• Title/Summary/Keyword: Smartphone education

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Spherical Robot for Planetary Explorations: An Approach to Educating Concepts of Mechatronics and Robotics to High School Students

  • Kim, Sooyoung;Kim, Seonje;Kim, Byungkyu;Sen, Soumen
    • Journal of Aerospace System Engineering
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    • v.14 no.2
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    • pp.36-43
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    • 2020
  • Many countries and international organizations have carried out rover missions to explore planetary surfaces. Accordingly, the demand for mechatronics education, which is closely related to building exploratory robots, is also steadily increasing. However, due to the complexity in understanding the background information needed for mechatronics, it is hard for pre-college students to study such process. In this study, we suggest an educational platform for mechatronics using a combined robot kit with a spherical robot and a smartphone application. To provide a visual understanding, the dynamic model of the robot is constructed while analyzing the error between actual driving and a simulation, and the educational algorithm of the game and a feedback method are proposed to improve the learning efficacy by considering the user's level of knowledge of mechatronics. We use this educational spherical robot to develop a curling game platform that can impart engineering education even when students lack significant knowledge.

Development of tailored nutrition information messages based on the transtheoretical model for smartphone application of an obesity prevention and management program for elementary-school students

  • Lee, Ji Eun;Lee, Da Eun;Kim, Kirang;Shim, Jae Eun;Sung, Eunju;Kang, Jae-Heon;Hwang, Ji-Yun
    • Nutrition Research and Practice
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    • v.11 no.3
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    • pp.247-256
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    • 2017
  • BACKGROUND/OBJECTIVES: Easy access to intervention and support for certain behaviors is important for obesity prevention and management. The available technology such as smartphone applications can be used for intervention regarding healthy food choices for obesity prevention and management in elementary-school students. The transtheoretical model (TTM) is comprised of stages and processes of change and can be adopted to tailored education for behavioral change. This study aims to develop TTM-based nutrition contents for mobile applications intended to change eating behaviors related to weight gain in young children. SUBJECTS/METHODS: A synthesized algorithm for tailored nutrition messages was developed according to the intake status of six food groups (vegetables, fruits, sugar-sweetened beverages, fast food and instant food, snacks, and late-night snacks), decision to make dietary behavioral changes, and self-confidence in dietary behavioral changes. The messages in this study were developed from December 2014 to April 2015. After the validity evaluation of the contents through expert consultation, tailored nutrition information messages and educational contents were developed based on the TTM. RESULTS: Based on the TTM, stages of subjects are determined by their current intake status, decision to make dietary behavioral changes, and self-confidence in dietary behavioral changes. Three versions of tailored nutrition messages at each TTM stage were developed so as to not send the same messages for three weeks at most, and visual materials such as figures and tables were developed to provide additional nutritional information. Finally, 3,276 tailored nutrition messages and 60 nutrition contents for applications were developed. CONCLUSIONS: Smartphone applications may be an innovative medium to deliver interventions for eating behavior changes directly to individuals with favorable cost-effectiveness. In addition, using the TTM for tailored nutrition education for healthy eating is an effective approach.

Study on Information Ethics Education and Production of Tools in Domestic Early Childhood Education Institutions

  • Ha, Yan;Lee, Jong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.221-231
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    • 2020
  • Due to the fourth industrial revolution, people are excessively exposed to smart devices regardless of age, and the dependence is increasing rapidly. In the same context, various problems on information ethics have emerged to infant teachers and children. Therefore, there is a need to present guidelines for infants on the correct use of smart devices. This study proposes means to promote information ethics education in infant education based on a survey on future teachers attending Department of Early Childhood Education. Also, it suggests development of various teaching materials. The main significance of the research is to provide a balanced information ethics education and to develop interactive teaching materials. It also calls for infant teachers, as wells as infants, to understand the need for information ethics education and to provide desirable media education for infants.

Differences on Satisfaction of Healthcare Applications by Smartphone Users' Characteristics (스마트폰 사용자 특성에 따른 헬스케어 애플리케이션 만족도 차이)

  • Shim, Hun;Kim, Yu-Jeong;Park, Mijeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.410-419
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    • 2016
  • This study examined the satisfaction difference in the aspects of awareness, information quality, and availability in healthcare applications according to smartphone user's characteristics. Data collection was conducted between September 17th and September 21st 2014 on the 193 people who had used healthcare applications, and the data collected were analyzed with descriptive statistics, t-test, One-way ANOVA, and Kruskal-Wallis test using SPSS WIN 20.0. Differences in satisfaction of healthcare application were observed according to the general characteristics, and according to age, education level, and income, as well as for healthcare application use characteristics, according to operation system, total use period, the number of installed healthcare applications, the sources of main information, use frequency, and reasons of no use. To establish strategies for the effective spread of mobile healthcare and development and distribution of healthcare applications, it will be necessary to confirm smartphone users' characteristics and it is important to reflect them in the strategies. In addition, it is necessary to develop and implement a range of strategies to ceaselessly induce the users' motives of use and to improve their degree of satisfaction to secure the constant use of developed health care applications.

