• Title/Summary/Keyword: Learning tools

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Analysis of G4 Science Digital Textbook according to Universal Design for Learning (보편적 학습 설계의 관점에서 초등학교 4학년 과학 디지털 교과서 분석)

  • Seo, Jeong-Hee;Sung, Jung-Hee;Koo, Yang-Mi
    • Journal of Korean Elementary Science Education
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    • v.30 no.4
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    • pp.442-458
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    • 2011
  • Digital textbook project is one of government-driven project to improve education due to integrating technology. Digital textbook need to be universally designed to fit for each student. Recently, universal design for learning( UDL) gains great attention as one of promising approaches for the development of the digital textbook through giving various options and flexibility to all students. UDL has three main principles, first provide multiple means of representation, second provide multiple means of action and expression, third provide multiple means of engagement. The purpose of the study is to analyze fourth grade science textbook according to three UDL guidelines and suggest implications to improve an existing science textbook. The results indicated that fourth grade science digital textbook has been partly applied UDL guidelines like implementing multimedia and multi- mode contents, learning and communication tools, and motivation strategies. But options which students can choose according to their needs and styles are insufficient and tools for expression and communication need to enhance for helping each student to overcome his/her obstacles for learning and need to be more and elaborate to support learner-centered science digital textbook.

Teaching Book and Tools of Elementary Network Security Learning using Gamification Mechanism (게이미피케이션 메커니즘을 이용한 초등 네트워크 정보보안 학습교재 및 교구 개발)

  • Lee, Donghyeok;Park, Namje
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.3
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    • pp.787-797
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    • 2016
  • This paper is directed for the information security education of the elementary students. The dependence on human involvement and human behavior to protect information assets necessitates an information security education to make the awareness of their roles and responsibilities towards information security. The information security education is needed even to elementary school students. The information security learning model integrating knowledge, attitudes, and ways to practice was developed, and the teaching plan and learning material hand-out were accordingly made out. As the test result analysis, it was verified that the developed teaching tools of elementary network security learning using gamification mechanism was effective to help the students learn the knowledge, attitudes, skills and ways to practice.

Distance Education in Soft-Switching Inverters

  • Lascu, Dan;Bauer, Pavol;Babaita, Mircea;Lascu, Mihaela;Popescu, Viorel;Popovici, Adrian;Negoitescu, Dan
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.628-634
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    • 2010
  • The paper describes aspects regarding an E-learning approach of resonant ac inverters. The learning process is based on "Learning by Doing" paradigm supported by several learning tools: electronic course materials, interactive simulation, laboratory plants and real experiments accessed by Web Publishing Tools under LabVIEW. Built on LabVIEW and accompanied by a robust, flexible and versatile hardware, the experiment allows a comprehensive study by remote controlling and performing real measurements on the inverters. The study is offered in a gradual manner, according to the Leonardo da Vinci project EDIPE ($\b{E}$-learning $\b{D}$istance $\b{I}$nteractive $\b{P}$ractical $\b{E}$ducation) philosophy: theoretical aspects followed by simulations, while in the end the real experiments are investigated. Studying and experimenting access is opened for 24 hours a day, 7 days a week under the Moodle booking system.

The Impact of Using Some Participatory E-learning Strategies in Developing Skills of Designing and Producing Electronic Courses for A sample of Umm Al-Qura University Students and their Innovative Thinking

  • Emad Mohammed Samra
    • International Journal of Computer Science & Network Security
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    • v.23 no.3
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    • pp.17-30
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    • 2023
  • The current research aims to reveal the impact of using some participatory e-learning strategies (participatory product - classroom web simulation) in developing cognitive achievement, electronic course design skills, and - skills list - Torrance test of innovative thinking). The tools of innovative thinking among a sample of Information Science students. To achieve the objectives of current research, the researcher designed an educational website to train students to produce electronic courses via the web, according to the two participatory e-learning strategies. The researcher used a set of tools represented in (achievement test research and experimental treatment were applied to a sample of the Faculty of Computer students at Umm Al-Qura University. The results found that both participatory product strategy and web simulation have an imact on developing learning aspects discussed in the research. As for which of the two strategies had a greater impact than the other, it turned out that the web simulation strategy had a greater impact than the participatory product strategy in developing these aspects.

