• Title/Summary/Keyword: brain-based learning environment

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Investigating Academic Success and Satisfaction in Self-paced Learning with 3D Printed Teaching Aids (적층형 3D 프린팅으로 제작한 신경계 교구를 활용한 자기주도학습의 학업성취도와 만족도 조사)

  • Young-Hee Lee;Yong-Ki, Lee
    • Journal of the Korean Society of Radiology
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    • v.17 no.7
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    • pp.1109-1114
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    • 2023
  • This study investigated the effects of utilizing 3D printed teaching aids on academic achievement and learning motivation in a non-face-to-face learning environment during the COVID-19 pandemic. The study was divided into an experimental and a comparison group that applied traditional lecture-based teaching and self-directed learning using 3D printed teaching aids and videos. The results of the study showed that the experimental group using 3D printed brain puzzles improved their academic performance compared to the comparison group using traditional lectures. This may be due to the fact that visual and experiential learning helped students to acquire knowledge on their own. The brain puzzles provided an interesting learning experience for the students, and their overall satisfaction with the class was also positive. These results indicate that teaching with teaching aids can increase students' motivation to learn and improve their academic performance. Therefore, the active introduction of 3D printed teaching aids in the non-face-to-face learning environment caused by COVID-19 is expected to improve the quality of education through innovation in learner-centered teaching methods.

Development of a Web Platform System for Worker Protection using EEG Emotion Classification (뇌파 기반 감정 분류를 활용한 작업자 보호를 위한 웹 플랫폼 시스템 개발)

  • Ssang-Hee Seo
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.37-44
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    • 2023
  • As a primary technology of Industry 4.0, human-robot collaboration (HRC) requires additional measures to ensure worker safety. Previous studies on avoiding collisions between collaborative robots and workers mainly detect collisions based on sensors and cameras attached to the robot. This method requires complex algorithms to continuously track robots, people, and objects and has the disadvantage of not being able to respond quickly to changes in the work environment. The present study was conducted to implement a web-based platform that manages collaborative robots by recognizing the emotions of workers - specifically their perception of danger - in the collaborative process. To this end, we developed a web-based application that collects and stores emotion-related brain waves via a wearable device; a deep-learning model that extracts and classifies the characteristics of neutral, positive, and negative emotions; and an Internet-of-things (IoT) interface program that controls motor operation according to classified emotions. We conducted a comparative analysis of our system's performance using a public open dataset and a dataset collected through actual measurement, achieving validation accuracies of 96.8% and 70.7%, respectively.

Effect of Treatment with Docosahexaenoic Acid into N-3 Fatty Acid Adequate Diet on Learning Related Brain Function in Rat (N-3계 지방산 적절 함량 식이의 docosahexaenoic acid 첨가가 기억력 관련 뇌 기능에 미치는 영향)

  • Lim, Sun-Young
    • Journal of Life Science
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    • v.19 no.7
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    • pp.917-922
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    • 2009
  • The effect of adding docosahexaenoic acid into an n-3 fatty acid adequate diet on the improvement of learning related brain function was investigated. On the second day after conception, Sprague Dawley strain dams were subjected to a diet containing either n-3 fatty acid adequate (Adq, 3.4% linolenic acid) or n-3 fatty acid adequate+docosahexaenoic acid (Adq+DHA, 3.31%linolenic acid plus 9.65% DHA). After weaning, male pups were fed on the same diet of their respective dams until adulthood. Motor activity and Morris water maze tests were measured at 10 weeks. In the motor activity test, there were no statistically significant differences in moving time and moving distance between the Adq and Adq+DHA diet groups. The n-3 fatty acid adequate with DHA (Adq+DHA) group tended to show a shorter escape latency, swimming time and swimming distance compared to the n-3 fatty acid adequate group (Adq), but the differences were not statistically significant. There was no difference in resting time, but the Adq+DHA group showed a higher swimming speed compared to the Adq group. In memory retention trials, the numbers of crossing of the platform position (region A), in which the hidden platform was placed, were significantly greater than those of other regions for both Adq and Adq+DHA groups. Based on these results, adding DHA into the n-3 fatty acid adequate diet from gestation to adulthood tended to induce better spatial learning performance in Sprague Dawley rats as assessed by the Morris water maze test, although the difference was not significant.

