• Title/Summary/Keyword: Learning Tools

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Analysis and Examination of Trends in Research on Medical Learning Support Tools: Focus on Problem-based Learning (PBL) and Medical Simulations

  • Yea, Sang-Jun;Jang, Hyun-Chul;Kim, An-Na;Kim, Sang-Kyun;Song, Mi-Young;Han, Chang-Hyun;Kim, Chul
    • The Journal of Korean Medicine
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    • v.33 no.4
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    • pp.60-68
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    • 2012
  • Objectives: By grasping trends in research, technology, and general characteristics of learning support tools, this study was conducted to present a model for research on Korean Medicine (KM) to make use of information technology to support teaching and learning. The purpose is to improve the future clinical competence of medical personnel, which is directly linked to national health. Methods: With papers and patents published up to 2011 as the objects, 438 papers were extracted from "Web of Science" and 313 patents were extracted from the WIPS database (DB). Descriptive analysis and network analysis were conducted on the annual developments, academic journals, and research fields of the papers, patents searched were subjected to quantitative analysis per application year, nation, and technology, and an activity index (AI) was calculated. Results: First, research on medical learning support tools has continued to increase and is active in the fields of computer engineering, education research, and surgery. Second, the largest number of patent applications on medical learning support tools were made in the United States, South Korea, and Japan in this order, and the securement of remediation technology-centered patents, rather than basic/essential patents, seemed possible. Third, when the results of the analysis of research trends were comprehensively analyzed, international research on e-PBL- and medical simulation-centered medical learning support tools was seen to expand continuously to improve the clinical competence of medical personnel, which is directly linked to national health. Conclusions: The KM learning support tool model proposed in the present study is expected to be applicable to computer-based tests at KM schools and to be able to replace certain functions of national KM doctor license examinations once its problem DB, e-PBL, and TKM simulator have been constructed. This learning support tool will undergo a standardization process in the future.

Analysis and Application of Front-End Code Playground Tools for Web Programming Education

  • Aaron Daniel Snowberger;Semin Kim;SungHee Woo
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.11-19
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    • 2024
  • Web programming courses are often included in university Computer Science programs as introductory and foundational computer programming courses. However, amateur programmers often have difficulty learning how to integrate HTML, CSS, JavaScript, and various preprocessors or libraries to create websites. Additionally, many web programming mistakes do not produce visible output in the browser. Therefore, in recent years, Front-End Code Playground (FECP) tools that incorporate HTML, CSS, and JavaScript into a single, online web-based application have become popular. These tools allow web coding to happen directly in the browser and provide immediate visual feedback to users. Such immediate visual feedback can be particularly beneficial for amateur coders to learn and practice with. Therefore, this study gathers data on various FECP tools, compares their differences, and provides an analysis of how such tools benefit students. This study concludes with an outline of the application of FECP to web programming courses to enhance the learning experience.

Design of Online Learning Community for Conceptual Learning in Engineering Education and the Evaluation of the Inquiry Activity Supporting Tools (공학교육에서의 개념학습을 위한 온라인 학습 커뮤니티의 설계와 탐구활동 지원도구의 평가)

  • Shin, Sunhee
    • Journal of Engineering Education Research
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    • v.16 no.1
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    • pp.3-14
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    • 2013
  • The previously developed practical inquiry activity supporting tools, deduced from the design principles and implementation principles based on the study of precedent researches and theories, applicable to conceptual learning in engineering education were implemented to an on-line learning community, a web-based Windows application, to find out its effectiveness in actual classroom situation through experimental research. The On-line learning community includes the inquiry activity menu to implement learning procedure of inquiry based conceptual learning, the functions supporting the communication among participants, the information sharing function, the scheduling function of class and inquiry activity, the mentoring function, and the evaluation of on-line activities of learners. Experimental study were also conducted in order to analyze the effects of inquiry activity supporting tools on inquiry based conceptual learning in engineering education.

Design Implications for Teachers' Tools in Differentiated Instruction through Case Studies

  • CHA, Hyunjin
    • Educational Technology International
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    • v.14 no.1
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    • pp.55-74
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    • 2013
  • The diversity of students is getting increased in the contemporary classroom. To deal with the diversity, differentiated instruction (DI) should be considered as a way of providing alternative approaches to content, process and product according to the students' readiness, interest, and learning needs. Teachers have problems and difficulties in supporting different student's needs. In fact, teachers need proven tools including framework, guidelines or computing systems to help to practice DI in real context. According to the activity theory, tools influence on how people act and think and even their social practice, playing a crucial role in mediating the activities with people. In DI practice, there are also some studies about physical and abstract tools, but they have been not widely utilized by teachers in real schools. It means that more innovative tool to promote DI might be required. Therefore, to design a better tool to mediate the DI activities with teacher, case studies were conducted. In order to elicit the design implications, two physical and two abstract tools for DI practice were analyzed as case studies. Through the analysis of the case studies, eight design implications better to facilitate DI practice were suggested. This study has implications in suggesting design guidelines for teachers' tools to facilitate their DI practice by analyzing case studies in DI practices for an innovative tool in the educational practice.