Cascaded-Hop For DeepFake Videos Detection

  • Zhang, Dengyong;Wu, Pengjie;Li, Feng;Zhu, Wenjie;Sheng, Victor S.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1671-1686
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    • 2022
  • Face manipulation tools represented by Deepfake have threatened the security of people's biological identity information. Particularly, manipulation tools with deep learning technology have brought great challenges to Deepfake detection. There are many solutions for Deepfake detection based on traditional machine learning and advanced deep learning. However, those solutions of detectors almost have problems of poor performance when evaluated on different quality datasets. In this paper, for the sake of making high-quality Deepfake datasets, we provide a preprocessing method based on the image pixel matrix feature to eliminate similar images and the residual channel attention network (RCAN) to resize the scale of images. Significantly, we also describe a Deepfake detector named Cascaded-Hop which is based on the PixelHop++ system and the successive subspace learning (SSL) model. By feeding the preprocessed datasets, Cascaded-Hop achieves a good classification result on different manipulation types and multiple quality datasets. According to the experiment on FaceForensics++ and Celeb-DF, the AUC (area under curve) results of our proposed methods are comparable to the state-of-the-art models.

The Development of A Self-Evaluation Tool for Teachers' Ability to use Information and Communication Technology Based on Teaching.Learning (교수.학습을 중심으로 교사의 정보통신기술 활용 능력 자기 평가 도구 개발)

  • Park, Sun-Ju
    • Journal of The Korean Association of Information Education
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    • v.9 no.4
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    • pp.583-593
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    • 2005
  • Ministry of Education & Human Resources Development has drawn up and carried out various plans to improve the education of the information communication technology application of teachers, who are the most central forces leading the education of the information communication technology. But this current efforts of teachers have put emphasis on the skill-trained abilities. In this study, I compare the internal with the external evaluation tools about the current abilities of the information communication technology application of teachers and have developed the self-evaluation tools for this based on a good point of these tools. Through these evaluation tools, teachers will be able to integrate and evaluate the abilities of the real teaching-learning instruction and the abilities of the information communication technology application on the whole.

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Development of Distance Learning Tools Based on Object-Oriented Programming Technique (객체지향 프로그래밍 기법에 의한 원격학습도구의 개발)

  • Lee, Hyo-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3470-3478
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    • 2000
  • The rapidly developing World Wide Web technology provides new opportunities for distance education over the internet. Several successful experiments about cyber educationor distance leanning have been reported. The Web when combined with other network tools can be used to create a virtual classroom to bring together a community of learners for interactive education. Requrements for standard tools for distance. Iearning, such as an electionic mail, a multiparheipant bcard newsgroup service and video conference tools have been investigated and implemented based on the object modeling technique useing java programming language. The object onented programming helps the developed codes maintain learning with allowed interactions either between instroctors and students or between students.

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The Function of Computer Utilization in Educating and Researching Ocean Engineering Problems

  • Koo, Weon-Cheol;Kim, Moo-Hyun;Ryu, Sam
    • Journal of Ship and Ocean Technology
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    • v.12 no.4
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    • pp.1-6
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    • 2008
  • Nowadays, the computational capability and graphical power based on PCs increase very rapidly every year. As a result, the complicated engineering or scientific problems that could have only been handled by supercomputers a couple of decades ago can now be routinely run on PCs. Besides, the PCs can be assembled in parallel to increase its computational capability theoretically without limitation. The Web-based interface and communication tools are also being enhanced very rapidly and the real-time distance learning (E-Learning) and project cooperation on web get increasing attention. Using the-state-of-the-art computational method, a number of complicated and computationally intensive problems are being solved by PCs. The results can be well demonstrated on screen by graphics and animation tools. Those examples include the simulations of fully nonlinear waves, their interactions with floating bodies, global-motion analysis of multi-unit floating production system including complicated mooring lines and risers. Several examples will be presented in this regard. Also, Web and java-applet based educational tools have been developed at Texas A&M University for better understanding of waves and wave-body interactions. The background and examples of such Web-based educational tools published in Kim et al. (2003) are briefly introduced here.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Guidelines on Implementation of Corporate e-Learning Management Systems (기업 e-Learning 시스템 구축 및 운영 가이드라인)

  • Rha, Hyeon-Mi;Chang, Hea-Jung;Chung, Ran
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.73-85
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    • 2009
  • In this paper, we propose integrated guidelines of effective e-Learning management system based on LMS(Learning Management System), LCMS(Learning Contents Management System), Authoring Tools by linking e-Learning system to management. The purpose of the study is to describe the present condition and major characteristics of domestic e-Learning System and to recommend quality assurance related to main functions and practical use of the corporate e-learning in multiple ways and implementation strategies to fit facilitator, tutor, learner.

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