• Title/Summary/Keyword: Learner Concentration

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Implementation of Authoring System for Educational Flash Contents and Reusability Analysis (교육용 플래시 콘텐츠 저작시스템의 구현 및 재사용성 분석)

  • Kim Ho-Sung;Kim Jung-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.7-17
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    • 2005
  • Flash contents for education can embody easily complex interactions with learner by splendid contents of various multimedia and animation. Moreover, they provide high class user interface and have advantages of inducing learner's interest and concentration. However, authoring flash content requires the skill to use the Flash tool, which is too difficult for professor to make the educational Flash contents. In this paper, we proposed the system that professors can make the Flash contents automatically by selecting something necessary and typing texts on the web. Also, the reusability and usability of the implemented system is analyzed in the viewpoint of professor by comparing with conventional method to reuse the Flash contents from various viewpoints.

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The Study of Stable Child English Education Content Using Augmented Reality Solving the Hide of Marker (마커의 가려짐을 해결하여 증강현실을 이용한 안정적 영어 학습 컨텐츠에 대한 연구)

  • Jeon, Soo-Jin;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.9 no.4
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    • pp.99-102
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    • 2010
  • In this study, the 3- dimensional (3-D) learning contents are suggested using 'Augmented Reality' instead of existing 2-dimensional (2-D) learning methods. At the present, there are some 2-D learning methods using texts, image, pictures, and videos called e-learning. However, these one-way 2-D methods have some disadvantages such as declining learner's immersion and concentration. Thus, the 3-D learning contents using 'Augmented Reality' are suggested to compensate the disadvantages. According to the development of information technology (IT), the augmented reality has many applications to the era of ubiquitous. However, there are some disadvantages when learners use these contents as following; non-augmenting by partially hiding from makers and declining concentration by patterns of the makers. In this study, the beneficial marker which can solve this non-augmenting phenomenon is suggested.

Intelligent and Responsive Window Opening-Closing Operation Process for Carbon Dioxide(CO2) Management of Secondary School Classroom (중등학교 교실의 이산화탄소(CO2) 관리를 위한 지능형 창호개폐 작동 프로세스)

  • Choi, Yoon-Young;Lee, Hyun-Soo
    • Journal of the Korean Institute of Educational Facilities
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    • v.25 no.4
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    • pp.19-30
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    • 2018
  • The school classroom is a common living place where students spend 7 to 14 hours a day to prepare for their careers. Therefore, if the ventilation of the classroom is not properly performed, it may lead to the deterioration of learning ability due to the unclear air. The concentration of carbon dioxide in the classroom is reported to be high, and the increase in carbon dioxide concentration has a negative effect on the learner's academic performance. In this context, the purpose of this study is to propose a methodology for intelligent and responsive window opening-closing operation process that can reduce the concentration of $CO_2$ in the classroom in order to build a support space that can create an effective teaching-learning environment for adolescents. The specific objectives are as follows. First of all, we define the concept of window opening-closing operation. Secondly, twe develop the operation process of window opening-closing. Thirdly, we develop an algorithm for real-time window opening and closing (process) (Window Opening-Closing Operation Process). Finally, we verify the intelligent responsive window opening-closing operation process through developing examples of window opening-closing operation process using the parametric design program. This study is a preliminary study to develop algorithms necessary for window opening-closing operation. Based on the first-order algorithm, We simulated window opening-closing operations according to a hypothetical scenario. As a result, This study can show that the window is open and close depending on the $CO_2$ concentration, but the $CO_2$ concentration in the room is higher than outdoors. Consequentially, we suggest that it is necessary to develop an algorithm to supplement these results because window is often not working when the temperature difference between indoor and outdoor in winter is large.

Development of the Webcasting System based on Real-time Interaction (실시간 상호작용 환경을 제공하는 인터넷 방송 시스템 개발)

  • Huh, Min;Jung, Bok-Moon;Kim, Yung-Sik
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.504-511
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    • 2007
  • Webcasting which is the integration of broadcasting and communications, is a prominent service which has changed to involve bi-directional interactions between a user and a system from uni-directional communication. However almost webcasting are operating by uni-direction between living and recording currently so learners have to hear and watch a contents without their suggestion. Therefore learners can not get interaction and feedback that it may be obtain on face to face class, instructor can not ensure concentration and location of student in webcasting. This paper presents a design and development of the webcasting system based on real-time interaction which provides an environment of real-time communication between casting and learner, a fixing of students' location in order to raise a fidelity and a concentration.

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A Study on the Learner Characteristics in Virtual Reality by a School Level Curriculum (가상현실 교육에서 학교 급별 교육과정의 특성에 대한 연구)

  • Nam, Choong Mo;Kim, Chong Woo;Hong, Kyoung sun;Cho, Chino;Hong, Joo hee
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.71-78
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    • 2020
  • To maximize educational effect with new educational methods in the 4th Industrial Revolution era, immersive education has become the core type of education and virtual reality (VR) is at the center of realistic content. VR education is increasing in school, but researches on VR production education are insufficient. Our study has proposed a school-level curriculum for students to create their own VR content. The output and the survey results were analyzed to find out the learner characteristics of elementary school students, middle school students, and pre-service teachers at each school level. As a result, there were some noticeable differences in concentration, content subject, and production time according to school level. Primary school students focused on their subjects, middle school students related to learning, and pre-service teachers put top priority on contents useful for primary education.

