• Title/Summary/Keyword: Learning Elements

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The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

Guidelines for big data projects in artificial intelligence mathematics education (인공지능 수학 교육을 위한 빅데이터 프로젝트 과제 가이드라인)

  • Lee, Junghwa;Han, Chaereen;Lim, Woong
    • The Mathematical Education
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    • v.62 no.2
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    • pp.289-302
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    • 2023
  • In today's digital information society, student knowledge and skills to analyze big data and make informed decisions have become an important goal of school mathematics. Integrating big data statistical projects with digital technologies in high school <Artificial Intelligence> mathematics courses has the potential to provide students with a learning experience of high impact that can develop these essential skills. This paper proposes a set of guidelines for designing effective big data statistical project-based tasks and evaluates the tasks in the artificial intelligence mathematics textbook against these criteria. The proposed guidelines recommend that projects should: (1) align knowledge and skills with the national school mathematics curriculum; (2) use preprocessed massive datasets; (3) employ data scientists' problem-solving methods; (4) encourage decision-making; (5) leverage technological tools; and (6) promote collaborative learning. The findings indicate that few textbooks fully align with these guidelines, with most failing to incorporate elements corresponding to Guideline 2 in their project tasks. In addition, most tasks in the textbooks overlook or omit data preprocessing, either by using smaller datasets or by using big data without any form of preprocessing. This can potentially result in misconceptions among students regarding the nature of big data. Furthermore, this paper discusses the relevant mathematical knowledge and skills necessary for artificial intelligence, as well as the potential benefits and pedagogical considerations associated with integrating technology into big data tasks. This research sheds light on teaching mathematical concepts with machine learning algorithms and the effective use of technology tools in big data education.

Classification of Brain MR Images Using Spatial Information (공간정보를 이용한 뇌 자기공명영상 분류)

  • Kim, Hyung-Il;Kim, Yong-Uk;Kim, Jun-Tae
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.197-206
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    • 2009
  • The medical information system is an effective medical diagnosis assistance system which offers an environment in which medial images and diagnosis information can be shared. However, this system can only stored and transmitted information without other functions. To resolve this problem and to enhance the efficiency of diagnostic activities, a medical image classification and retrieval system is necessary. The medical image classification and retrieval system can improve efficiency in a medical diagnosis by providing disease-related images and can be useful in various medical practices by checking diverse cases. However, it is difficult to understand the meanings contained in images because the existing image classification and retrieval system has handled superficial information only. Therefore, a medical image classification system which can classify medical images by analyzing the relation among the elements of the image as well as the superficial information has been required. In this paper, we propose the method for learning and classification of brain MRI, in which the superficial information as well as the spatial information extracted from images are used. The superficial information of images, which is color, shape, etc., is called low-level image information and the logical information of the image is called high-level image information. In extracting both low-level and high-level image information in this paper, the anatomical names and structure of the brain have been used. The low-level information is used to give an anatomical name in brain images and the high-level image information is extracted by analyzing the relation among the anatomical parts. Each information is used in learning and classification. In an experiment, the MRI of the brain including disease have been used.

Developing Indicators for Assessing the Quality of Universities Based on Comparative Analysis of Major approaches in Foreign Countries (주요국의 질 평가 접근법 비교분석에 기초한 대학의 질적 수준 평가 지표 개발)

  • Choi, Jeung-Yun;Jeong, Jinchul;Lee, Jung-Mi
    • Korean Journal of Comparative Education
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    • v.19 no.1
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    • pp.25-58
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    • 2009
  • This study aimed to establish a conceptual scheme of the quality of university and to develop a set of structured indicators for assessing the quality of university based on the result of comparative analysis of major approaches in foreign countries. Reviewing extensive literatures regarding the quality of higher education, a conceptual scheme of the quality of university, in which three representative approaches such as a goal-accomplishment approach, a customer-satisfaction approach, and a value-added approach were emphasized, was proposed and the quality of university was defined as a function of harmonization of input-process-output elements of universities. To develop indicators for assessing the quality of university, four types of approaches including university accreditation system, commercially-producted university ranking system, college student survey, and direct assessment of students' learning outcomes were reviewed. Finally thirteen sets of evaluation indicators out of six countries were comparatively analyzed. The analyses focused on the format, the content, and the primary concept of the quality in each instrument and a draft of the assessment indicators were structured. The draft of the assessment indicators were verified through a panel of professionals. The final indicators assessing the quality of university consist of three dimensions and seven areas. The input dimension comprised institutional goals, human resources, and physical resources. In the process dimension, curriculum and learning process areas were included. And, finally, the output dimension consists of educational outputs and research outputs. Based on the outcomes of the study, the recommendations were suggested for improving and utilizing the assessment indicators of the quality of university.

