• Title/Summary/Keyword: Smartphone education

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Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.345-352
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    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.

Design and evaluation of STEAM Teaching Material which uses a sensor in a smart device (스마트기기 센서를 활용한 STEAM 수업자료 설계 및 평가)

  • Yang, Yun-jeong;Kim, Eui-jeong;Kim, Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.271-274
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    • 2013
  • Considering the recent trend highlighting the importance of STEAM education, the purpose of this study is to develop scientific research activities and STEAM technology material using the smart device sensor. Drawing a picture on a map with GPS drawing application which contains elements such as IT, geographic information, sports and arts, we intent not just to install a smartphone application but also to get synergic effects and help with real cartography and geographic classes which are not experienced in the middle school curriculum, by using the functions of a smart device. Through the development of STEAM teaching material, we intended to provide a clear direction towards advancement by developing creative teaching data and teaching models which encourage students to improve their interest and creativity in science, technology, engineering, art, and mathematics.

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Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

A Plan of Creating an Interactive UCC on the Smartphone Touchscreen (스마트폰 터치스크린 기반 상호작용 UCC 제작 방안)

  • Kim, Minsu;Boo, Kyungmin;Im, Kyungduk;Ko, Seong Bo;Kim, Seong Baeg
    • Annual Conference of KIPS
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    • 2010.11a
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    • pp.724-727
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    • 2010
  • 지난 몇 년 동안 인터넷을 비롯한 각종 미디어 산업에서 사용자가 직접 제작한 콘텐츠라는 의미를 지닌 UCC(User Created Content)가 주목을 받았다. UCC는 사용자가 직접 이미지, 비디오 등의 형태로 제작한 콘텐츠를 말하는데, 이러한 UCC는 인터넷의 발달과 함께 크게 성장하게 되었으며 이제는 단순한 미디어나 콘텐츠로서가 아닌 하나의 산업으로 인정받기 시작했다. 또한 사용자와의 상호작용성과 체험적 형태를 지닌 상호작용 UCC가 등장함에 따라 이제는 UCC는 우리 생활과 밀접한 연관을 가진다고 할 수 있다. 이에 본 논문에서는 최근 들어 각광을 받고 있는 스마트폰을 활용하여 스마트폰과 상호작용 UCC와의 융합적 접근으로 스마트폰 터치스크린 안에서의 체험형 UCC를 어떻게 제작할 것인지를 알아본다. 기존의 컴퓨터의 모니터를 통해서만 상호작용이 가능하였던 점에서 탈피하여 공간적 제약을 극복하고 누구나 쉽게 이용할 수 있도록 기존 UCC와 새로운 스마트폰 터치스크린의 정보 기술과의 효과적인 융합에 초점을 맞추고자 한다. 그 동안의 UCC 파급효과를 보았듯이 UCC는 남녀노소 누구나 손쉽게 즐길 수 있다. 이러한 UCC가 최근 주목을 받고 있고, 사용자수가 급증하고 있는 터치스크린 기반의 스마트폰을 통해서 다시 한 번 UCC 시장에 활기를 불어넣을 수 있는 방안을 제시한다. 또한 상호작용 UCC를 통해서 기존의 UCC 매체인 모니터를 이용하여 전달하고자 하는 것보다, 스마트폰의 장점과 강력한 특징인 터치스크린을 잘 살려 스마트폰을 통해 보다 효율적으로 전달할 수 있는 방안을 제시한다.

Research on Correlating Data Loading with User Experience (데이터 로딩과 사용자 경험의 상관관계 분석에 관한 연구)

  • In-sik Yun;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.185-193
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    • 2024
  • With the advent of smartphones, people can access various information through the internet anytime and anywhere. Even in the vehicle environment, users can use the internet. Users interact with web and applications every day and get information. However, as the amount of data to be processed by the program increases, users inevitably receive a message to wait. User waiting is an inconvenient experience, but minimizing user waiting is the best way because there is time required for data processing. However, if the service processing time exceeds the expected time, users experience more severe boredom and pain. Therefore, various methods and researches are being conducted to alleviate the boredom of user waiting. The most commonly used method to alleviate user waiting boredom is loading. In this study, we investigated the effect of skeleton loading, the latest loading technique, on user waiting experience, and how attractive it is as a design technique in terms of UI compared to other loading techniques.

