• Title/Summary/Keyword: Online Design Class

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Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

Comparison of Medical Compression Garments by Manufacturing Country (의료용 화상환자 압박복의 제조 국가별 비교)

  • Cho, Shin-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.31-39
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    • 2015
  • A special medical compression garment has been developed to be worn after surgery or treatment using an elastic fiber in which the amount of compression can be adjusted to a specified targeted area to reduce the formation of hypertrophic scarring. In order to develop this medical compression garments, specialized technical skill in fiber, compression class and body measurements are needed. This study provides product survey data for the development of medical compression garments. An investigation analyzed medical compression garments of 16 brands from 6 countries sold in the Korean market & online, such as Make Me Heal, Jobst, Bio Concepts, Design Veronique$^{(R)}$ Nouvelle and Leonisa$^{(R)}$ (USA), Respire(Germany), Malcom$^{(R)}$, Holistic garments and Jobskin(UK), Technomed, kanav Healthcare and Sindhoori surgicals(India), Soo medical and C&C medical(Korea), Secondskin(Australia). The main fibers of compression garments were nylon and spandex: in addition, the fiber content was different by country and brand. The number of compression classes of products was USA(4), UK(4), and India(4). For body measurements, USA and many brands used (bust, under bust, waist, hip, thigh, knee, calf, ankle, upper arm, elbow, wrist, armhole bicep) circumference and length.

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Case Study on Competency-based Maker and Design Education using Marine Robot (해양로봇 활용의 역량중심 메이커 및 설계 교육 사례 연구)

  • Kim, Hyun-Sik
    • Journal of Engineering Education Research
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    • v.24 no.2
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    • pp.12-19
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    • 2021
  • Recently, the need of the future education in youth and univesity is rapidly increasing according to 4th industrial revolution. However, the maker and design education as a kind of youth and university future education has the following problems: it is implemented as an interesting convergence education including software education, it is managed by integrating youth and university competencies, it is composed in the form of blended class of consilient subject and nonsubject, it requires considering satisfaction in competency measurement and management, it is connected with entering school and getting job. To solve these problems, a case study on competency-based maker and design education using marine robot, which is based on the process-based learing method, integrated competency of youth and university, blended-type curriculum in terms of online and offline, is executed. To verify the competency-based maker and design education, the satisfaction survey in subject and nonsubject is performed. Study results show the example of the marine robot-based maker and design education and the need for additional study.

Metaverse Platform Design for Strengthening Gender Sensitivity of MZ Generation

  • Kim, Sea Woo;Na, Eun Gyung
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.79-84
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    • 2022
  • Due to a series of online sex crimes cases and online class conversions caused by the spread of the coronavirus, alternatives to sex education in schools are urgently required. As a result of this study, the metaverse sex education platform was designed. Using this platform, learners are expected to cultivate correct adult awareness and digital citizenship. Within the metaverse platform, learners can participate more actively in learning. Instead of exposing one's name and face in a place dealing with sensitive gender issues, one can participate in education through his or her decorated avatar and participate in education much more actively than face-to-face education and express one's opinion through chat. In addition, education by level can be received regardless of time and place, which can have the effect of bridging the educational gap between urban and rural areas. In this paper, we propose a new sex education platform without time and space constraints by utilizing metaverse.

A Study on the Design and Development of Interactive Non-Face-to-Face Real-Time Classes using EduTech : A Case Study of Christian Education Class (에듀테크를 활용한 상호작용적 비대면 실시간 수업 설계 및 개발 연구 : 기독교교육과 수업 사례를 중심으로)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.343-382
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    • 2021
  • This study is a case study in which the interactive non-face-to-face classes using Edutech were applied to the Department of Christian Education. The subjects were 20 students from the Christian education department of A University located in the metropolitan area. The course was 'Instructional Methods and Educational Technology' in the first semester of 2020. In theory, I studied non-face-to-face classes and interaction, and edutech and interaction. Afterward, it designed and developed interactive non-face-to-face classes using edutech. The interactive non-face-to-face classes using edutech were developed as a process of applying Flipped-PBL based interactive edutech. In addition, Edutech was selected for active interaction according to the Flipped-PBL process to be carried out in a non-face-to-face situation. In particular, in the process of developing the problem of PBL, it was built around the situation of the church. As a result of applying the class, first, learners showed high satisfaction and interest in the class. Second, positive transference appeared in the space of learning and the space of living. Third, interactive non-face-to-face classes using Edutech have generated active interaction. In particular, interactive edutech and learning methods have become the main factors enabling active interaction. Through this, learners have improved learning efficiency, immersion, and satisfaction. Also, as an alternative to face-to-face classes, I was able to experience online classes. In other words, the satisfaction and interest of learning, and the transference of learning space, were also possible through active interactions generated through learning methods using interactive Edutech used in class. Furthermore, disabilities in the online communication(Internet) environment and learners' unfamiliarity with the online environment have been found as factors that hinder learning satisfaction and interaction. During learning, obstacles to the online communication environment hinder the utilization of interactive Edutech, preventing active interactions from occurring. This results in diminishing satisfaction and interest in learning. Therefore, we find that designing interactive non-face-to-face classes using Edutech requires sufficient learner learning and checking of the online communication(Internet) environment in advance for Edutech and learning methods. In response, this study confirmed the possibility by applying interactive non-face-to-face classes using Edutech to Christian education classes as an alternative method of education that allows active interaction and consistent transference of learning and life. Although it is a case study with limited duration and limitations of the number of people, I would like to present the possibility as an alternative Christian education method of an era where the direction of online classes should be presented as an alternative to a face-to-face class.