"The time vs. money effect" on undergraduate consumers' responses : Product type as a moderator (대학생 소비자에게 미치는 "시간 대 돈 효과" : 조절변인으로써의 제품유형)

  • Chung, Eun Kyoung;Kim, Hyun Jung;Lim, Ga Young;Sohn, Young Woo
    • Science of Emotion and Sensibility
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    • v.16 no.1
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    • pp.43-52
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    • 2013
  • "Time versus money effect" refers to a favorable shift in consumers' responses activated by time(vs. money). In general, how people spend their time or money could reflect one's personal identity. Previous research indicates that drawing individuals' attention to time makes more effective in product satisfaction rather than money. Also, whereas because time is experienced as an experience, time activates more positive product satisfaction for experiential product rather than materialistic product, money has the reverse effect because money relates with possessions. Present study examined the effect of time and money on consumers' attitudes and decisions and the role of product type including smartphone. In experiment 1, participants evaluated their experiences or their own products(family restaurant, smartphone, premium jean). They satisfied more with their smartphones when activated by time than by money. In experiment 2, 3 image ads, a promotion image ad for each product(family restaurant, smartphone, premium jean), were offered to find the effect of time and money in promotion ads. The interaction effects between activating condition and product type were revealed on the product attitudes, product satisfaction, purchase intent, and personal connection reflecting the consistent time effect on smartphone. In addition, the main effect of the activating condition was significant which meant time activating ads were more effective than money activating ads.

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Development of an Automatic Tempo-Regulating Smartphone Application Using MIDI Playback Functions For Musical Instrument Practice (스마트폰 MIDI 재생 기능을 활용한 속도 증가 악기 연습 애플리케이션 개발)

  • Shim, In-Sup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.143-150
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    • 2019
  • Playing musical instruments has long been a hobby enjoyed by many, whether amateur or professional. However, a lot of long and arduous practice is required if one wants to acquire the skills of musical artist and truly enjoy the pleasure of playing. This repetitive and tedious practice is often a hindrance to the process of learning a musical instrument, and numerous educators have put a lot of research and effort into making the process easier and more fun for students. In addition, various media practice tools are being developed to keep the students engaged and having fun. The core elements of this content primarily include controlling the speed of backing tracks in accordance with the skill level of students and providing a backing ensemble that enables them to enjoy the fun of playing. This paper studies and compares various MIDI playback techniques capable of controlling speed and pitch in smartphone applications. Modern applications of these techniques are seen in music educational contents, as well as entertainment contents. It also discusses the development and launching of Upbeat, a drum-loop metronome that automatically increases speed by applying different techniques to its respective smartphone operating systems, Android OS and iOS.

Development and application of online physical computing curriculum for pre-service teachers (예비교사를 위한 온라인 피지컬 컴퓨팅 교육과정 개발과 적용)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.621-632
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    • 2021
  • This study is about development and application of a curriculum to implement physical computing education in an online environment for pre-service teachers. First, a 15-week software and physical computing curriculum was designed according to the ADDIE instructional design model. As a tool that can be used online, education was conducted on a program using various sensors using Pocket Code, an EPL based on a smartphone. As a result of the application of the program, Personal efficacy, Pedagogical knowledge, Technology teaching content knowledge, Result expectation, and Student belief were all significantly improved. In the software attitude part, Software interest and Software value part increased significantly, and the Perception of software engineers did not change. In general, in the case of physical computing, it is difficult to execute in an online environment because it involves a lot of manipulation activity. Through various studies that can continue education in a non-face-to-face environment or a blended environment in the post-corona era, it is hoped that it will be possible to provide a high-quality curriculum to pre-service teachers in charge of future education.

The Effects of App Programing Education Using m-Bizmaker on Creative Problem Solving Ability (m-Bizmaker를 활용한 앱 프로그래밍 교육이 창의적 문제해결력에 미치는 영향)

  • Han, Soon-jae;Kim, Sung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.25-32
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    • 2016
  • This study aims to suggest app programming education plan by analyzing the effects of app programming education using m-bizmaker on the creative problem solving ability in specialized high school students. Currently, The South Korean government is preparing to conduct SW education in primary and secondary schools. Developing smartphone apps that are familiar to students can be seen as a very effective tool of SW educational measures. In general, app development can only be achieved through specialized training on how to use the app programming language. So, many students think the app programming is difficult areas before creating apps because tired of learning how to an app programming language. As a result of applying app programming education using m-Bizmaker, which is one of the app authoring tools, to the class, it is desirable as an app programming education plan. And according to survey results, it has been proved that the app programming education plan using m-Bizmaker is effective to improve creative problem solving ability.

Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
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    • v.30 no.2
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    • pp.132-142
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    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.

A Design and Implementation of Digital Textbook for Elementary School Computer Education based on Smart phone (스마트폰 기반 초등 컴퓨터 교육을 위한 디지털 교과서 설계 및 구현)

  • Lee, Hyae-Joung;Lee, Jeong-Ja;Jung, Suck-Tae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.5
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    • pp.687-693
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    • 2013
  • This study is the design and implementation of digital textbooks for elementary school computer education based on smart phone. It suggests how to cultivate self-directed learning ability depending on the level and selection of individuals by maximizing on interaction as advantage of digital textbooks. As the content of the digital textbooks, this study used Excel's charting capabilities. As a result of the evaluation of elementary learners having a implemented digital textbook, execution time of creating a chart is reduced in comparison with paper-based textbook user group.