Effective E-Learning Practices by Machine Learning and Artificial Intelligence

  • Arshi Naim;Sahar Mohammed Alshawaf
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.209-214
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    • 2024
  • This is an extended research paper focusing on the applications of Machine Learing and Artificial Intelligence in virtual learning environment. The world is moving at a fast pace having the application of Machine Learning (ML) and Artificial Intelligence (AI) in all the major disciplines and the educational sector is also not untouched by its impact especially in an online learning environment. This paper attempts to elaborate on the benefits of ML and AI in E-Learning (EL) in general and explain how King Khalid University (KKU) EL Deanship is making the best of ML and AI in its practices. Also, researchers have focused on the future of ML and AI in any academic program. This research is descriptive in nature; results are based on qualitative analysis done through tools and techniques of EL applied in KKU as an example but the same modus operandi can be implemented by any institution in its EL platform. KKU is using Learning Management Services (LMS) for providing online learning practices and Blackboard (BB) for sharing online learning resources, therefore these tools are considered by the researchers for explaining the results of ML and AI.

Development and Distribution of Deep Fake e-Learning Contents Videos Using Open-Source Tools

  • HO, Won;WOO, Ho-Sung;LEE, Dae-Hyun;KIM, Yong
    • Journal of Distribution Science
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    • v.20 no.11
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    • pp.121-129
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    • 2022
  • Purpose: Artificial intelligence is widely used, particularly in the popular neural network theory called Deep learning. The improvement of computing speed and capability expedited the progress of Deep learning applications. The application of Deep learning in education has various effects and possibilities in creating and managing educational content and services that can replace human cognitive activity. Among Deep learning, Deep fake technology is used to combine and synchronize human faces with voices. This paper will show how to develop e-Learning content videos using those technologies and open-source tools. Research design, data, and methodology: This paper proposes 4 step development process, which is presented step by step on the Google Collab environment with source codes. This technology can produce various video styles. The advantage of this technology is that the characters of the video can be extended to any historical figures, celebrities, or even movie heroes producing immersive videos. Results: Prototypes for each case are also designed, developed, presented, and shared on YouTube for each specific case development. Conclusions: The method and process of creating e-learning video contents from the image, video, and audio files using Deep fake open-source technology was successfully implemented.

A Learning Module Development of Speed Measurement Application for Elementary Students (초등학생들을 위한 속력 측정 어플리케이션의 학습 모듈 개발)

  • Kim, Kapsu;Park, Ha-Na
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.23-31
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    • 2013
  • Elementary students can easy access to the smartphones and also can have been interested with them. Elementary learning tools to use smartphones are effective at the learning. So, Smartphones learning tools used in scientific experiments, the learning effect would be nice. Elementary school students to learn speed learning areas is a difficult concept. Therefore, the speed of learning application for smartphones is required. In this study, we develop a module for learning speed. This module that use the acceleration sensors of smart phones extract data from a given point in time, calculated by integrating speed. In addition, the distance is calculated. Students experiment at speed so that you can immediately see the changes in the module proposed in this study has the advantage. Measure the speed of the existing tools students again need to calculate the speed of a hassle to experiment and measured data values are separated. That the module proposed in this study is expected to be able to overcome the disadvantage.

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Development of Grouping Tool for Effective Collaborative Learning (효과적인 협동학습을 위한 모둠 구성 도구 개발)

  • Lee, KyungHee;Ko, Juhyung;Jwa, Chanik;Cho, Jungwon
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.243-248
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    • 2018
  • The most important factor for collaborative learning to be effective is the selection of tools that constitute groups. Grouping is to facilitate collaborative learning, learners form groups based on various characteristics. If a group of students fails to form properly due to the selection of the wrong tools, problems can arise where complaints from students can lead to lectures and the effects of learning. In this paper, we have implemented a group of configuration tools that considered improving learning effects and diagnosing bulling tendency. We have proposed a group composition tool that can take into consideration the learning effect and also diagnose the tendency of the bullring by constructing the group according to the teacher's preference by inputting the class preference and the student's grade through the sociometry survey. We expect that the teacher will be able to grasp the students' friendship in advance and cope with the bulling that can happen in the class, as well as the cooperative learning that can lead the class to improve the learning effect.

The Perception for Software Education of pre-Service Special Elementary Teacher (프로그래밍 도구에 따른 로봇활용수업 학습방안)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.635-637
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    • 2016
  • The purpose of this study was to apply other programming tools such as robots parish. The robot was utilized for Lego Mindstorms NXT. Programming tools were used to block generic programming tools were used in the NXT-G, was used as a simulation programming tools MSRDS, mobile App Inventor is a programming tool (App Inventor). It can lead to interesting effects of learning and learning based on three programming tool above.

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A Comparison Study of Classification Algorithms in Data Mining

  • Lee, Seung-Joo;Jun, Sung-Rae
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.1
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    • pp.1-5
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    • 2008
  • Generally the analytical tools of data mining have two learning types which are supervised and unsupervised learning algorithms. Classification and prediction are main analysis tools for supervised learning. In this paper, we perform a comparison study of classification algorithms in data mining. We make comparative studies between popular classification algorithms which are LDA, QDA, kernel method, K-nearest neighbor, naive Bayesian, SVM, and CART. Also, we use almost all classification data sets of UCI machine learning repository for our experiments. According to our results, we are able to select proper algorithms for given classification data sets.