• Title/Summary/Keyword: Learning Media

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TryCoding: Learning Programming through game (TryCoding: 게임을 통한 프로그래밍 학습)

  • Kim, Min-Woo;Kim, Youn-Ki;Kim, Ki-Sik;Choi, Guy-Jin;Yoo, Hwan-Soo
    • Annual Conference of KIPS
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    • 2017.11a
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    • pp.608-610
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    • 2017
  • 최근 프로그래밍 교육에 대한 요구가 그 어느때보다 높아지고 있다. 특히 프로그래밍교육이 초등학교때부터 의무화되는 2018년을 맞이하여, 수많은 프로그래밍 교육을 위한 연구가 진행되고 있다. 본 논문에서 제안하는 트라이코딩은 게임을 사용하여 학생 스스로가 프로그래밍 및 알고리즘을 학습할 수 있다. 트라이코딩은 기존의 블록기반 및 그림 기반의 프로그래밍 교육을 거친 학생 또는 처음 접하는 학생도 쉽게 게임을 통하여 프로그래밍에 대한 지식을 습득할 수 있게 설계를 하였다. 프로그래밍 언어는 기본적으로 영어를 기반으로 하고 있기 때문에 기초 영어에 대한 이해도가 없이는 이 게임을 진행하기는 힘들어, 추후 게임내에서 사용되는 기초영어 정도는 이 게임에서 학습할 수 있게 하는 시스템이 필요하다.

News Consumption and Behavior of Young Adults and the Issue of Fake News

  • Nazari, Zeinab;Oruji, Mozhgan;Jamali, Hamid R.
    • Journal of Information Science Theory and Practice
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    • v.10 no.2
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    • pp.1-16
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    • 2022
  • This study aimed to understand young adults' attitudes concerning news and news resources they consumed, and how they encounter the fake news phenomenon. A qualitative approach was used with semi-structured interviews with 41 young adults (aged 20-30) in Tehran, Iran. Findings revealed that about half of the participants favored social media, and a smaller group used traditional media and only a few maintained that traditional and modern media should be used together. News quality was considered to be lower on social media than in traditional news sources. Furthermore, young adults usually followed the news related to the issues which had impact on their daily life, and they typically tended to share news. To detect fake news, they checked several media to compare the information; and profiteering and attracting audiences' attention were the most important reasons for the existence of fake news. This is the first qualitative study for understanding news consumption behavior of young adults in a politicized society.

A study on the development of CAI program and its application for improving problem-solving - Focused on circular equations - (문제해결력 신장을 위한 CAI프로그램 개발 및 적용에 관한 연구 - 원의 방정식을 중심으로 -)

  • 박달원;홍성기
    • Journal of the Korean School Mathematics Society
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    • v.2 no.1
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    • pp.231-242
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    • 1999
  • The focus of this development program is to input multimedia materials into learning according to the trend of recent social changes and to maximize the learning effect for improving problem-solving by offering familiar teaching materials. The expecting effects of this study are as follows: 1. This program helps students acquire mathematical concepts and principles about circular equation through concrete examples using a variety of media - text, voice, sound, and animation and so on - , makes it possible individual learning which was difficult for students to expect at the existing multitude class as progressing learning each unit on the screen and the perfect learning by offering FEED BACK 2. This program varied the difficulty of learning contents to learn according to learning abilities of learners by using animation and making the most of merits of computer and was able to improve learning effect by studying in a mutual way with managing learning procedure nonsuccessively. 3. Class using CAI program about developed circular equation unit has a positive effect on improving problem-solving by becoming from teacher centered class to student centered one. 4. This program makes students understand the contents of auxiliary learning in multimedia computer more efficiently, and cultivate abilities to adopt in accordance with changes in the future society by forming familiar computer mind.