Understanding and Education Measures of the Prevention of Forgery and Falsification of Blockchain for Elementary School Students (초등학생 대상 블록체인 기술의 위변조 방지 핵심원리 이해와 교육방안 설계)

  • Jung, Yujin;Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.513-520
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    • 2019
  • The general learning method aims at conveying knowledge by conveying the contents of the learning set to numerous of learners. However, such a method is difficult to induce the interest of the learner, and the unilateral delivery method has a disadvantage in that the concentration of the learner can be lowered and the overall academic achievement can be lowered. In order to solve this problem, the gay learning method which induces the interest of the students themselves is studied, and the gay learning game which combines the education and the game can influence the learning by inducing the interest of the student. In this paper, we propose a method to prevent the forgery and falsification of the blockchain, which has been widely discussed by the 4th Industrial Revolution, as a card game, And suggests ways to contribute to the development of the process.

The Effects of Personal and Psychological Factors of Learners on e-Learning Effect and Intention to Reuse (이러닝 학습자들의 개인·심리적 요인이 이러닝 학습효과와 재이용의도에 미치는 영향)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.10
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    • pp.283-289
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    • 2019
  • This study classifies the characteristics of e-learning learners into personal and psychological factors and examines how they affect the e-learning effects and intention to reuse. For this purpose, a research study was conducted targeting university students at Y and K universities in Gyeongsangbuk-do. As a result, first, the grade, self-control, concentration and self-efficacy of the learner influenced the learning effect of e-learning. Second, learner's grade, e-learning experience, self-efficacy, and learning effect were found to influence e-learning intention. Therefore, the system design and the managerial role of the instructor should be considered in order to develop various contents considering the characteristics of university students and to manage the learning process by themselves. The results of this study are expected to provide effective data for improving the learning effect of e-learning and to provide basic data on individual characteristics of e-learning learners.

Design of a Smart Music Learning Device that can interact with each other using a transparent touch panel (투명 터치패널을 이용한 상호작용이 가능한 스마트 음악학습기의 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.127-132
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    • 2020
  • The Smart Music Learning Device(SMLD) presented in this paper constructs the display part by attaching the touch panel to both sides of the transparent panel. The main processing unit uses raspberry pie, and the operating system uses Android. On the transparent panel, music education contents are displayed, and on the touch panels 1 and 2, the inputs of learners and instructors are accepted. The signal input from the touch panels 1 and 2 controls the progress of the music education contents through a process in the main processing unit. This control process design and implement a two - sided panel - based interactive training algorithm. This device aims at musical education based on mutual understanding. Therefore, it conducts face-to-face education using music education contents presented through transparent panel. This allows the instructor to know in real time the response to the learner, thus improving the understanding of the learning and the quality of the education. Also, the learner's concentration can be improved.

A Study on Preference of Lecture Room by Seating Layout (대학 강의실 좌석이용형태에 관한 연구)

  • So, Kab-Soo;Park, Min-Hyuk;Kim, Seung-Je
    • Journal of the Korean Institute of Educational Facilities
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    • v.20 no.4
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    • pp.3-10
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    • 2013
  • Basic precondition for effective curriculum on learning activities to take place, the internal and external environment of the school facilities, improve the environment of the classroom space and etc. Specifically, the use of classroom space, hardly learners improve their academic motivation to achievement tend to concentrate within the party regularly scheduled class hours. Physical environment surrounding them is giving considerable impact for behavioral psychological and bodily change of the learners. In this study, we are focused on the form of the learner in the general classroom space and classroom environment that can increase the learning effect will be examined. Consequently, What is appropriate classroom environment for learning increase the concentration of elements are presented.

A Web Based Learning System for Improving Learner's Concentration (학습자의 집중력 향상을 위한 웹기반 교육시스템)

  • Lee Hyun-Ju;Moon Bong-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.787-790
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    • 2006
  • 인터넷 및 다양한 정보기술의 발달로 언제 어디서나 원격으로 학습할 수 있는 사이버 교육이 널리 확산되고 있다. 이에 따라, 본 논문에서는 학습자지원의 한 방안으로 수업 중 학습자 모니터링을 통해 학생들의 참여를 유도하고 수업에 주의 집중할 수 있는 웹 기반 교육시스템의 설계 및 구현에 대해 기술한다. 이는 학습과정에 있어서 학습 성과의 양적인 측면, 질적인 측면을 측정하고 교사지침에 어긋난 학생들을 관리함으로써 가능하다. 본 연구에서 개발된 시스템은 학습자들이 수업의 집중력을 향상시키고 학업성취와 만족도를 높일 수 있는 지원을 받을 것으로 기대한다.

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