Building Living Lab for Acquiring Behavioral Data for Early Screening of Developmental Disorders

  • Kim, Jung-Jun;Kwon, Yong-Seop;Kim, Min-Gyu;Kim, Eun-Soo;Kim, Kyung-Ho;Sohn, Dong-Seop
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.47-54
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    • 2020
  • Developmental disorders are impairments of brain and/or central nervous system and refer to a disorder of brain function that affects languages, communication skills, perception, sociality and so on. In diagnosis of developmental disorders, behavioral response such as expressing emotions in proper situation is one of observable indicators that tells whether or not individual has the disorders. However, diagnosis by observation can allow subjective evaluation that leads erroneous conclusion. This research presents the technological environment and data acquisition system for AI based screening of autism disorder. The environment was built considering activities for two screening protocols, namely Autism Diagnostic Observation Schedule (ADOS) and Behavior Development Screening for Toddler (BeDevel). The activities between therapist and baby during the screening are fully recorded. The proposed software in this research was designed to support recording, monitoring and data tagging for learning AI algorithms.

Analyses of Elementary School Students' Scientific Creativity in Cognitive Domain by Applying a Brain-Based Evolutionary Approach to Science Instruction (인지적 영역 중심의 뇌기반 진화적 접근법을 적용한 초등 과학 수업에서 학생들의 과학 창의성 분석)

  • Ok, Chanmi;Lim, Chae-Seong;Kim, Sung-Ha;Hong, Juneuy
    • Journal of Korean Elementary Science Education
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    • v.35 no.4
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    • pp.469-478
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    • 2016
  • A brain-based evolutionary approach developed by reflecting the brain functions and authentic science is consisted of Affective, Behavioral, and Cognitive domains, and within each domain the processes of Diversifying, Evaluating, and Furthering are proceeded (ABC-DEF). Two core components of creativity of originality and usefulness are inherent in each step. So, this study analyzed scientific creativity with the originality and usefulness components in cognitive domain, which is composed of diversifying the meanings inherent in the results of observations or experiments (C-D), evaluating the meanings (C-E), and furthering (C-F) in learning of 'World of Plants' unit which includes two topics of 'Plants on Land' and 'Plants in Water and Special Environment'. A total of 20 fourth grade students at Y elementary school in Gyeonggi province participated in the study. The main results of this study are as follows. First, the scientific creativity in step C-D (Diversifying stage) was assessed according to the scientific creativity assessment formula. The scores of scientific creativity were quite different with topics and showed different pattern in the originality and usefulness components. Second, when the students compare and evaluate the values of each meaning (C-E stage), they weighed more on usefulness than originality, such as "because it is useful" or "because it solve many everyday problems". Third, the overall scores of scientific creativity in step C-F (Furthering stage), as compared with those of step C-D, were low and showed decrease in the average scores of originality from 9.8 to 7.5 points, whereas increase in the average scores of usefulness from 5.4 to 6.1 points. In conclusion, these results showed that, even though the levels were not so high, the students, as scientists, can exhibit the scientific creativity in the processes of diversifying, comparing and evaluating, and applying the meanings about the results obtained by observations or experiments. The specific and various strategies to help students express their potential scientific creativity more effectively need to be developed.

Brain Correlates of Emotion for XR Auditory Content (XR 음향 콘텐츠 활용을 위한 감성-뇌연결성 분석 연구)

  • Park, Sangin;Kim, Jonghwa;Park, Soon Yong;Mun, Sungchul
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.738-750
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    • 2022
  • In this study, we reviewed and discussed whether auditory stimuli with short length can evoke emotion-related neurological responses. The findings implicate that if personalized sound tracks are provided to XR users based on machine learning or probability network models, user experiences in XR environment can be enhanced. We also investigated that the arousal-relaxed factor evoked by short auditory sound can make distinct patterns in functional connectivity characterized from background EEG signals. We found that coherence in the right hemisphere increases in sound-evoked arousal state, and vice versa in relaxed state. Our findings can be practically utilized in developing XR sound bio-feedback system which can provide preference sound to users for highly immersive XR experiences.

