• Title/Summary/Keyword: Learning Elements

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A Comparative study on the ecological environment of Green Building Certified Schools (친환경건축물 인증 초·중등학교의 생태환경에 관한 비교연구)

  • Wang, Jeong-Joon;Seong, Soon-Taek;Kim, Byung-Seon
    • KIEAE Journal
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    • v.11 no.2
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    • pp.97-104
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    • 2011
  • Over the years, there have been many school construction projects resulting from the activation of the Build Transfer Lease(BTL). Furthermore, due to the need for the qualitative expansion of educational facilities, as well as the attempt to fulfill social requirements and the need for eco-friendly learning environments, these projects have become a major priority. As a result, the government has established a proper standard for school construction based on a certain level of green certification that has been mandated. The aim of this study is to assess the status of schools as relates to the composition of the ecological environment surrounding them. These elements of eco-friendly school facilities are larger than the educational environment and are directly related to the environmental and educational effects on the students. Looking at the overall results of this study, the areas of ecological environment outside school are found to be inadequate. Therefore, this field needs to adopt more realistic goals, and focus on the areas where the most improvement is needed.

Development of Evaluation Criteria For Game-style Courseware Based on HCI (HCI 이론을 적용한 게임형 학습 프로그램 평가 준거 개발)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.91-100
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-style courseware by the application of HCI theory. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-style courseware evaluation on the basis of the HCI theory. Thus, it is necessary to apply the HCI theory to studies on the game-style courseware evaluation. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. The evaluation criteria developed in this paper can be applied to a basis for evaluation on game-style coursewares.

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A Robotic System with Behavioral Intervention facilitating Eye Contact and Facial Emotion Recognition of Children with Autism Spectrum Disorders (자폐 범주성 장애 아동의 눈맞춤과 얼굴표정읽기 기능향상을 위한 행동 중재용 로봇시스템)

  • Yun, Sang-Seok;Kim, Hyuksoo;Choi, JongSuk;Park, Sung-Kee
    • The Journal of Korea Robotics Society
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    • v.10 no.2
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    • pp.61-69
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    • 2015
  • In this paper, we propose and examine the feasibility of the robot-assisted behavioral intervention system so as to strengthen positive response of the children with autism spectrum disorder (ASD) for learning social skills. Based on well-known behavioral treatment protocols, the robot offers therapeutic training elements of eye contact and emotion reading respectively in child-robot interaction, and it subsequently accomplishes pre-allocated meaningful acts by estimating the level of children's reactivity from reliable recognition modules, as a coping strategy. Furthermore, for the purpose of labor saving and attracting children's interest, we implemented the robotic stimulation configuration with semi-autonomous actions capable of inducing intimacy and tension to children in instructional trials. From these configurations, by evaluating the ability of recognizing human activity as well as by showing improved reactivity for social training, we verified that the proposed system has some positive effects on social development, targeted for preschoolers who have a high functioning level.

A Study of Consideration of Children's Furniture Design Elements (아동용 가구디자인 요소의 고려 사항 연구)

  • Lee, Sang Ill;Kim, Chung Ho
    • Journal of the Korea Furniture Society
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    • v.28 no.3
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    • pp.185-197
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    • 2017
  • With the advent of industrial society, the phenomenon of nuclear families has brought many changes in the family environment. Of changes, a decrease in the number of new-born babies led to one-child families, which then led to an increase in interest in children. Interest in children gave birth to a consumptive trend called "kids marketing," and phenomena of generous investment and consumption for children appear to continue to the future. In reality, too, the consumer market of children's apparel and learning materials for children has sharply increased over the past few years, and products related to children have become the center of family consumptions. Therefore, at this point when children are the center of consumptive life in the family and the relationship between products and users is becoming an increasingly more important variable, the conductive research focusing on children is necessary. These important factors embraced wide areas of activities in research on children, from children's physical changes, children's preference, such as color and material, to children's consumptive environment, as they can provide a foundation for furniture design suitable for children.

A Study on SW Development Process for Increasing Computational Thinking (컴퓨팅 사고력 신장을 위한 SW 개발 프로세스 탐구)

  • Yoo, In Hwan
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.51-58
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    • 2016
  • The importance of SW education is being stressed recent days, and the App Inventor is getting attention as a tool of SW education. In this study, I have developed an app Inventor instruction model, which is based on the Design Based Learning and integrated with elements of computational thinking. And I taught the student to apply this model. and then analyzed the app production process and the changes of student. In developing the app, students defined the problem and made a plan to resolve them. And this student had have a sense of accomplishment and self-confidence through practical experience to implement it in their own source code.