The Effects of Metacognition of Nursing Students on Proactivity of Problem Solving in Simulation Integrated with Problem-based Learning: Mediating Effects of Self-leadership (문제중심학습 통합 시뮬레이션교육에서 간호대학생의 메타인지가 문제해결 적극성에 미치는 영향: 셀프리더십의 매개효과를 중심으로)

  • Kyoung-Hwa Baek;Mi-Ock Cho;Jeong-Hwa Cho
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.203-211
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    • 2022
  • This study is a descriptive research study to investigate the mediating effect of self-leadership in the relationship between metacognition and proactivity of problem solving and the effect of metacognition on proactivity of problem solving of nursing students. 194 fourth-year nursing students who experienced in-school simulation practice at a university were selected as subjects for the study. Data were collected from September to December 2021 using a structured questionnaire. The collected data were analyzed by descriptive statistics, correlations and parametric regression using the SPSS 22.0 program. It was found that metacognition and problem-solving proactiveness and self-leadership had a quantitative correlation, and it was analyzed that metacognition and self-leadership had a significant effect on problem-solving proactiveness. Also, it was found that self-leadership is partially mediated in the relationship between metacognition and problem-solving proactiveness. According to the results of this study, it is necessary to develop a program that can improve the elements of metacognition and self-leadership in order to increase the problem-solving activity of nursing students through problem-centered learning integrated simulation education.

Establishing Design Directions for Nutrition Education Materials for Early Elementary Students in South Korea (초등학교 저학년 영양교육 학습 자료의 디자인 방향 설정에 관한 연구)

  • Park, YuBin;Paik, JinKyung
    • Design Convergence Study
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    • v.14 no.2
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    • pp.1-16
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    • 2015
  • As childhood obesity and nutrition imbalance emerge as social issues in South Korea today, the development of education materials on diets and nutrition has become important and has been attempted in diverse ways. The present study was conducted on early elementary school students with the objective of establishing directions for the design of personalized nutrition education materials that can promote a proper, balanced diet for children through application in daily life of knowledge acquired from self-learning linked to nutrition education that is taking place in their schools. For this purpose, a review of previous theoretical literature on nutrition education for early elementary students was performed. Survey questions were formulated based on the advice of field experts in medicine, education, and design and the survey was conducted among 110 children from 1st and 2nd grade in two elementary schools, one in Seoul and the other in Changwon. The results obtained from the user evaluation suggested that the early elementary school students showed positive reaction to nutrition education, had preference for the type of learning using multimedia-based contents and quiz activities, were willing to learn about calorie-adjusted meals, preferred the Gothic typeface and orange and green colors. Furthermore, they showed positive opinion on the use of numerical surveying method and pictorial style similar to actual appearance in connection with nutrition-related information representation. and preferences regarding learning styles and design elements

Exploring the Cognitive Factors that Affect Pedestrian-Vehicle Crashes in Seoul, Korea : Application of Deep Learning Semantic Segmentation (서울시 보행자 교통사고에 영향을 미치는 인지적 요인 분석 : 딥러닝 기반의 의미론적 분할기법을 적용하여)

