• Title/Summary/Keyword: Learning Media

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Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

The Composition of Curriculum to Improve ICT Instructional Media Competency of Early Childhood Teacher (유아교사의 ICT 수업매체 역량 강화를 위한 교육과정 구성 방안)

  • Lee, Young-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.588-596
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    • 2019
  • The purpose of this study is to propose an ICT-oriented teacher curriculum in order to improve early childhood teacher's competency using ICT instructional media. To this end, a survey was conducted to investigate the importance and current level of early childhood teacher's competency. After identifying the necessity of ICT instructional media competency, the contents of an ICT-oriented teacher curriculum were designed. A survey of teacher competency among 207 teachers showed the highest educational need for ICT instructional media competency. In addition, ICT-based teacher curriculum was classified into ICT literacy education and ICT utilization education based on the analysis results of sub-indexes on ICT instructional media competency. Each part was hierarchized into three levels of awareness, application, and spread according to the teacher's competency level and the educational contents were suggested based on the goals set for each level. In this study, it consisted of ICT literacy education, including understanding educational policy related to ICT utilization, understanding the goals and assessment of the ICT curriculum and ICT utilization education, including the use of teaching and learning methods, application of digital technology, ICT learning environment building and management for developing teacher professionalism related to ICT instructional media.

Personalized Media Control Method using Probabilistic Fuzzy Rule-based Learning (확률적 퍼지 룰 기반 학습에 의한 개인화된 미디어 제어 방법)

  • Lee, Hyong-Euk;Kim, Yong-Hwi;Lee, Tae-Youb;Park, Kwang-Hyun;Kim, Yong-Soo;Cho, Joon-Myun;Bien, Z. Zenn
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.244-251
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    • 2007
  • Intention reading technique is essential to provide personalized services toward more convenient and human-friendly services in complex ubiquitous environment such as a smart home. If a system has knowledge about an user's intention of his/her behavioral pattern, the system can provide mote qualified and satisfactory services automatically in advance to the user's explicit command. In this sense, learning capability is considered as a key function for the intention reading technique in view of knowledge discovery. In this paper, ore introduce a personalized media control method for a possible application iii a smart home. Note that data pattern such as human behavior contains lots of inconsistent data due to limitation of feature extraction and insufficiently available features, where separable data groups are intermingled with inseparable data groups. To deal with such a data pattern, we introduce an effective engineering approach with the combination of fuzzy logic and probabilistic reasoning. The proposed learning system, which is based on IFCS (Iterative Fuzzy Clustering with Supervision) algorithm, extract probabilistic fuzzy rules effectively from the given numerical training data pattern. Furthermore, an extended architectural design methodology of the learning system incorporating with the IFCS algorithm are introduced. Finally, experimental results of the media contents recommendation system are given to show the effectiveness of the proposed system.

An Analysis of Media in Advanced Learning Activities of Middle School Special Korean Textbooks by the Information Processing Model (정보처리모형을 활용한 중학교 특수 국어 교과서 심화 학습활동 수록 매체 분석)

  • Song, Gi-Ho;Noh, Jeong-Im
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.3
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    • pp.29-50
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    • 2020
  • The purpose of this study is to analyze the characteristics of the media contained in textbooks for students with disabilities based on the information processing model, and to find ways to utilize library materials for class improvement for them. To this end, the media included in the in-depth learning activities of the Korean language textbooks of the 2015 revised special education basic curriculum were analyzed. As a result of the analysis, it was found that students with disabilities received information mainly through vision, process information through understanding, and use language intelligence to produce results. Specifically, they accepts learning contents through illustrations and texts, processes the contents based on understanding such as reasoning and explanation, and then uses linguistic intelligence such as writing and speaking to produce results. Based on the results of this analysis, a practical method to utilize library materials in the Korean language class of students with disabilities was proposed as follows. Developing a variety of input mediums based on reading stages and collection mapping for students with disabilities. Providing book materials through reading and listening. Teaching appropriate methodological knowledge to self-directly solve advanced learning activities. In addition, developing types of writing and writing strategies that can help various production activities.