The Effects of Fruit and Vegetable Bark Extract on Learning Ability and Memory Improvement (과채류껍질 추출물의 학습능력수행 및 기억력증진에 미치는 효과)

  • Kim, Hyun Kyoung
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.261-267
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    • 2018
  • In the present study, we assessed the effecs of fruit and vegetable bark resources rich in beneficial substances on the learning ability and memory improvement. It functions to inhibit the activity of acetylcholinesterase in brain tissue and improve cognitive functions in a simulation model of cognitive impairment induced by scopolamine. Hence, it can promote memory and learning ability. The formulation of the fruit and vegetable bark uses the extract of fruit and vegetable peels, which has long been used without causing toxicity in a wide range of food applications. Therefore, it can be used safely without a risk of side effects, even in the case of a long-term administration for the preventive purpose. Furthermore, the present study is a very beneficial study in the environment-friendly aspect in association with recycling of resources as it is based on the novel efficacies of fruit and vegetable barks which have been conventionally disposed as a refuse of fruits due to their poor sensory qualities despite the content of beneficial substances.

R. L. Moore's Moore Method and its meaning in Korea (Robert Lee Moore의 교수법과 한국에서의 의미)

  • Lee, Sang-Gu;Ree, Sang-Wook;Kim, Duk-Sun
    • Journal for History of Mathematics
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    • v.21 no.1
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    • pp.79-96
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    • 2008
  • In early 21st century, universities in Korea has been asked the new roles according to the changes of educational and social environment. With Korea's NURI and Brain Korea 21 project support, some chosen research oriented universities now should produce "teacher of teachers". We look 100 years back America's mathematics and see many resemblances between the status of US mathematics at that time and the current status of Korean mathematics, and find some answer for that. E. H. Moore had produced many good research mathematicians through his laboratory teaching techniques. R. L. Moore was his third PhD students. He developed his Texas/Moore method. In this article, we analyze what R. L. Moore had done through his American School of Topology and Moore method. We consider the meaning that early University of Texas case gives us in PBL(Problem Based Learning) process.

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A study of incidence and trend of unexpected sudden death of studentsin school during 17 years from 1988 to 2004 in seoul (최근 17년간(1988년-2004년) 학교내 학생 돌연사 빈도 및 추이 분석)

  • Lee, Hui-U;Sin, Seon-Mi;Hong, Yeong-Mi;Kim, Min-Hoe;Yun, Deok-Seop;O, Gyeong-Sun;Lee, Bun-Ok;Gwon, Yong-Cheol;Sin, Sang-Uk;Kim, Tae-Suk
    • Journal of the Korean Society of School Health
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    • v.19 no.1
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    • pp.1-15
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    • 2006
  • Purpose : This study was to identify the incidence, trend, and situation of the unexpected sudden death of elementary, middle, and high school students in school for 17 years from 1988 to 2004 in seoul. Methods : We used the data of The Seoul Safety Mutual aid Association in seoul. Subjects were 53 unexpected sudden death in school from elementary, middle, and high school students, and we explored the gender, month, a day of the week, year, contents of situation, and medical certificate of death. Statistic analysis were chi-square test, Cochran-Armitage trend test, and the tool was SAS 9.1.Results : There were 53 unexpected sudden death students(male 42 and female 11). The incidence of male students was higher than that of female during 16 years except in 1995. The incidence occurred in middle school students were 31 (58.5%) of 53 and were also most frequent in middle school students in both of male and female students. In 1990, the incidence was 8(15.1%) students, 6(11.3%) in 1992 , and 5(9,4%) in 2000 respectively. The frequency of unsuspected sudden death in March was 11(20.8%) of 53 students, 11 (20.8%) in September, 7(13.2%) in October. In Thursday, it was 12(22.6%) of 53 students. Only 14(26.4%) students of 53 died during general life, but 39(73.6%) were related to excercise. The diagnosis of 14 students died during general life were cardiac arrest 7(50.5%), brain disorder 3(21.4%) which were based on medical certificate. But the diagnosis of 39 students died during or after excercise were brain disorder including cerebral hemorrhage 9(23.1%), heart disease 9(23.1%), cardiac arrest 8(20.5%), and unknown 6(15.4%), respectively. Conclusion : The incidence of unexpected sudden death were more frequent in male students, in middle school, and in excercise-related situation and the trend was similar for 17 years. Therefore, to prevent the unexpected sudden death, it needs to further study substantially the risk factors of unexpected sudden death including past history, life-style, nutrition and development, family history, and learning environment.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.