International Journal of Computer Science & Network Security
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v.22
no.9
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pp.43-50
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2022
For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.
The Knowledge of the Channel (e) is often used as educational materials; it delivers very short but compelling message of strong or interesting timeliness. However, as the media environment changes, expectations and demands for The Knowledge The Knowledge of the Channel (e) is used in school education and what should be improved upon to increase utilization of educational resources. We surveyed 361 elementary, middle and high school teachers and analyzed the frequency of using, approach and learning activities of The Knowledge of the Channel (e) in school education. We also analyzed difficulties in using it in the school and what improvements should be made. Result show that the frequency of using The Knowledge of the Channel (e) in school is highest in elementary schools, followed by middle school, and then high school. Teachers strongly consider curricular relevance when selecting broadcasting contents for education, and among programs of EBS(Educational Broadcasting System), most frequently use The Knowledge of the Channel (e). The The Knowledge of the Channel (e) is mainly used as an incentive for increasing motivation. When examined by elementary school curriculum, this material is highly utilized in subjects with content such as society, morality, and science, or with approaches that require various perspectives. However, it is difficult for teachers to find materials directly related to their classes, and since other media content similar to The Knowledge of the Channel (e) is abundant, the utilization of The Knowledge of the Channel (e) is decreasing. To improve this, The Knowledge of the Channel (e) needs to improve its platform and transformed the type of The Knowledge of the Channel (e) content being provided on social media.
Journal of the Korean Society for Library and Information Science
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v.30
no.2
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pp.127-148
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1996
The purpose of this study is to assert the fact that School Library Media Center(SLMC) is the most important body which influences the whole process of loaming in school and at the same time it functions as a very essential infrastructure of acquiring loaming in the society. The writer analysed the studies on learning outcomes across a range of educational conditions and settings. She found that loaming outcomes are influenced positively by the educational conditions and settings that accomodate the student diversity and individualization, and loaming materials for their individual needs. It means that the outcomes of effective teaming are influenced by using teaming materials of individual student guided by teachers and teacher librarians. In case, school education furnishes desirable programs of SLMC and use it properly, students canhave enough experiences what and how they learn by using library materials during their school days. As school days are in their early days of their lifetime, they are easy to carry their way of loaming with them even after they finish school. The members of society who are accustomed to use library materials during their school days will have loaming needs for their better life. The writer wants to call it the loaming needs of society that school produces. A teaming society is composed of two factors One is the loaming needs of the people and the other is the environment to meet them. SLMC produces loaming needs, and it meets to the needs of student learning. Consequently it can be said SLMC is the infrastructure for loaming society. The author pointed out that the Educational Reformation Draft of current Government does not mention about learning materials prerequisite to enhance student loaming outcomes, especially in relation to their creativity. She concluded educators of every level of school including government officials in charge of education have to think and do something about reformation of School Library Media Center for the fulfillment of the goal of Korean Educational Reformation Draft announced by the Educational Reformation Committee Draft announced by the Educational Reformation Committee May 31, 1995.
International Journal of Computer Science & Network Security
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v.22
no.12
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pp.13-18
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2022
In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.
This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.
The purpose of this study was to examine the utilization of oral health education media among dental hygienists in charge of oral health education. The findings of the study were as follows. 1. In regard to the general utilization of educational media in possession by workplace, age and career, the dental hygienists who worked in public health clinics(42.4%), who were in their 40s and up(341.%) and whose career was six years or more(32.2%) made more use of the educational media. Those who didn't use the educational media cited time constraints as the most common reason(46.1%). 2. Models(53.2%) were highly preferred in most of the institutions where the dental hygienists worked, but the public health clinics(81.8%) and university hospitals(80.0%) were most fond of video clips. 3. Concerning preference for educational media by career, the dental hygienists whose career was between three and less than six years and who had a 10 years or more of career had the most liking for video clips, followed by models. Those whose career was between one to less than three years and between six and less than 10 years showed the most preference for models, followed by video clips. 4. As for their perception of the necessity of educational media, the majority felt the need for the media(87.5%). Regarding difficulties in purchasing necessary educational media, the biggest group pointed out a shortage of information(56.1%).
