• 제목/요약/키워드: Learning Culture

검색결과 1,537건 처리시간 0.037초

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
    • /
    • 제22권5호
    • /
    • pp.375-380
    • /
    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

공공도서관의 지역문화발전 기여전략 연구 (The Contribution Strategy of Public Library to Local Cultural Development in Korea)

  • 윤희윤
    • 한국도서관정보학회지
    • /
    • 제46권4호
    • /
    • pp.1-20
    • /
    • 2015
  • 이 연구는 문화기반시설인 공공도서관의 지역문화발전 기여전략을 제시하는데 목적이 있다, 이를 위하여 먼저 공공도서관이 수행하는 업무와 지역문화발전의 상의적 수수관계를 바탕으로 기여도를 평가하고 한계를 적시하였다. 이어 공공도서관과 밀접한 지역문화를 지식문화, 독서문화, 학습문화, 대중문화, 여가문화로 구분하고 이들의 발전과 진흥을 위한 공공도서관의 기여전략(장서개발과 이용서비스 중심의 핵심역량 제고, 디지털 정보해득력 교육 지원기능 강화, 독서생활화를 위한 독서촉진과 저변확대, 평생학습(문화)프로그램 제공서비스의 최적화, 시설 공간의 개방화 및 친숙성 증대, 지역 유관기관과의 연계 협력사업 확대)을 제안하였다.

PBL을 활용한 <드레이핑> 교과 수업사례 및 학습효과 연구 (A case study of problem-based learning (PBL) in classes)

  • 강여선
    • 복식문화연구
    • /
    • 제29권3호
    • /
    • pp.346-360
    • /
    • 2021
  • Universities have recently introduced problem-based learning (PBL) to various subjects to enhance problem-solving skills (including self-directed learning and small-group learning) required in industry. The PBL module was applied to the personal production process in a draping class. A study was based on a questionnaire after conducting two PBL modules with a group of students. Each PBL module included 'design analysis', 'presentation of flat sketch and draping plan', 'discussion of the plan', 'evaluation of the draping result and correcting the problem', and 'final evaluation of the completed project'. Results showed that satisfaction with the PBL method and its activities was higher than satisfaction with existing teaching methods. In particular, among the various components, the 'design analysis' and 'the presentation step of flat sketch and draping plan' stages were more helpful to students compared to small-group discussion. Moreover, the effects of PBL were observed through student reflection essays, in which students suggested that PBL was very effective in enhancing problem-solving through self-directed and small-group learning. Despite the overall satisfaction with PBL, students expressed some minor difficulties associated with awkwardness with a novel learning method, lack of diverse perspectives among each group, and poor communication skills. Therefore, the study shows that PBL is highly likely to be useful to students when they are solving pattern drafting problems and making samples through self-directed learning and small-group learning.

Design and Implementation of ELAS in AI education (Experiential K-12 AI education Learning Assessment System)

  • Moon, Seok-Jae;Lee, Kibbm
    • International Journal of Advanced Culture Technology
    • /
    • 제10권2호
    • /
    • pp.62-68
    • /
    • 2022
  • Evaluation as learning is important for the learner competency test, and the applicable method is studied. Assessment is the role of diagnosing the current learner's status and facilitating learning through appropriate feedback. The system is insufficient to enable process-oriented evaluation in small educational institute. Focusing on becoming familiar with the AI through experience can end up simply learning how to use the tools or just playing with them rather than achieving ultimate goals of AI education. In a previous study, the experience way of AI education with PLAY model was proposed, but the assessment stage is insufficient. In this paper, we propose ELAS (Experiential K-12 AI education Learning Assessment System) for small educational institute. In order to apply the Assessment factor in in this system, the AI-factor is selected by researching the goals of the current SW education and AI education. The proposed system consists of 4 modules as Assessment-factor agent, Self-assessment agent, Question-bank agent and Assessment -analysis agent. Self-assessment learning is a powerful mechanism for improving learning for students. ELAS is extended with the experiential way of AI education model of previous study, and the teacher designs the assessment through the ELAS system. ELAS enables teachers of small institutes to automate analysis and manage data accumulation following their learning purpose. With this, it is possible to adjust the learning difficulty in curriculum design to make better for your purpose.

제과.제빵 학원의 교육환경과 수강생의 전공인식이 학습만족도에 미치는 영향 (The Effect of Educational Environment and a Student's Major Recognition on Learning Satisfaction at the Bakery & Confectionery Institute)

  • 김형준
    • 한국식생활문화학회지
    • /
    • 제26권1호
    • /
    • pp.63-71
    • /
    • 2011
  • The purpose of this study was to establish different levels of learning satisfaction concerning bakery and confectionery institute students in relation to their educational environment as well as to determine the relationships between variables. A questionnaire was distributed to 260 students enrolled in the bakery and confectionery institute at Gyeongju in the Pohang and Ulsan area, and 242 were used in the final analysis. Collected data were statistically analyzed using SPSS 12.0 Windows. Results of this study can be summarized as follows. The students were mostly satisfied with the learning environment and teaching methods of the institute. A significant difference was observed between male and female students for recognizing teaching methods and major recognition. Furthermore, the educational environment and major recognition of students were positively related with learning satisfaction. Therefore, the staff at the bakery and confectionary institute should provide the proper curriculum and facilities for the students.

