• 제목/요약/키워드: Learning Media

Search Result 1,614, Processing Time 0.032 seconds

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
    • /
    • v.7 no.1
    • /
    • pp.59-68
    • /
    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

  • PDF

Awareness and Utilization Plan of the Smart Learning in University Education (대학교육의 스마트러닝에 대한 인식 및 활용 방안)

  • Lim, Jin-Hyung;Ko, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.8
    • /
    • pp.5232-5239
    • /
    • 2015
  • The purpose of this study is to examine university student's awareness and utilization plan of Smart Learning of the university education. For this purpose, a needs analysis is performed through a survey of 345 university students. Through the survey, first, students of media devices, including the average daily usage time of four hours at the most common smart devices, the intended use was used SNS, games and entertainment, datebook, and more. Second, the benefits of the smart learning, which students learn to recognize the challenges and reducing the burden most common obstacle was the difficulty in immersion classes. Third, the demand for university education smart learning, the most common opinion about the classroom building. On the basis of the above research findings, the utilization plans are proposed.

Environmental Education in the Korean Language Education (국어과 교육에서의 환경교육)

  • 최미숙
    • Hwankyungkyoyuk
    • /
    • v.12 no.1
    • /
    • pp.40-63
    • /
    • 1999
  • As the environmental problems are recognized as daily problems in our lives, not as issues of those who are engaged in specific professional fields, the interest in environmental education is increasing gradually. The environmental education is the one that studies the environment and its problems and seeks the solutions for them. This paper deals with how the Korean subject will include environmental education. The environmental problems are already dealt with in the Korean textbooks according to the 6th curriculum for the Korean subject. A noticeable fact is that those textbooks connect the skills for language skills with environmental education. That is, the textbooks try to improve 4 language skills (speaking, listening, reading, and writing) with the Korean data related to environment, which can be the most practical means. This tendency will be also reflected in the 7th curriculum for the Korean subject, and the means will be taken by which environmental education will be able to be implemented more effectively through a variety of learning activities. In case of speaking and listening, learning activities such as speaking of, listening to, or discussing the contents concerning environmental problems can be recommended. In case of reading and literature, learning activities such as reading articles or works concerning environmental problems. Through these learning activities the Korean education will be able to achieve the goal in the fields of knowledge, information, and autonomy or attitudes which are the goals of environmental education. If the contents of the Korean curriculum are described in detail, it can be known that the Korean subject have someting to do with knowledge, skills, and recognition more deeply. In the methods In obtain information and knowledge, it will be desirable to recognize knowledge and information indirectly through various reading data rather than to recognize knowledge and information directly. Or it will be desirable to increase the sensitivity about environmental problems through literary works. For this environmental education in the above, we need to utilize discussion or presentation-oriented leaching and learning in the Korean education. Also we need to approach environmental problems by using various teaching media. We need to emphasize the education in the affective domain, especially through expression of emotions. guidance of reactions, internalization, personification, and so on.

  • PDF

E-Learning Satisfaction - Is It Different from Learning Satisfaction (사이버대학 재학생 학습 만족도 향상을 위한 연구)

  • Lee, Sung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.9 no.6
    • /
    • pp.1830-1837
    • /
    • 2008
  • The growth of an information and knowledge based society has changed the base of education from institution-based to a learner-based system. This indicates that the educational purpose and individual characters of the learners are the primary factors for the educational success. In the information and knowledge based society, the Cyber University is a representative example of the new educational paradigm with its online communities, multi-media based education and communication among the learners. The sample of study was 1620 students of a leading cyber university in Seoul, Korea. One of the results in this study showed that satisfaction levels of learning and education do not have significant relationship with age or employment. Rather the lowering level of satisfaction after sufficient adaptation period of cyber education was raised as rising problem.

An Evaluation System for Learning Concentricity on Distance Education (원격강의의 학습집중도 평가 시스템)

  • Choi Byung-Do;Hyun Chul-Sang;Jung Jin-Uk;Kim Dong-Hak;Kim Wook-Hyun;Kim Chong-Gun
    • The KIPS Transactions:PartA
    • /
    • v.12A no.2 s.92
    • /
    • pp.181-190
    • /
    • 2005
  • The development of web-based distance education surroundings is steadily achieving. However the studying on the learning effect of learners is still weak against development of educational media itself. At present, most of the distance education system is showing limits in the evaluation of the learning effect because the teaming evaluation depends on mid or final-term exams by on-line or off-line. There is a strong point that the distance education is free from space and time. One of present weak points is limitation of evaluating learner's attitude which can estimate learning effects. Earnest teaming attitude at distance education is important factor for improving the learning effects. In this paper, we propose a model for improving the teaming effects by forcing real-time evaluation and returning feedback to learners at the cyber lectures. The developed experimental system is verified its possibilities.

