• Title/Summary/Keyword: Use of Educational Media

Search Result 214, Processing Time 0.022 seconds

An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement (증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로)

  • Sae Roan Kim;Eun Jin Won;Hyung Gi Kim;Pil Jung Yun
    • Journal of Information Technology Services
    • /
    • v.22 no.4
    • /
    • pp.141-157
    • /
    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

Design of Education Service for 1:1 Customized Elderly SmartPhone using Generative AI applicable in Local Governments (지자체에서 활용할 수 있는 생성형 AI를 이용한 1:1 맞춤형 노인 스마트폰 교육 서비스 설계)

  • Min-Young Chu;Yean-Woo Park;Soo-Jin Heo;Seung-Hyeon Noh;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.1
    • /
    • pp.133-139
    • /
    • 2024
  • In response to the challenges posed by a super-aged society, local authorities are conducting educational programs on smartphone usage tailored for the elderly. However, obstacles such as the limitations of one-to-many education and suboptimal learning outcomes for the elderly have hindered the efficacy of smartphone education. This study suggests an educational service intended for direct application in offline settings, considering the identified problems. Through the utilization of generative AI, the proposed app identifies specific challenges encountered by users during actual smartphone use, offering personalized exercises to facilitate customized and repetitive learning experiences for individual users. When integrated with existing local government education initiatives, this app is anticipated to enhance the efficiency of smartphone education by providing personalized, one-on-one training that is efficient in terms of time and content.

A Study for the Development of IPTV-based Learning Scenarios : Focused on Self-Regulated Learning Strategies (IPTV기반 학습 시나리오 개발 연구 - 자기조절학습전략 중심으로 -)

  • Choi, Hyung-Shin;Kim, Ji-Sim;Kim, Jeong-Hwa;Yang, Myung-Og
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.4
    • /
    • pp.571-588
    • /
    • 2010
  • IPTV, a convergence service of broadcasting and communication, draws an attention as an educational media that provides various advantages including top quality of screen, easy access, and protection from harmful contents. In addition, a successful IPTV learning requires learners' active participations. Yet, the research on educational applications of IPTV is at the early stage focusing on teachers and developers' perspectives. Therefore, the present study conducted a survey on learners' current IPTV usage and intentions to use. Reflecting the results of the survey, we developed learner-centered IPTV learning scenarios based on self-regulated learning strategies and suggested its implementations.

  • PDF

A Case Study of the Use of Artificial Intelligence in a Problem-Based Learning Program for the Prevention of School Violence (학교폭력 예방을 위한 가정과 AI 기반 문제중심학습 수업 사례연구)

  • Jae Young Shim;Saeeun Choi
    • Human Ecology Research
    • /
    • v.61 no.1
    • /
    • pp.15-28
    • /
    • 2023
  • The aim of this study was to develop, implement, and evaluate the use of Artificial Intelligence in the prevention of violence among middle-school students. The sample for this study consisted of 20 first-year middle-school students who participated in theme selection activities in a free semester program as part of their home economics studies. The data for the study consisted of nine class observation logs, four group activity outputs, 30 class results, an online survey, and in-depth interviews with three students. A program called "R.U.OK" was developed by setting problematic situation for school violence prevention linked to the contents of the Home Economics Education(HEE) curriculum. After the program was implemented, the survey on the students' class satisfaction content elements, with AI-based learning activities and PBL and interest, displayed high points, with an average of 4.0 or higher. Our qualitative analysis produced four significant results. First, students' concerns about school violence had increased and they showed a change in attitude, having more empathy with friends and more interest in their surroundings. Second, digital and AI literacy had improved, and students' interest in digital media learning had increased. Third, there had been an improvement in problem-solving ability in terms of being able to think more critically and independently. Fourth, the results also demonstrated that there had been a positive effect on self-direction and an improved capacity for teamwork. This study was significant in demonstrating the effectiveness of a program for the prevention of school violence based on the use of digital technology in the educational environment.

How Much Do We Understand About Use of E-Commerce in OPAL Generation?: Focused on Diffusion of Innovation Theory (우리는 오팔(OPAL)세대의 이커머스 이용을 얼마나 이해하고 있는가?: 혁신확산이론을 중심으로)

  • Kim, Yesolran;Kim, Tae-Eun
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.22 no.5
    • /
    • pp.129-137
    • /
    • 2022
  • This study compared the sociodemographic characteristics and innovativeness of OPAL generation e-commerce users and non-users based on the innovation diffusion theory, and examined the effect of these personal characteristics on the availability of e-commerce use. The result showed that OPAL generation e-commerce users differed from non-users in gender, age, income level, education level, and functional, hedonistic, social and cognitive innovativeness. In addition, gender, age, educational level, functional and hedonistic innovativeness were found to be significant variables that determined the OPAL generation's use of e-commerce. Based on these results, we presented the theoretical and practical implications of this study.