The Ordering Effects of Captions on Korean Aviation Students' Self-confidence, Interest, and Motivation in English Learning (영어 자막 활용의 순서가 항공 대학 학생들의 영어 학습에 대한 자신감, 흥미, 및 동기에 미치는 영향)

  • Kim, Na-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.362-373
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    • 2020
  • This study examined the ordering effects of caption use on the English learning of aviation students. This study focused on the use of captions and the students' self-confidence, interest, and motivation for English learning. Sixty participants were divided randomly into the Caption 1 group (n = 30) and Caption 2 group (n = 30). During 16 weeks, the Caption 1 group was exposed to captioned media first, and then the same media with no captions was provided. The Caption 2 group was exposed to the non-captioned media first and then provided with captions on the second exposure. A survey was given to assess the attitude of each group to English learning. The survey results showed that all participants revealed moderately positive satisfaction on the use of captions in EFL classes. Regarding the ordering effects of caption use, the findings showed that the first exposure to the captions results in the students' self-confidence and interest. The second exposure to the captions, however, was beneficial for improving the students' motivation. From these findings, several pedagogical implications can be suggested.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

A Study on Foreigners' Korean Language Learning Experiences through Design Thinking Analysis (디자인 사고 분석을 통한 외국인의 한국 언어 학습의 연구)

  • Lee, Pei Zhi;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.345-351
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    • 2017
  • The international status of the Korean language has been elevated as the demand for studying the language among foreign students has grown sharply over the past few years. Unfortunately, foreign students face difficulties in learning the language, conflicts are also deepening between Korean and foreign students. Using Erin Sander's design research spiral, this paper investigates foreigners' Korean language learning experiences, identify the main cognitive and affective factors influencing their learning process. Research findings collected with the design analysis revealed needs and insights that offer opportunities relevant specifically for the conception, design and development of new products and services related to Korean language learning.

Development of Content and Running Environment based on SCORM-ACAP Interoperability (SCORM-ACAP 상호운용 기반의 T-Learning 콘텐츠 및 운용환경 개발)

  • Bae Il-Hwan;Lee Bum-Jin;Moon Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.21-25
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    • 2004
  • 최근 IT를 포함한 모든 산업 및 기술 영역에서는 포준화 활동을 기반으로 하여 융복합화(Convergence) 현상이 두드러지고 있다. 이는 또한 e-Learning 산업 및 기술에서도 큰 화두이다. 현재 e-Learning 표준화에서 시장에서 주도권을 행사하고 있는 것은 ADL의 SCORM 규격이다. 데이터방송 영역에서는, 북미에서 지상파와 케이블 TV간 콘텐츠 호환성 확보를 위해 ATSC와 케이블랩(CableLabs)이 공동 연구 중인 ACAP을 통해서 지상파-케이블 공통 표준화가 진행중이다. 이에 본 논문은 3-Learning 산업 및 기술에서의 융복합화의 일 영역으로 그리고 방송통신융합서비스의 일환으로 인터넷 기반 학습 환경과 TV 기반 학습 환경에서의 학습 콘텐츠 ( 및 코스웨어) 상호운용성에 대해 연구하였다. 이를 위하여 인터넷 기반의 e-Learning의 사실상의 표준으로 받아들여지고 있는 SCORM 규격과 DTV 환경 기반의 데이터방송 지상파-케이블 공통 규격인 ACAP간의 상호운용 API 개발을 통하여, SCORM 규격과 ACAP 규격의 상호운용성을 가능하게 하는 학습 콘텐츠 및 T-Learning 운용환경을 연구$\cdot$개발하였다.

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An Improvement of the Learning Speed through Considered Distance on Jul-Gonu Game (거리를 고려한 줄고누게임의 학습속도 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.105-113
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    • 2010
  • It takes quite amount of time to study a board game because there are many game characters and different stages are exist for board games. Also, the opponent is not just a single character that means it is not one on one game, but group vs. group. That is why strategy is needed, and therefore applying optimum learning is a must. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a jul-gonu game was created, and then they fought against each other. Improved character considered distance and attacked other one. As a result, improved character's ability was improved on learning speed.

An analysis of the predisposition of learners of English focusing on motivation and learning strategies (동기와 전략으로 본 영어 학습자들의 성향 분석)

  • Lee, Il-Yeon
    • English Language & Literature Teaching
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    • v.8 no.2
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    • pp.151-176
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    • 2003
  • Motivation and learning strategies, some of the important factors affecting language learning, have mostly been studied with reference to their relationship in terms of proficiency. This study investigated motivation and learning strategies and their relationship in order to find the inward predisposition of learners. Data was collected from 200 university students in Taejon and Chungnam province, Korea language learning strategies were measured by the Strategy Inventory for Language Learning(SILL), and motivation by the Attitude / Motivation Test Battery(AMTB), with adaptations for Koreans. The detailed analysis of the data Indicated that Korean university students were more motivated to learn English for a practical goal than a formal one. They had a strong willingness to learn but showed 'the tendency of the new generation' of choosing the easiest and most convenient ways in studying English in terms of motivational intensity and strategy use. Findings imply that there have to be some changes and improvements in the deep-rooted classroom teaching methods. A systematic device is needed to induce students to be autonomous learners, providing them with a variety of activities suitable for their purposes and levels, as in opportunities of contacting native speakers, multi-media language labs, the Internet etc.

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