Problems of Distance Learning in Specialists Training in Modern Terms of The Informative Society During COVID-19

  • Kuchai, Oleksandr;Yakovenko, Serhii;Zorochkina, Tetiana;Оkolnycha, Tetiana;Demchenko, Iryna;Kuchaі, Tetiana
    • International Journal of Computer Science & Network Security
    • /
    • 제21권12호
    • /
    • pp.143-148
    • /
    • 2021
  • The article considers the training of specialists in education in the conditions of distance learning. It is lights up the advantages of distance learning and determined the characteristic features of distance learning of students training in the implementation of these technologies in the educational process. The article focuses on the main aspects of computerization of studies as a technological breach in methodology, organization and practical realization of educational process and informative culture of a teacher. Information technologies are intensive involved in life of humanity, educational process of schools and higher educational establishments. Intercommunication is examined between the processes of informatization of the society and education.

Leadership Development Instruction Program using Flipped Learning Methodology

  • Park, Jong-Jin
    • International Journal of Advanced Culture Technology
    • /
    • 제7권3호
    • /
    • pp.65-69
    • /
    • 2019
  • In this paper, we proposed leadership development instruction program for liberal arts class to develop university students' leadership skill using Flipped Learning methodology, and showed the results which were obtained from classes where we applied the program. Leadership ranks high in the skills of those employed by businesses. But it is not easy to develop and exercise leadership. There are many leadership classes for students in Universities, they focus on theoretic, not practical aspects. Flipped Learning could be an efficient instruction learning tool to develop leadership, and has gained much interest lately due to its process involving prior study(pre-class) followed by the students' classroom involvement(in-class). Most of the students taking a course recognize improvement of their leadership skill and have positive results by the proposed program.

Cyber University Students' Perceptions of a DST Project to Develop English Skills

  • Moon, Dosik
    • International Journal of Advanced Culture Technology
    • /
    • 제8권4호
    • /
    • pp.200-206
    • /
    • 2020
  • Digital storytelling, a 21st century educational tool that combines digital media with storytelling, is considered as a powerful tool to learn foreign languages in an authentic and meaningful way. This study explored cyber university students' perceptions and experiences with a digital storytelling project implemented to enhance their English writing and speaking skills. The results of 9 week-long research indicated that most of the students' attitudes were positive: the digital storytelling project was effective to increase their English skills, learning motivation and interest in learning English. Most students perceived that the process writing approach and videotaping tasks provided them with good opportunities to develop their English writing and speaking skills. Although many students had difficulties selecting a topic and writing a script in the initial stage, they could handle with these challenges with the help of professors' feedback and successfully completed their projects. After completing the project, most students expressed a strong sense of accomplishment. These results suggest that the digital storytelling project effectively met cyber university students' learning needs and facilitate their English learning.

Object detection technology trend and development direction using deep learning

  • Kwak, NaeJoung;Kim, DongJu
    • International Journal of Advanced Culture Technology
    • /
    • 제8권4호
    • /
    • pp.119-128
    • /
    • 2020
  • Object detection is an important field of computer vision and is applied to applications such as security, autonomous driving, and face recognition. Recently, as the application of artificial intelligence technology including deep learning has been applied in various fields, it has become a more powerful tool that can learn meaningful high-level, deeper features, solving difficult problems that have not been solved. Therefore, deep learning techniques are also being studied in the field of object detection, and algorithms with excellent performance are being introduced. In this paper, a deep learning-based object detection algorithm used to detect multiple objects in an image is investigated, and future development directions are presented.

딥러닝 기반의 소비자 데이터를 응용한 외식업체 추천 시스템 구현에 관한 연구 (Study on Implementation of Restaurant Recommendation System based on Deep Learning-based Consumer Data)

  • 김희영;정선미;김우석;류기환;손현곤
    • 문화기술의 융합
    • /
    • 제7권2호
    • /
    • pp.437-442
    • /
    • 2021
  • 본 연구에서는 소비자 데이터를 딥러닝 기반의 분류(Classification) 모델을 학습 시켜 추천 알고리즘을 구현하였다. 이를 위하여 사용자 데이터를 이미지로 변환 시켜 분류 과제에서 보편적으로 사용되는 ResNet50을 사용하여 학습한 결과로서 유의미한 결과에 대하여 제시함