Aesthetic Education of Young People As a Necessary Condition for Cultural Development of the Individual in Modern Conditions of the Information Society

  • Shevtsova, Olena;Tiutiunnyk, Mariia;Bosyi, Oleksandr;Zharovska, Olena;Patsaliuk, Iryna;Bielikova, Valentyna;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.10
    • /
    • pp.207-213
    • /
    • 2022
  • The article reveals the problems of aesthetic education of young people as a necessary condition for the cultural development of the individual in the modern conditions of the information society. Aesthetic education should contribute to the formation of a creatively active personality. The basis of aesthetic education of young people in the modern conditions of the information society is the core of artistic culture - art as a unique form of public consciousness that contributes to the spiritual development and improvement of the inner world of a person. The main tasks of aesthetic education are highlighted. It is focused on the formation of aesthetic consciousness and aesthetic behavior of the individual. The formation of true aesthetic and spiritual values of students is impossible without a deep awareness of the national foundations of culture, which combines science (including technology), education, art, morality, way of life and worldview, and most importantly its information component - information culture. The effectiveness of aesthetic education of students largely depends on the skillful use of various methods and means by teachers. Aesthetic education of students involves a qualitative change in the level of their aesthetic culture in the modern conditions of the information society. In the era of information and computer technologies, the main Institute for aesthetic education of young people, as a necessary condition for the cultural development of the individual, is mass media. Television stands out especially because it has several information series (audio and video sequence), multiplied by the efficiency of providing information that increases several times compared to paper media, which allows you to report directly during the event.

A Study on the Preventive Health Behavior of Housewives in Some Areas of Korea (우리나라 일부지역주부들의 예방적 건강행위에 관한 연구)

  • 강성홍;이시백
    • Korean Journal of Health Education and Promotion
    • /
    • v.6 no.2
    • /
    • pp.40-57
    • /
    • 1989
  • The purpose of this study is to find factors associated with the preventive health behavior in the daily lives of housewives of a region in Korea, with a hope that knowledge on the health behavior obtained from this study can be of use in promoting practice of good health behavior of the people. The data this study was collected from 672 persons, randomly selected among residents in Wonseong-Dong Chu-nean City and BuanGun, Junbug. Chisquare test, Pearson's C. C., and Stepwise multiple regression are major statistical methods used in this study. Major findings are as fellows: 1) Health behavior of the respondents was found to be related to their characteistics such as residence. age, educational attainments, and standard of living. However, no statistical significant relation has been found between respondent's health behavior and their characteistics such as size of household living together with children or not, yes or no elderly living together. and yes or no Sick family menber. 2) The preventive health behavior of respondents were found to be significantly related to their interests in their own health status. But the association between the practice of certain health behavior and their recognition of their own health status was statistically insignificant. 3) Practice rates of certain preventive health behavior were found different depending their general knowledge on health(P<0.05). 4) Respondents had significantly different preventive health behavior depending on their attitude on health(P<0.001). 5) Degree of contact with mass-media had shown to be significantly associated with preventive health behavior(P<0.001). 6) In the stepwise regression analysis on preventive health behavior. independant variables representing attitude and knowledge on health and contact of mass-media all together explained 20.4 % of the variance of dependent variable.

  • PDF

A Study of Development of the Analysis Program for Interior Design Trends and of Measurement of Consumers' Preference - Focusing on living rooms of apartments - (실내디자인 트랜드 분석 프로그램 개발 및 소비자 선호도 측정 방법에 관한 연구 - 아파트 거실공간을 중심으로 -)

  • Han young-Ho;Jang Jung-Sik;Shin Hwa-Kyoung
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.1
    • /
    • pp.168-176
    • /
    • 2005
  • As the pluralistic value in which various cultures and trends exist develops the world at large, development of interior design is required to examine consumers by group. This requirement purports to set up a strategic model of operating interior design organizations under cross-cultural (past and present) enviroment, not to express new researches of interior design following the direction of the developed media service. Based on the educational and complex cultural approach to design matters - the key issue in solving the cross-cultural design matters, this paper has suggested the structure of semi-centralized design process and the system for finding out consumers' trends under the new media-based cultural design environment. This study presents some expected effects. First, it will be able to enhance the consumer-oriented design mind by providing the information on the interior design system and design trend. Through analyzing the lifestyle in the 21st century and providing the relevant information, it will lead irrlprovement in living environment. And further, by using the program of searching consumers' new preference, the system of grasping consumers' propensity and making decisions will be materialized. Secondly, based on the background database of forecasted consumers' trends, marketing strategies can be established. Thirdly, through the better technology of designing living environment, efficiency will be increased and the economic foundations through use of new database will be constructed. Fourth, systematic interior design can be developed. Strategic correspondence to consumers' desires and reinforcement of competitiveness will become possible with development of database. By encouraging consumers' participation under digital environment, their trends can be forecasted, and by efficiently using information and new technology, resources can be saved and further, additional costs for promotion and sales will be reduced.

Theoretical Basis of Studying the Educational Environment with the Application of GR-Technologies

  • Romanchenko, Inna;Vasylevska, Olena;Haltsova, Svitlana;Babicheva, Hanna;Batsula, Natalia;Kravchenko, Hanna;Lytvyn, Aelita
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.4
    • /
    • pp.28-32
    • /
    • 2021
  • The article discusses the theoretical and methodological part that characterizes and assessment of the current state of the theory of GR-activity, disclosed the essence and content of the concept of GR-technologies, as well as their classification. The analysis of the system of additional education for children in the social structure, as well as the analysis of the current state of the education system is carried out. The formulation of tasks for the construction of an effective model for the use of GR-technologies in the process of developing the education system using GR-technologies

Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games

  • Wierzbicki, Robert J.;Bohnke, Peter
    • International journal of advanced smart convergence
    • /
    • v.2 no.2
    • /
    • pp.1-6
    • /
    • 2013
  • Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. In this paper we discuss the use of behavioural metaphors in game-based blended-nurture scenarios for computer games and pedagogical-psychological tests. Upbringing demands an active intervention in the process of children growing up and the courage to place higher expectations on ourselves and our own lifestyles. Decisions and the behaviour of the younger generation are often irrational and the resulting effects can have destructive consequences. Nowadays, games take on the role of modern storytellers. With the help of complex analogies in games, a variety of situations can be depicted in an eye-catching way and later discussed.