Design of a System for Collecting and Utilizing Student Feedback Information in Asynchronous Indivisual Learning (비실시간 온라인 수업에서 학습자의 피드백 정보 수집 및 활용 시스템의 설계 및 구현)

  • Tae-Hwan Kim;Dae-Soo Cho;Seung-Min Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.225-232
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    • 2024
  • The Asynchronous indivisual learning offer advantages such as allowing learners to study at their preferred times without spatial constraints. However, since these classes are not conducted in real-time, there are limitations in conveying learners' feedback on problematic or inadequately explained course content to the instructors. This paper proposed a system for relaying feedback information from learners who view course content to the instructors. Learners can investigate the reasons for pausing online recorded class content, and they can transmit these pause reasons along with the time information of the paused content to the instructors. Instructors receive feedback information and pause times of learners' online recorded class videos in graphical form, making it easier to identify areas with numerous issues in the course content at a glance. Instructors can incorporate this feedback to re-upload the content, resulting in higher-quality course materials, which, in turn, can enhance learners' academic achievements.

Pattern recognition and AI education system design for improving achievement of non-face-to-face (e-learning) education (비대면(이러닝) 교육 성취도 향상을 위한 패턴인식 및 AI교육 시스템 설계)

  • Lee, Hae-in;Kim, Eui-Jeong;Chung, Jong-In;Kim, Chang Suk;Kang, Shin-Cheon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.329-332
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    • 2022
  • This study aims to identify problems with existing e-learning content and non-face-to-face class methods, improve students' concentration, improve class achievement and educational effectiveness, and propose an artificial intelligence class system design using a web server. By using the function of face and eye tracking using OpenCV to identify attendance and concentration, and by inducing feedback through voice or message to questions asked by the instructor in the middle of class, learners relieve boredom caused by online classes and test by runner If the score is not reached, we propose an artificial intelligence education program system design that can bridge the academic gap and improve academic achievement by providing educational materials and videos for the wrong problem.

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Pattern Recognition and AI Education System Design Proposal for Improving the Achievement of Non-face-to-face (E-Learning) Education (비대면(이러닝) 교육 성취도 향상을 위한 패턴인식 및 AI교육 시스템 설계 구축)

  • Lee, Hae-in;Kim, Eui-Jeong;Chung, Jong-In;Kim, Chang Suk;Kang, Shin-Cheon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.280-283
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    • 2022
  • This study aims to identify problems with existing e-learning content and non-face-to-face class methods, improve students' concentration, improve class achievement and educational effectiveness, and propose an artificial intelligence class system design using a web server. By using the function of face and eye tracking using OpenCV to identify attendance and concentration, and by inducing feedback through voice or message to questions asked by the instructor in the middle of class, learners relieve boredom caused by online classes and test by runner If the score is not reached, we propose an artificial intelligence education program system design that can bridge the academic gap and improve academic achievement by providing educational materials and videos for the wrong problem.

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Nursing students' Perception of Blended Learning - Based on Focus Group Interview - (간호학과 학생들의 블렌디드 러닝에 대한 인식 -포커스 그룹 인터뷰를 중심으로-)

  • Kim, Soo-Jin
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.59-69
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    • 2020
  • This study is a qualitative study in which a focus group interview is applied to explore nursing students' perception of blended learning. 21 students in the 4th grade of nursing department were divided into 4 groups to collect data through interviews and content analysis was conducted. As a result of the study, it was categorized into four topics: 'Application and operation that are not thoroughly prepared', 'Loss of direction and departure from learning', 'One-way listening', and 'Convenience'. Students were satisfied with blended learning which is free from time and space constraints and repetitive, but felt inadequacy and unsatisfactoriness about quality of online contents, system, and preparation for applying blended learning. In order to apply blended learning in the future nursing classes, high-quality online content should be developed based on the effective design of online and offline classes considering the curriculum, and a systematic, administrative, financial, and institutional foundation to support online course should be prepared. In addition, a support system should be created to guide students' self-directed learning activities in online classes of blended learning.

Real-time Online Study and Exam Attitude Dataset Design and Implementation (실시간 온라인 수업 및 시험 태도 데이터 세트 설계 및 구현)

  • Kim, Junsik;Lee, Chanhwi;Song, Hyok;Kwon, Soonchul
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.124-132
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    • 2022
  • Recently, due to COVID-19, online remote classes and non-face-to-face exams have made it difficult to manage class attitudes and exam cheating. Therefore, there is a need for a system that automatically recognizes and detects the behavior of students online. Action recognition, which recognizes human action, is one of the most studied technologies in computer vision. In order to develop such a technology, data including human arm movement information and information about surrounding objects, which can be key information in online classes and exams, are needed. It is difficult to apply the existing dataset to this system because it is classified into various fields or consists of daily life action. In this paper, we propose a dataset that can classify attitudes in real-time online tests and classes. In addition, it shows whether the proposed dataset is correctly constructed through comparison with the existing action recognition dataset.