• Title/Summary/Keyword: Learning Media

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A Study of Student's Smart Learning Acceptance Using TAM Model (TAM 모형을 적용한 학습자 스마트학습 수용에 관한 연구)

  • Lee, Hyun-Chang;Kim, Do-Goan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.120-122
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    • 2016
  • While smart learning have been introduced for more learning effect, this study is to understand students' smart learning acceptance using TAM model. Through using the result of the study, it is to provide suggestions for the improvement of smart learning effect and the acceptance using various multi media on thew view of students.

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A Study of Teacher's Smart Learning Acceptance -Focusing on TAM Model- (교수자의 스마트학습 수용에 관한 연구 -TAM모형을 중심으로-)

  • Kim, Do-Goan;Lee, Hyun-Chang;Rhee, Yang-Won;Shin, Seong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.131-133
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    • 2016
  • While smart learning have been introduced for more learning effect, this study is to understand teacher's smart learning acceptance using TAM model. Through using the result of the study, it is to provide suggestions for the improvement of smart learning effect and the acceptance using various multi media on thew view of teachers.

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The Effects of Smart Media Based STEAM Program of 'Chicken Life Cycle' on Academic Achievement, Scientific Process Skills and Affective Domain of Elementary School Students (스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향)

  • Choi, Youngmi;Yang, Ji Hye;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.35 no.2
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    • pp.166-180
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    • 2016
  • This paper examines the effects on academic achievement, scientific process skills and affective domain for elementary students learning the 'Chicken life cycle' through traditional science class versus a smart media based STEAM approach. Students designed and built a hatching jar and created a smart media content for chickens using time-lapse technology. This STEAM program was developed to improve their scientific concepts of animals over nine periods of classes using integrated education methods. The experimental study took place in the third grade of public schools in a province, with the STEAM approach applied in 2 classes (44 students) and the traditional discipline approach implemented in 2 classes (46 students). The STEAM education significantly influenced the improvement of academic achievements, basic scientific process skills and affective domain. The results suggest that this STEAM approach for teaching scientific concepts of animal life cycles has the performance in terms of knowledge, skills and affect gain achievements in elementary school students' learning when compared to a traditional approach. Moreover, the smart media based STEAM program is helpful to lead students to engage in integrated problem-solving designs and learning science and technology.

NPC Control Model for Defense in Soccer Game Applying the Decision Tree Learning Algorithm (결정트리 학습 알고리즘을 활용한 축구 게임 수비 NPC 제어 방법)

  • Cho, Dal-Ho;Lee, Yong-Ho;Kim, Jin-Hyung;Park, So-Young;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.61-70
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    • 2011
  • In this paper, we propose a defense NPC control model in the soccer game by applying the Decision Tree learning algorithm. The proposed model extracts the direction patterns and the action patterns generated by many soccer game users, and applies these patterns to the Decision Tree learning algorithm. Then, the proposed model decides the direction and the action according to the learned Decision Tree. Experimental results show that the proposed model takes some time to learn the Decision Tree while the proposed model takes 0.001-0.003 milliseconds to decide the direction and the action based on the learned Decision Tree. Therefore, the proposed model can control NPC in the soccer game system in real time. Also, the proposed model achieves higher accuracy than a previous model (Letia98); because the proposed model can utilize current state information, its analyzed information, and previous state information.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

Design and Development of Arithmetic Operating Learning Management System based on PDA (PDA기반의 사칙연산학습 운영시스템 설계 및 개발)

  • Chung, KwangSik;Son, KyungA
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.53-62
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    • 2009
  • As Information communication technology develops, requirements for new educational media and new contents gets bigger and bigger. Especially PDA is required for educational media on m-learning environment. We design and implement intra-educational contents sequencing model and educational contents sequencing model between educational contents for PDA as educational supplementary media for m-learning environment, and LMS supporting PDA. And we balanced the work load of PDA and LMS and constructed practical service platform for using PDA as educational supplementary device.

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An exploratory study on Pre-service teachers' perceptions of instructional media (예비 교사의 교수매체 인식에 관한 탐색적 연구)

  • Park Hyejin;Cha Seungbong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.75-85
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    • 2024
  • This study explored the overall perception of teaching media from the perspective of pre-service teachers. For this purpose, reflection journals written by 138 pre-service teachers were analyzed, and positive and negative perceptions of teaching media were explored. In the reflection diary, pre-service teachers were asked to write down examples of appropriate use of instructional media and the effects of their experiences, cases of inappropriate use of instructional media, and areas requiring improvement. The main research results are as follows. First, the positive aspects of teaching media perceived by prospective teachers were that it presented examples that could help understanding, aroused curiosity to focus attention, and encouraged participation to motivate learning. Second, the negative aspects of teaching media perceived by prospective teachers include cases where the playback time of the video containing learning content is excessively long and the content of the video is unclear or is higher than the learner's level and difficult to understand. This study is significant in that it presents pre-service teachers experiences and perceptions of teaching media and their desirable use methods.

Case study on the effects of VR educational media on oral imaging practice (치위생학과 구강영상학실습 수업에서의 VR활용에 관한 사례 연구)

  • Choi, Yong-Keum;Lim, Kun-Ok
    • Journal of Korean society of Dental Hygiene
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    • v.22 no.5
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    • pp.323-332
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    • 2022
  • Objectives: This study aims to confirm the educational necessity and utilization of VR media. And it was conducted to prepare basic data necessary for the use of VR in various dental hygiene education in the future and the development of innovative practical training courses. Methods: Before and after using VR in oral radiology practice classes, learning interest (4 items), learning commitment (9 items), learning motivation (5 items), educational media preference (4 items), and satisfaction (10 items) were investigated and analyzed. Friedman two way ANOVA by ran a nonparametric analysis corresponding to repeated measures ANOVA was performed. The statistical significance level was 0.05. Results: It was found that there were statistically significant differences in learning interest, learning immersion, and learning motivation according to the type of oral radiology practice education medium (p<0.05). Conclusions: VR is expected that the use of learning media using VR will lead to students' interest, immersion, and learning motivation in class, and that positive learning effects on VR education media can be sufficiently obtained.