  • Ko, Dong-Won;Park, Seung-Hoon;Lee, Chang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.288-304
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    • 2022
  • Walking is an eco-friendly and sustainable means of transportation that promotes health and endurance. Despite the positive health benefits of walking, pedestrian safety is a serious problem in Korea. Therefore, it is necessary to investigate with various studies to reduce pedestrian-vehicle crashes. In this study, the cognitive characteristics affecting pedestrian-vehicle crashes were considered by applying deep learning semantic segmentation. The main results are as follows. First, it was found that the risk of pedestrian-vehicle crashes increased when the ratio of buildings among cognitive factors increased and when the ratio of vegetation and the ratio of sky decreased. Second, the humps were shown to reduce the risk of pedestrian-related collisions. Third, the risk of pedestrian-vehicle crashes was found to increase in areas with many neighborhood roads with lower hierarchy. Fourth, traffic lights, crosswalks, and traffic signs do not have a practical effect on reducing pedestrian-vehicle crashes. This study considered existing physical neighborhood environmental factors as well as factors in cognitive aspects that comprise the visual elements of the streetscape. In fact, the cognitive characteristics were shown to have an effect on the occurrence of pedestrian- related collisions. Therefore, it is expected that this study will be used as fundamental research to create a pedestrian-friendly urban environment considering cognitive characteristics in the future.

An Analysis of Cases of Real-time Online Class Design by Pre-service Science Teachers (예비 과학 교사의 실시간 온라인 수업 설계 사례 분석)

  • Hwa-Jung Han
    • Journal of The Korean Association For Science Education
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    • v.43 no.6
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    • pp.563-572
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    • 2023
  • This study aimed to analyze cases of online class design by pre-service science teachers to identify the teaching strategies employed for online classes. For this purpose, the real-time online class lesson plans of 12 pre-service science teachers, who had experienced education utilizing online teaching tools for a semester, were collected and analyzed. The pre-service science teachers considered all the elements that were essential in traditional face-to-face class designs, including prerequisites, statements of learning objectives, stimulating motivation, teaching and learning methods, wrapping up, teacher-student interaction, and assessment. They devised teaching strategies that could overcome the limitations of online teaching and were not feasible in face-to-face classes for each element. Additionally, they were considering new instructional strategies tailored to the online teaching environment, such as creating a conducive environment for using online teaching tools and strategies related to checking the online teaching environment. However, for statements of learning objectives, stimulating motivation, and wrapping up, most of the pre-service science teachers predominantly utilized teaching strategies from traditional face-to-face classes, especially those involving the presentation of visual materials through online tools. Student-centered approaches were rarely implemented in stimulating motivation or wrapping up. These findings imply that one semester of exposure to the utilization of online teaching tools may be insufficient in teacher education. Thus, there is a need for a continuous and expanded educational program on the utilization of online teaching tools as part of pre-service teacher education.

Development and Evaluation of Global Citizenship Education Program for the 1st Graders in Elementary School: Based on Practical Problems in the Home Economics (초등학교 1학년 세계시민교육 교수·학습과정안 개발 및 평가: 실과 가정영역 실천적 문제를 중심으로)

  • Kang, Sol;Chin, Meejung
    • Journal of Korean Home Economics Education Association
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    • v.36 no.1
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    • pp.71-94
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    • 2024
  • This study aimed to develop, implement, and evaluate a practical, problem-based global citizenship education (GCED) program in the first grade of elementary school to suggest ways for practical global citizenship education in the next curriculum. This study proceeded following the ADDIE teaching design model. Through literature research, the relevance of global citizenship education to the 2022 national curriculum and the 2022 practical arts curriculum was analyzed, and based on the results, the learning elements of global citizenship education were extracted from the 2022 integrated subjects curriculum to develop the program. The program consisted of four teaching and learning plans for a total of eight sessions based on four practical problems, and was revised and supplemented through validation by a group of experts. The developed teaching and learning curriculum was implemented in all eight sessions over a period of four weeks with 16 first grade students at S Elementary School in Seoul. As a result of the program implementation, the mean of students' global citizenship awareness increased by 3.88 points (±3.91) from pre to post, and the qualitative evaluation of teachers' reflection journals and students' portfolios showed that the program influenced students to realize the importance of taking action to create a better and more sustainable world. Therefore, the practical problem-based global citizenship education program for first graders was found to be effective in fostering global citizenship awareness.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.