Development and Effectiveness of Education Programs using STEAM-based Smart Apps that support Children's Free play (유아의 자유놀이를 지원하는 STEAM 기반 스마트 앱 활용 교육 프로그램 개발 및 효과)

  • Moon, Myunghwa
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.120-130
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    • 2021
  • This study was conducted for the purpose of developing an education program using smart apps that supports free play of children based on STEAM education and verifying its effectiveness. In order to achieve the purpose of the study, contents for using smart apps based on STEAM education for children's free play were derived through literature and data collection and field surveys in related fields, and a program was developed based on this. This program is a teaching strategy in which teachers and children interact at the start, middle, and end of free play using the 'Free Play' app installed on a smartphone. An experimental study was conducted to verify the effectiveness of the program using smart apps that support children's free play. As a result of the study, it was confirmed that the application of this program improves the self-regulation of children. This study is a teaching strategy to support both teachers and children during free play time, the core of early childhood education, and developed and applied the program with the idea of convergence of engineering and education, and hopes that it will be a starting point for revitalizing education using smart apps in the future education field.

Development of smart-phone contents for mobile linear algebra (모바일 선형대수학 스마트폰 콘텐츠 개발과 활용)

  • Kim, Kyung-Won;Lee, Sang-Gu
    • Communications of Mathematical Education
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    • v.27 no.2
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    • pp.121-134
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    • 2013
  • Linear Algebra are arguably the most popular math subjects in colleges. We believe that students' learning and understanding of linear algebra can be improved substantially if we incorporate the latest advanced information technologies in our teaching. We found that the open source mathematics program 'Sage' (http://sagemath.org) can be a good candidate to achieve our goal of improving students' interest and learning of linear algebra. In particular, we developed a simple mobile content which is available for Sage commands on common cell phones in 2009. In this paper, we introduce the mobile Sage which contains many Sage functions on a smart-phone and the mobile linear algebra content model(lecture notes, and video lectures, problem solving, and CAS tools) and it will be useful to students for self-directed learning in college mathematics education.

Survey on CAD Softwares Used in Small Contractors and Improvement to College CAD Education (중소규모 건설회사 CAD 활용현황과 대학교육 방안)

  • Choi, Heebok;Jang, Myung-Houn
    • Journal of the Korea Institute of Building Construction
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    • v.16 no.2
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    • pp.169-175
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    • 2016
  • A survey of small-size contractors in Jeju was conducted to investigate college graduate's CAD (computer aided design) competence. Most of small-size contractors use CAD softwares to review and update drawings submitted from an architect. This research analyzed the curriculum of the architectural engineering in several national universities. The CAD classes have 4 or 6 hours per week and use AutoCAD primarily. This research proposes that a CAD class needs at least 6 hours per week, 2D drawing is the main theme in the curriculum, and exercises to make 3D models are also included in the CAD class. The improved methods, Internet cafe and real time feedbacks using a smartphone, to evaluate the reports and exercise results are necessary.

Design of Communication Module for Virtual Serial Wireless LAN (가상 시리얼 무선랜 통신 모듈 설계)

  • Jang-Geun Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.35-40
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    • 2023
  • In this paper, a serial wireless LAN virtual communication module that allows microprocessors to communicate wirelessly with other peripheral devices is developed as part of a study to build an online virtual experiment system that allows them to practice virtually anytime, anywhere in microprocessor application education in electrical and electronic control engineering. The developed module is connected to the microprocessor in the virtual experiment system through serial interface. The serial data is sent to and received from peripheral devices through the wireless LAN interface of the host computer where the virtual experiment software is being performed. In order to verify the function of the developed serial wireless LAN virtual communication module, experiments were conducted in which a microprocessor in the virtual experiment system exchanged data with an Android smartphone through a wireless LAN interface of a host computer. The developed serial wireless LAN communication module is expected to enable virtual microprocessors to communicate with surrounding real devices through wireless LAN, which can be efficiently used in microprocessor application education.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.