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A Study on the Media Recommendation System with Time Period Considering the Consumer Contextual Information Using Public Data (공공 데이터 기반 소비자 상황을 고려한 시간대별 미디어 추천 시스템 연구)

  • Kim, Eunbi;Li, Qinglong;Chang, Pilsik;Kim, Jaekyeong
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.95-117
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    • 2022
  • With the emergence of various media types due to the development of Internet technology, advertisers have difficulty choosing media suitable for corporate advertising strategies. There are challenging to effectively reflect consumer contextual information when advertising media is selected based on traditional marketing strategies. Thus, a recommender system is needed to analyze consumers' past data and provide advertisers with personalized media based on the information consumers needs. Since the traditional recommender system provides recommendation services based on quantitative preference information, there is difficult to reflect various contextual information. This study proposes a methodology that uses deep learning to recommend personalized media to advertisers using consumer contextual information such as consumers' media viewing time, residence area, age, and gender. This study builds a recommender system using media & consumer research data provided by the Korea Broadcasting Advertising Promotion Corporation. Additionally, we evaluate the recommendation performance compared with several benchmark models. As a result of the experiment, we confirmed that the recommendation model reflecting the consumer's contextual information showed higher accuracy than the benchmark model. We expect to contribute to helping advertisers make effective decisions when selecting customized media based on various contextual information of consumers.

Impacts of Social Media (Facebook) on Human Communication and Relationships: A View on Behavioral Change and Social Unity

  • Joo, Tang-Mui;Teng, Chan-Eang
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.4
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    • pp.27-50
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    • 2017
  • The impact of social networking is varied from good to bad. Online activities have also been categorized into pros and cons of social networking, either as reported as hiding Internet activities among teenagers or killing loneliness among elderly. In terms of relationships, there have been argument over its closeness and quality of an online relationship in Internet settings. Looking at the contradiction in an innovative interaction between classic community communication and social media, there is an unknown scent of the future struggling and challenging both human communication and relationships in the presence of digital culture. This research uses Diffusion of Innovation to study the wide and continuous spread of digital culture in human communication; and, Media Dependency in learning and structuring the cognitive, affective and behavioral effects of social media on each person uses the media in different ways. This research will be using online survey to gain opinions from a social network site as an update of views and reflection of self-awareness to all levels of people. Social media like Facebook (FB) is perceived as a good tool of communication that it is able to bring closeness among the family members. The results show that social media like FB brings positive impact towards family members; it would help to build a better and harmonic society; and, relationships among family members and communication shall be improved and enhanced to the level of a united society.

Social Media Mining Toolkit (SMMT)

  • Tekumalla, Ramya;Banda, Juan M.
    • Genomics & Informatics
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    • v.18 no.2
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    • pp.16.1-16.5
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    • 2020
  • There has been a dramatic increase in the popularity of utilizing social media data for research purposes within the biomedical community. In PubMed alone, there have been nearly 2,500 publication entries since 2014 that deal with analyzing social media data from Twitter and Reddit. However, the vast majority of those works do not share their code or data for replicating their studies. With minimal exceptions, the few that do, place the burden on the researcher to figure out how to fetch the data, how to best format their data, and how to create automatic and manual annotations on the acquired data. In order to address this pressing issue, we introduce the Social Media Mining Toolkit (SMMT), a suite of tools aimed to encapsulate the cumbersome details of acquiring, preprocessing, annotating and standardizing social media data. The purpose of our toolkit is for researchers to focus on answering research questions, and not the technical aspects of using social media data. By using a standard toolkit, researchers will be able to acquire, use, and release data in a consistent way that is transparent for everybody using the toolkit, hence, simplifying research reproducibility and accessibility in the social media domain.

Information Professionals' Knowledge Sharing Practices in Social Media: A Study of Professionals in Developing Countries

  • Islam, Anwarul;Tsuji, Keita
    • International Journal of Knowledge Content Development & Technology
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    • v.6 no.2
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    • pp.43-66
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    • 2016
  • The primary objective of this study was to investigate the perception of informational professionals' knowledge sharing practices in social media platforms. The specific objectives of the study included learning professionals' perceptions and awareness of knowledge sharing using social media, understanding their opinions and beliefs, and gaining familiarity with and reasons for using these tools. Open & close ended web-based questions were sent out by email to the international training program (ITP) participants. Findings indicated that most of the respondents' were aware of using social media and that they used social media for knowledge sharing. Speed and ease of use, managing personal knowledge, easier communication with users and colleagues and powerful communication tool are the areas that motivated them to use it. It also stated some barriers like lack of support, familiarity, trust, unfiltered information and fear of providing information. The study was limited to the perceptual aspect of the issue, specifically from the individuals' opinions and sentiments.