International Journal of Advanced Culture Technology
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v.8
no.2
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pp.116-128
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2020
In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.
PRIYONO, Djoko;Harlia PUTRI, Triyana;MAULANA, M. Ali;YANTI, Irma;PRABOWO, Thoriq Tri
Educational Technology International
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v.23
no.2
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pp.183-205
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2022
Mental status examination is an important stage in the assessment process because it serves as the foundation for establishing nursing diagnosis and intervention. Until now many students still feel difficult to understand the terms in the assessment of mental status. Interactive Mobile Learning in one of the media that is currently being developed. The use of this media will provide more in-depth learning opportunities, and students can practice their skills in carrying out practicals because of the mobility principle possessed by smartphones. The purpose of this study was to develop a smartphone-based app and evaluate the app's effectiveness by measuring nursing students' knowledge of mental status examination. Design: A randomized trial with a pre-and post-test design was conducted at a university in Indonesia. A total of seventy junior nursing students participated in this study. The intervention group received a smartphone-based app, and the control group received one-time lecture-based learning. We offered the experimental group the app and information about how to use it, and we encouraged them to use it. The control group received classroom instruction. Results: The intervention group scored significantly higher than the control group on knowledge score (t = 19.40, p = 0.000) and satisfaction with the learning method (t = 0.640, p = 0.021) Conclusion: These findings suggest that smartphonebased education could be an effective method in nursing education for teaching mental status examinations.
The present study aims to examine whether the gender and school of students affect smart media literacy in South Korea. For the purpose of this study, data in Korea Youth Competency Measurement and International Comparative research II was analyzed. The data was nationwide data collected from 11,284 students in elementary, middle, high, and undergraduate school in South Korea. The participants were asked to answer 18 items of smart media literacy questionnaire (SMLQ) that consisted of four factors; ability to learn using smart media, ability to operate smart devices, ability to use smart applications, and positive perception of using smart media. As a result, statically significant differences were observed in the participants' gender and school levels. In relation to the gender level, female students scored higher than male students on the smart literacy survey. With regard to the school level, middle school students scored the highest while elementary school students scored the lowest. In addition, a statistically significant difference was found in the gender level of smart media literacy on two dependent measures in terms of the interaction effect of gender and school levels. Based on the findings of the present study, strategies to improve smart media literacy according to students' gender and school levels have been made and suggestions for further research have been proposed in detail.
International Journal of Computer Science & Network Security
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v.22
no.9
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pp.353-357
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2022
This article identifies the problems and substantiates the directions for the development of distance learning technologies in the training of personnel. An example of using digital media to create a remote access laboratory is given. The article is devoted to the definition of the main aspects of the organization of distance education. Rapid digitization, economic, political and social changes taking place in Ukraine necessitate the reform of the education system. First of all, it concerns meeting the educational needs of citizens throughout their lives, providing access to educational and professional training for all who have the necessary abilities and adequate training. The most effective solution to the above-mentioned problems is facilitated by distance learning. The article analyzes the essence and methods of distance learning organization, reveals the features of the use of electronic platforms for the organization of this form of education in different countries of the world. The positive characteristics of distance learning are identified, namely: extraterritoriality; savings on transport costs; the interest of modern youth in the use of information tools in everyday life; increase in the number of students; simplicity and accessibility of training; convenient consultation system; democratic relations between the student and the teacher; convenience for organizations in training their employees without interrupting their regular work; low level of payment for distance education compared to traditional education; individual learning pace; new teacher status. Among the negative features of online education, the author refers to the following problems: authentication of users during knowledge verification, calculation of the teacher's methodological load and copyright of educational materials; the high labor intensity of developing high-quality educational content and the high cost of distance learning equipment; the need to provide users with a personal computer and access to the Internet; the need to find and use effective motivation mechanisms for education seekers.
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