• Title/Summary/Keyword: Interaction Design Education

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A Study through Individual Interaction on the Achievement Rate of Smoking Cessation Goal and Characteristics Related to Smoking Cessation in College Smokers (개별적 상호작용을 통한 대학생 흡연자의 금연목표 달성률 및 금연특성 조사연구)

  • Choi, In-Hee
    • Research in Community and Public Health Nursing
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    • v.16 no.4
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    • pp.478-487
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    • 2005
  • Purpose: This study was to examine the achievement rate of smoking cessation, to identify obstacles to smoking cessation, and to find means to achieve the goal of smoking cessation in college smokers. Method: This study was conducted from April 26th to September 13th 2004 and used a one-shot design. The subjects selected by convenient sampling were 29 college smokers who smoked over one cigarette a day, had a positive level of urine cotinine, participated in smoking cessation education 3 times. Thereafter, individual interaction was processed between the researcher and the subject using an interaction instrument. Data were analyzed based on frequencies.,percentages and means using SPSS/Win 10.0. Results: The achievement rate of smoking cessation was 20.7% (6 students). The biggest obstacles smoking cessation were smoking stimuli (29 students) and lack of control (25 students). Among detailed obstacles, the biggest one was smoking at regular times, which was followed by withdrawal symptoms, smoking on drinking, and company with other smokers. The most effective means of smoking cessation mentioned by the subjects were in order of avoiding drinking situations, taking deep breaths, and exercising. Conclusion: The results of this study, using King's theory, showed that individual interaction is effective in achieving smoking cessation. Therefore, it is suggested to make further study and broaden smoking cessation education for college smokers.

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Interaction and Flow as the Antecedents of e-Learner Satisfaction (이러닝 만족도 영향요인으로서의 상호작용과 몰입)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.63-72
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    • 2011
  • Satisfactory e-learning experience of working part-time adult students is a truly dynamic and multidimensional process that reflects learning needs and abilities. Special attention is given to understanding the role of student-to-faculty interaction, student-to-student interaction, e-learning content and course structure, flow, periodic off-line class meetings and synchronous Q&A sessions. Survey questions were developed and distributed to adult graduate students. Some of them were asked to complete the questions with the most interesting subjects or classes in their mind, and others with the most difficult subjects in their mind. The structural model for each group was tested. The values of path coefficients corresponding to the group with the difficult subjects turn out to be higher for the following paths; a) interaction among professors and students and satisfaction, b) contents quality and flow, c) Q&A and interaction among professors and students, d) Q&A and interaction among students. For the other paths such as interaction among students and satisfaction, contents structure and flow, the coefficient values corresponding to the group with the interesting subjects are higher. Some implications for e-learning design were provided as well.

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Housing Needs of the Residents for Digital Home Design (디지털 홈 디자인을 위한 거주자 요구조사)

  • Oh, Chan-Ohk
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.147-148
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    • 2004
  • Our society is rapidly digitalizing. The effects of his digitalization are very diverse and one of them is that our living environments are changing. Many routine places which certain activities have been taken places are changing. For example, home office, education at home using internet, home shopping, internet banking, and so on. These facts cause the home to be extended and digitalized. That is, as our living patterns are changing, the housing needs are also changing. The purpose of this study is to graspe the digital related housing needs of the residents and suggest the directions of the digital home design. The subjects were 400 housewives who lived in 85m2 sized multi-family houses in Busan. They were relatively young in their age, had high education level, and middle income. On the base of their demands, the digital home designed as follows would be desirable: 1) safe and secure design and digital system, 2) design to improve residents' health and encourge family interaction, 3) human, warm, and soft interior mood, 4) the space composition different from the existing one.

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Characterization of Pre-service Elementary Teachers' Scientific Reasoning in Experimental Design: Interaction between Knowledge and Reasoning (실험 설계에 나타난 초등 예비교사의 과학적 추론의 특징: 지식과 추론의 상호작용)

  • Jang, Byung-Ghi
    • Journal of Korean Elementary Science Education
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    • v.31 no.2
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    • pp.227-242
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    • 2012
  • This research explores the scientific reasoning of pre-service elementary teachers in experimental design. The article focuses on pre-service teachers' responses to the questions in the worksheets which involve making their knowledge claims on extinguishing of a burning candle in a closed container, evaluating anomalous data, and designing experiment to test their ideas. Their responses are interpreted in terms of categories developed by Tytler and Peterson(2003, 2004). The interrelationship between conceptual knowledge and scientific reasoning is explored using the data. It is argued that coordination of ideas and evidence must be emphasized in the scientific investigations rather than fair test.

Development of Problem-Based Learning in an English-Mediated College Science Course: Design-Based Research on Four Semesters Instruction

  • LAHAYE, Rob;LEE, Sang-eun
    • Educational Technology International
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    • v.19 no.2
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    • pp.229-254
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    • 2018
  • Universities in Korea have driven universities' new attempts to adopt more learner-centered and active learning in English. Problem-based Learning (PBL) is one of the well-known constructive teaching and learning methodologies in higher education. Our research goal was to design and develop the optimal PBL practices for a college physics course taught in English to promote learning and course satisfaction. For four semesters, we have tried and adjusted PBL components, and looked at the trend of the exam scores and group work achievement in each semester. We found that the number of problems and the duration of problem solving are the critical factors that influence the effect of PBL in a college physics course taught in English by going through iterative implementation. The iterative process of applying, designing, and constructing PBL to physics classes was meaningful not only in that we have found the optimal PBL model for learning a college physics course, but also in that we have been reflecting on the continuous interaction with learners during the course.

A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology (메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구)

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
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    • v.26 no.6
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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A Study on improved AR-based education system for effective transporter operation (트랜스포터의 효과적인 운용을 위한 개선된 형태의 증강현실기반 교육 시스템에 관한 연구)

  • Lee, Jung-Min;Lee, Kyung-Ho
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.6
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    • pp.407-413
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    • 2011
  • Augmented reality technology can provide computer-generated information to user effectively, therefore many industries have been trying to adopt AR technology to own domain field. Shipbuilding and offshore industry are also trying to introduce the technology, especially in education field. We have already studied about transporter education system based on augmented reality to help understanding for non-expert engineers. Once our previous study was focused on improving of rendering quality, this paper focuses on effective interaction between engineers and system to more increase educational results.

Analysis of Instructors' Evaluations and Experiences in Non-Face-to-Face Online Classes at the College of Engineering (공과대학 비대면 온라인 수업의 교수자 평가와 경험 분석)

  • Lee, HyunKyung
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.53-64
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    • 2021
  • The purpose of this study is to provide implications for designing and implementing non-face-to-face online classes at the College of Engineering in the post-corona era by analyzing the instructors' evaluations and experiences of non-face-to-face online classes operated in the COVID-19 pandemic. According to the overall evaluation results of non-face-to-face online classes from instructors at the College of Engineering, 'instructional design' was the highest among the five areas including instructional design, learning management, learning support, learning evaluation, and instructional outcomes. In addition, the effectiveness of non-face-to-face online experimental or practical classes was found to be relatively low. The results of this study imply that the instructors need to consider several instructional strategies such as active interaction with learners, clear explanation, and the use of technology in non-face-to-face online engineering classes.

Interaction Analysis Between Visitors and Gesture-based Exhibits in Science Centers from Embodied Cognition Perspectives (체화된 인지의 관점에서 과학관 제스처 기반 전시물의 관람객 상호작용 분석)

  • So, Hyo-Jeong;Lee, Ji Hyang;Oh, Seung Ja
    • Korea Science and Art Forum
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    • v.25
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    • pp.227-240
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    • 2016
  • This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.