A Survey of the cognition of Teachers, Students, Parents Towards Instructional Media in Mathematics Education (수학교육에서 교수매체에 대한 교사, 학생, 학부모의 인식 조사 연구)

  • 노선숙;김민경
    • The Mathematical Education
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    • v.40 no.2
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    • pp.265-289
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    • 2001
  • The elementary and middle school curriculum in Korea has been modified periodically to reach today's 7th national curriculum. Although the intent of each new curriculum was to improve education, lack of proper preparation for teachers and students has not made the new curriculums as effective as it could be. Goodlad et al.(1979) suggested that curriculum should encompass all practices including not only knowledge but all the elements of the curriculum and experiences of the student and teachers. The purpose of this paper is to investigate the actual practices of the current curriculum with focus on the use of instructional media in mathematics teaching and learning. A nationwide curriculum survey was carried out with the Goodlad's curriculum inquiry model as the framework. The result shows that elementary and secondary mathematics teachers used textbook manual (for teachers) and practice books most frequently for their class preparation. In addition to these, mathematics teachers also used manipulatives, visual aids, computers, internet, and calculators in a decreasing order. In general, many mathematics teachers did not use much instructional media in their classes and said that there are not enough effective instructional media to use. However, the teachers have positive attitude toward the educational media that they have used. In this study, we analyzed the survey data regarding educational tools, their use and effects to support the development of a new curriculum model in mathematics for a knowledge-based society.

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Extraction of ObjectProperty-UsageMethod Relation from Web Documents

  • Pechsiri, Chaveevan;Phainoun, Sumran;Piriyakul, Rapeepun
    • Journal of Information Processing Systems
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    • v.13 no.5
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    • pp.1103-1125
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    • 2017
  • This paper aims to extract an ObjectProperty-UsageMethod relation, in particular the HerbalMedicinalProperty-UsageMethod relation of the herb-plant object, as a semantic relation between two related sets, a herbal-medicinal-property concept set and a usage-method concept set from several web documents. This HerbalMedicinalProperty-UsageMethod relation benefits people by providing an alternative treatment/solution knowledge to health problems. The research includes three main problems: how to determine EDU (where EDU is an elementary discourse unit or a simple sentence/clause) with a medicinal-property/usage-method concept; how to determine the usage-method boundary; and how to determine the HerbalMedicinalProperty-UsageMethod relation between the two related sets. We propose using N-Word-Co on the verb phrase with the medicinal-property/usage-method concept to solve the first and second problems where the N-Word-Co size is determined by the learning of maximum entropy, support vector machine, and naïve Bayes. We also apply naïve Bayes to solve the third problem of determining the HerbalMedicinalProperty-UsageMethod relation with N-Word-Co elements as features. The research results can provide high precision in the HerbalMedicinalProperty-UsageMethod relation extraction.

A Basic Study on the Culture of College Life for International College Students (외국인 학부생 대상 대학 생활 문화 교육을 위한 기초 연구)

  • Jang, Mijung
    • Journal of Korean language education
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    • v.28 no.3
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    • pp.127-152
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    • 2017
  • The purpose of this study is to clarify the perception and educational needs of international college students regarding the culture of college life. A questionnaire was given to international college students who are studying at universities in Korea. The results showed that international college students need to study about the culture of college life and had a perception that it is desirable to learn this through general education classes or freshman subjects after entering university. Also, the culture of college life can be divided into nine categories: bachelor's system; career and employment; university support centers and systems; interpersonal relations; departmental events; housing and living expenses; freshmen's events; exchange activities and programs; and cultural experience activities. International college students showed higher learning needs in order of career and employment; cultural experience activity; and bachelor's system. In addition, the characteristics of the learners showed different educational needs according to year of study and Korean language proficiency. The significance of this study is to specify the items of the culture of college life required for international college students, to measure the validity and reliability of these items, and to categorize the elements of the culture of college life.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

The Singular Economy: End of the Digital/Physical Divide

  • Meceda, Ann M.;Vonortas, Nicholas S.
    • STI Policy Review
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    • v.9 no.1
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    • pp.133-157
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    • 2018
  • The divide between the "digital" economy and the traditional "physical" economy is outdated. In fact, we are in a transition to a singular economy. This paper classifies economic objects (including actors) as either physical or virtual and argues that due to emerging technologies, these objects are interacting with each other in both physical and increasingly digital spheres in tandem. This paper recognizes the elemental difference between atoms and bytes but argues that physical and digital economic activities are becoming inseparably intertwined. Furthermore, arbitrarily dividing the economy into two categories - one "physical" and the other "digital" - distorts the overall view of the actual execution of economic activity. A wide range of innovations emerging concurrently is fueling the transition to a singular economy. Often referred to as the elements of the Fourth Industrial Revolution (4IR), four emerging technological areas are reviewed here: distributed ledger technology, artificial intelligence/machine learning/data sciences, biometrics and remote sensor technologies, and access infrastructure (universal internet access/electricity/cloud computing). The financial services sector is presented as a case study for the potential impact of these 4IR technologies and the blurring physical/digital line. To reach the potential of these innovations and a truly singular economy, it requires the concurrent development of social, organizational, and regulatory innovations, though they lag in terms of technological progress thus far.