment, and fostering the infant development. These results are very meaningful that we found maternal role education necessary for normal infants' mothers, and that nurses can make a great contribution in promoting health of infants and mothers.

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Implementation of a Class Analysis Tool Based On Linguistic Interaction Analysis Method (언어 상호 작용을 기반으로 한 수업 분석 도구의 구현)

  • Kwon, Oh-Sung
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.475-482
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    • 2012
  • A class is a complex and interactive process between a teacher and students. This paper describes a software design and implementation of the tool easily to analyze and quantize teaching ability. Our proposed software is implemented based on Flanders linguistic method. The software can easily represent the linguistic analysis results by abstracted graphic drawings. We carry out the performance test of our implemented software targeting incumbent teachers. In the experimental, we could demonstrate the effectiveness and practicality of our implemented software.

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The Study on the Guidelines for Designing the Contents of On-line learning in Design field (디자인 분야의 원격 강의 컨텐츠 개발을 위한 고려 사항)

  • 윤지영
    • Archives of design research
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    • v.16 no.3
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    • pp.5-14
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    • 2003
  • This study attempted to explore the guidelines for designing the contents of on-line learning in design field. The studies on the characteristics of design education and design major students as well as the guidelines for on-line learning were also reviewed. The guidelines for designing the contents of distance learning in design field were suggested through the synthesis and analysis of the former studies and the characteristics of design education and the learning style of Korean students. It could be concluded that the considerations were categorized into the following factors; quality of instruction, quality of presentation technique, quality of interaction, quality of evaluation and other surrounding factors. The finding can be used as a helpful guideline for the instructors of the design field who start on-line learning.

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Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.