• Title/Summary/Keyword: Learning Elements

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.

Development of teaching and learning materials using Arduino and piezo buzzer

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.349-357
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    • 2020
  • In this paper, I propose a presentation examples of the development of teaching materials using Arduino. For this purpose, a six-step low-cost microcontroller teaching-learning development model was used, the steps being topic selection, exploration of implementation methods, experimentation, production of teaching and learning materials, implementing lesson plans, and improvement. After analyzing the composition of the source code and circuits introduced in the existing Arduino book, this content was reconstructed to fit the programming education context. A simple method of constructing a circuit using materials such as Arduino and a piezo buzzer is proposed to save time on circuit composition. Using this circuit, examples of use in teaching-learning activities for various programming content elements are presented. The core concept of this study is that it provides a direct experience of the content of C language programming exercises that can only be found on existing screens.

The Accessibility of Taif University Blackboard for Visually Impaired Students

  • Alnfiai, Mrim;Alhakami, Wajdi
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.258-268
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    • 2021
  • Online learning systems are becoming an effective educational medium for many universities. The accessibility of online learning system in universities means that every student, including the visually impaired, is able use all the site's services. This research focuses on investigating the accessibility of online learning systems for visually impaired users. The paper purpose is to understand the perception of visually impaired undergraduate students towards Blackboard's accessibility and to make recommendations for a new Blackboard design with accessible features that support their needs. Impact of a new Blackboard design with accessible features on visually impaired students, using Taif University students as a case study is evaluated in this paper, as it is similar to most learning systems used by Saudi universities. A study on Taif University's utilization of Blackboard was conducted using mixed method approaches (an automatic tool and a user study). In the first phase, Taif's use of Blackboard was evaluated by the web accessibility tool called AChecker. In the second phase, we conducted a user study to verify previously discovered accessibility challenges to fully assess them according to the accessibility and usability guidelines. In this study, the accessibility of Taif University's Blackboard was evaluated by thirteen visually impaired undergraduate students. The results of the study show that Blackboard has accessibility issues, which are confusing navigation, incompatibility with assistive technologies, untitled pages or parts, unclear identification for visual elements, and inaccessible PDF files. This paper also introduces a set of recommendations that aim to improve the accessibility of Blackboard and other educational websites developed for this population. It also highlights the serious need for universities to enhance web accessibility for online learning systems for students with disabilities.

An Effects of Blended Novel Engineering on Improving Creative Problem-Solving Ability (블렌디드 노벨 엔지니어링이 창의적 문제해결력 향상에 미치는 영향)

  • Hong, Ki-Cheon;Lee, Woo-Jin;Yoo, Jun-Hee
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.27-32
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    • 2021
  • Novel Engineering(NE) is integrated learning model to figure out problems in a book and solve them with creative engineering process. NE has been performed on offline until now. We have to research blended learning projects for COVID-19 outbreak. In this paper, we are going to explore that blended NE is effective to creative problem solving ability. The results showed that blended NE is highly effective to all of four sub-elements; self conviction & independence, diffusion thinking, critical thinking and motivational element. This means that blended novel engineering class is effective to competence-centered class proposed in 2015 revised curriculum. We hope that the research is spread and settled into our school.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Machine Learning-Based Malicious URL Detection Technique (머신러닝 기반 악성 URL 탐지 기법)

  • Han, Chae-rim;Yun, Su-hyun;Han, Myeong-jin;Lee, Il-Gu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.3
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    • pp.555-564
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    • 2022
  • Recently, cyberattacks are using hacking techniques utilizing intelligent and advanced malicious codes for non-face-to-face environments such as telecommuting, telemedicine, and automatic industrial facilities, and the damage is increasing. Traditional information protection systems, such as anti-virus, are a method of detecting known malicious URLs based on signature patterns, so unknown malicious URLs cannot be detected. In addition, the conventional static analysis-based malicious URL detection method is vulnerable to dynamic loading and cryptographic attacks. This study proposes a technique for efficiently detecting malicious URLs by dynamically learning malicious URL data. In the proposed detection technique, malicious codes are classified using machine learning-based feature selection algorithms, and the accuracy is improved by removing obfuscation elements after preprocessing using Weighted Euclidean Distance(WED). According to the experimental results, the proposed machine learning-based malicious URL detection technique shows an accuracy of 89.17%, which is improved by 2.82% compared to the conventional method.

A Study on Elementary School Teachers' Needs for Future School Spaces - With a Focus on A Public Elementary School in Seoul - (초등학교 교사의 미래학교에 대한 공간 요구 탐색 연구 - 서울 공립 A초등학교를 중심으로 -)

  • Lee, Hye-jin
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.21 no.1
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    • pp.24-39
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    • 2022
  • This study was conducted to provide implications so that teachers' voices are heard in the social consensus for future schools by exploring teachers' needs for future school spaces. A qualitative study was performed to listen to teachers' voices directly, and 10 teachers from "A" Elementary School (tentative name) participated in the study. The study 1) recognized the emergence of learning that transcends time and space, and emphasized the importance of an ICT-based informatization environment that can support such learning, 2) confirmed the characteristics of futuristic school spaces centered on "tradition" and "technology," 3) recognized the importance of learning community spaces, 4) emphasized "variable" classrooms for flexible teaching and learning activities, and 5) confirmed the need to introduce eco-friendly elements and provide support for those who may be vulnerable in high-tech learning environments. Finally, the study concluded that teachers need systematic education and experiences that contain sufficient important discourses related to future schools such as "eco-friendliness" and "connection with local communities".