Deep Learning-based Real-Time Super-Resolution Architecture Design (경량화된 딥러닝 구조를 이용한 실시간 초고해상도 영상 생성 기술)

  • Ahn, Saehyun;Kang, Suk-Ju
    • Journal of Broadcast Engineering
    • /
    • v.26 no.2
    • /
    • pp.167-174
    • /
    • 2021
  • Recently, deep learning technology is widely used in various computer vision applications, such as object recognition, classification, and image generation. In particular, the deep learning-based super-resolution has been gaining significant performance improvement. Fast super-resolution convolutional neural network (FSRCNN) is a well-known model as a deep learning-based super-resolution algorithm that output image is generated by a deconvolutional layer. In this paper, we propose an FPGA-based convolutional neural networks accelerator that considers parallel computing efficiency. In addition, the proposed method proposes Optimal-FSRCNN, which is modified the structure of FSRCNN. The number of multipliers is compressed by 3.47 times compared to FSRCNN. Moreover, PSNR has similar performance to FSRCNN. We developed a real-time image processing technology that implements on FPGA.

Deep Learning Music genre automatic classification voting system using Softmax (소프트맥스를 이용한 딥러닝 음악장르 자동구분 투표 시스템)

  • Bae, June;Kim, Jangyoung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.1
    • /
    • pp.27-32
    • /
    • 2019
  • Research that implements the classification process through Deep Learning algorithm, one of the outstanding human abilities, includes a unimodal model, a multi-modal model, and a multi-modal method using music videos. In this study, the results were better by suggesting a system to analyze each song's spectrum into short samples and vote for the results. Among Deep Learning algorithms, CNN showed superior performance in the category of music genre compared to RNN, and improved performance when CNN and RNN were applied together. The system of voting for each CNN result by Deep Learning a short sample of music showed better results than the previous model and the model with Softmax layer added to the model performed best. The need for the explosive growth of digital media and the automatic classification of music genres in numerous streaming services is increasing. Future research will need to reduce the proportion of undifferentiated songs and develop algorithms for the last category classification of undivided songs.

Convergence Technologies by a Long-term Case Study on Telepresence Robot-assisted Learning (텔레프리젠스 로봇보조학습 사례 연구를 통한 융합기술)

  • Lim, Mi-Suk;Han, Jeong-Hye
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.7
    • /
    • pp.106-113
    • /
    • 2019
  • The purpose of this paper is aimed to derive suggestions for convergence technology for effective management of distance education by analyzing a long-term case. The experiment was designed with notebook, smartphone or tablet based robot controlled by a remote instructor and a learner, who have experience of distance learning including robot assisted learning. The tablet based robot has the display system of feedback to speakers. During five months, three types of experiments were conducted randomly and a participant was interviewed thoroughly. The result, like the previous research, demonstrates that the task performance of the learner in telepresence robot-assisted learning was better than that in the notebook, and smartphone based. However, it is believed to be necessary to adjust the system for eye-contact and voice transmission for the remote instructor. The instructor required an additional sight by supplementing an extra camera and automatic direction control to source of sound.

A Deep Learning based Inter-Layer Reference Picture Generation Method for Improving SHVC Coding Performance (SHVC 부호화 성능 개선을 위한 딥러닝 기반 계층간 참조 픽처 생성 방법)

  • Lee, Wooju;Lee, Jongseok;Sim, Dong-Gyu;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
    • /
    • v.24 no.3
    • /
    • pp.401-410
    • /
    • 2019
  • In this paper, we propose a reference picture generation method for Inter-layer prediction based deep learning to improve the SHVC coding performance. A description will be given of a structure for performing filtering using a VDSR network on a DCT-IF based upsampled picture to generate a new reference picture and a training method for generating a reference picture between SHVC Inter-layer. The proposed method is implemented based on SHM 12.0. In order to evaluate the performance, we compare the method of generating Inter-layer predictor by applying dictionary learning. As a result, the coding performance of the enhancement layer showed a bitrate reduction of up to 13.14% compared to the method using dictionary learning, a bitrate reduction of up to 15.39% compared to SHM, and a bitrate reduction of 6.46% on average.

A Review on Deep Learning-based Image Outpainting (딥러닝 기반 이미지 아웃페인팅 기술의 현황 및 최신 동향)

  • Kim, Kyunghun;Kong, Kyeongbo;Kang, Suk-ju
    • Journal of Broadcast Engineering
    • /
    • v.26 no.1
    • /
    • pp.61-69
    • /
    • 2021
  • Image outpainting is a very interesting problem in that it can continuously fill the outside of a given image by considering the context of the image. There are two main challenges in this work. The first is to maintain the spatial consistency of the content of the generated area and the original input. The second is to generate high quality large image with a small amount of adjacent information. Existing image outpainting methods have difficulties such as generating inconsistent, blurry, and repetitive pixels. However, thanks to the recent development of deep learning technology, deep learning-based algorithms that show high performance compared to existing traditional techniques have been introduced. Deep learning-based image outpainting has been actively researched with various networks proposed until now. In this paper, we would like to introduce the latest technology and trends in the field of outpainting. This study compared recent techniques by analyzing representative networks among deep learning-based outpainting algorithms and showed experimental results through various data sets and comparison methods.