Design of Learning Achievement Evaluation Module of Intelligent Computer Assisted Instruction with Various Fuzzy Environment (다양한 퍼지 환경을 갖는 지능형 교수 시스템의 학습 성취도 평가 모듈 설계)

  • Won Sung-Hyun
    • Management & Information Systems Review
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    • v.2
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    • pp.311-334
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    • 1998
  • By decreasing in CPU price and development of computer assembling technology, personal computer fake a good chance to accelerate its supply. Recently, as being introduced new computing technology so called multi media, teaming assist system which is based on single media such as studying book, cassette tape, video tape, or something else is rapidly being replaced by new assist education system based on multi media in which it is operated by the personal computer. In the computer assist education system, there is an evaluation module which appraise learner's study level into the next study strategy. At the view of this point, this part is very important. In this part, there are some factors like Importance, complexity, or difficulty which commonly include fuzzy factors in our surrounding. But until now, we are still out of the level to handle the evaluation module adequately among the some studies. In this study, we would like to suggest a new module that evaluate learning achievement of ICAI which have a variety of fuzzy environment. We combine Independent fuzzy environment like importance, complexity, difficulty into making total evaluation of learner's achievement. By the result, with expressing by linguistic form, this study can provide the theoretical basis in which we will be able to carry out sentence toward evaluation among elementary school.

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On Using Films to Develop Students' Reading Skills in the MALL Classes

  • Sung, Tae-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.11
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    • pp.135-141
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    • 2017
  • Exposed to a great many media and technology resources, EFL students seem to lack the motivations for learning on the basis of the conventional teaching methods. For this reason, in teaching English, finding teaching methods and materials appropriate to make the learning experiences for EFL students more engaging and interesting has become more challenging than ever. This is the main reason why English language teachers always keep searching for more motivating teaching sources. Although most of course books have CD's and DVD enclosed, these turn out to be less authentic and not very engaging for students. In order to bring diversity into the classroom, many teachers use films in EFL teaching. Films are usually seen as a media that attracts students' attention and tend to present language in a more natural (interactive) way as well. What is more important is that films offer a visual context aids which help students understand and improve their reading skills. This paper analyzes the effects of using films in the EFL classroom. Moreover, It shows that films as a teaching resource play a very effective role in developing students reading and communication skill. Last but not least, mobile phones are used as a main supplementary device in that either group is recommended to watch a movie anytime and anywhere.

Millennials' Online Apparel Purchase Decisions through Social Interactions

  • Son, Jihyeong;Sun, Jing;Hughes, Amy
    • Fashion, Industry and Education
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    • v.15 no.1
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    • pp.44-58
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    • 2017
  • The purpose of this research is to explore how Millennials mitigate perceived risks that occur during online apparel purchasing decisions through social interactions based on social learning theory. Also, this research investigates concerns generated from interactions with others when consuming apparel online. An exploratory investigation was undertaken with 78 undergraduate students using an online survey that included open and closed questions. Qualitative data revealed positive relationships between consumers' social interactions and purchases of apparel products online. Specifically, information searches through social interactions with trusted individuals utilizing online channels were found to validate purchasing decisions and alleviate perceived risks with purchasing apparel products online. However, consumers were also concerned with certain interactions due to the lack of credibility regarding reviewers, channels, and conflicting information. These findings provide an insight into millennial consumers' learning processes through consumer-to-consumer interactions in social media environments for apparel purchases. As online and mobile shopping along with consumers' social media usage for interacting continue to increase, these research findings guide retailers how to turn their attention to investing and utilizing these channels to enhance millennial consumers' positive purchasing experiences online.