• Title/Summary/Keyword: e-learning Contents

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A Study on the Development of Block Type Smart Classroom under the Educational Conditions in Africa (아프리카 지역의 교육 여건에 따른 블록형 스마트 교실 구축방안 연구)

  • Choi, Jong Chon;No, In-Ho;Yoo, Gab-Sang
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.227-234
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    • 2019
  • The purpose of this study is to present a block type smart classroom model for comprehensive supply of educational contents, classroom environment and ICT technology in African countries where educational infrastructure is weak. It will provide a contextual solution that integrates learning management, power management, and classroom environment management systems, and will be a convergence model that can optimize economic and non-economic conditions for different African countries. It can be expected to enhance utilization as it is a differentiated model from existing classrooms with a single container, as well as independent research and development centered on services, content, and solutions. Through this integrated research process, we can overcome the spatial and functional limitations appearing in single container classrooms and build a flexible space for advanced e-learning technology. The depth and scope of the follow-up study can be carried by investigating the performance and models that are in line with the educational and infrastructure conditions of the various regions.

Analysis of the Effect in Mathematics Teachers Beliefs on their Students Beliefs by Latent Class Regression Model (잠재집단회귀모델(LCRM)을 통한 학생의 수학적 신념에 대한 교사의 수학적 신념 영향분석)

  • Kang, Sung Kwon;Hong, Jin-Kon
    • Communications of Mathematical Education
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    • v.34 no.4
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    • pp.485-506
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    • 2020
  • The purpose of this study is to analyze of the effect in Mathematics Teachers beliefs on their students beliefs by Latent Class Regression Model (LCRM). For this analysis, the study used the findings and surveys of Kang, Hong (2020) who developed a belief profile by analyzing the mathematical beliefs of 60 high school teachers and 1,850 second-year high school students learning from them through the Latent Class Analysis (LCA). As a result It was observed that 'Nature of Mathematics', 'Mathematic Teaching' and 'Mathematical Ability' of mathematics teachers beliefs influence the mathematical beliefs of students. The teacher's belief of 'Nature of Mathematics' statistically significant effects on students' beliefs in 'School Mathematics', 'Problem Solving', 'Mathematics Learning'. The teacher's belief of 'Teaching Mathematics', 'Mathematical Ability' statistically significant effects on students' beliefs in 'School Mathematics', 'Problem Solving', 'Self-Concept'. The results of this study can give a preview of the phenomenon in which teacher's mathematical beliefs are reproduced into student's mathematical beliefs. In addition, the results of observation of this study can be used to the contents that can achieve the purpose of reorientation for mathematics teachers.

A Case Study of Lesson Design Based on Mathematical Modeling of Pre-Service Mathematics Teachers (중등 예비교사들의 수학적 모델링 기반 수업 설계 사례연구)

  • Choi, Heesun
    • Communications of Mathematical Education
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    • v.36 no.1
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    • pp.59-72
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    • 2022
  • The purpose of this study is to understand the characteristics of the mathematical modeling tasks and lesson designs developed by pre-service teachers based on the inherent awareness of mathematical modeling, considering the importance of creating a task to perform mathematical modeling activity and designing a lesson. As a result, the mathematical modeling tasks developed by pre-service teachers mainly presents an appropriate amount of information using real life contexts for the purpose of learning using concepts, and it showed a tendency to develop to the level of cognitive demand that required procedures with connections to understanding, meaning, or concepts. And most of the developed modeling task-based lessons showed a tendency to design warm-up activity, model-eliciting activity, and model-exploration activity. This result is due to the lack of experience of pre-service teachers in creating mathematical modeling tasks. Therefore, it is necessary to continuously provide opportunities for pre-service teachers to learn concepts or create mathematical modeling tasks intended for exploration according to various mathematical contents, thereby actively cultivating their ability to create modeling tasks in the course of training pre-service teachers. Furthermore, it is necessary to strengthen the expertise in mathematical modeling teaching and learning by providing opportunities to actually perform the mathematical modeling-based classes designed by pre-service teachers and to experience the process of reflecting on the lessons.

Oriented Constructivism Class Operating System for Considering Interactions between Education Player (교육주체간 상호작용을 고려한 구성주의 기반 학급운영시스템)

  • Moon, Chang-Bae;Goh, Yo-Seop;Son, Chung-Ki;Ma, Ji-Sun;Cho, Jung-Won;Park, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.454-462
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    • 2010
  • The current curriculum in the 7th informatics, which simply highlights the use of applied programs rather than enhancing creativity through learning several principles in information science and thus making it hard to have optimism on the future as a powerhouse in IT. By diagnosing these problems, Education Ministry revised the existing curriculum to have a more scientific access to the informatics. However, the curricular revision fails to meet the needs of learners sufficiently because it tends to put the considerations of theoretical specialists before the learners them selves. This paper compares and analyzes the overall understanding of learners on informatics, current-curriculum and 7th revised curriculum and that of college-level, thus offering the student-centered one. Also, the research tries to bridge the opinion gap between developer and learner by looking into the understanding level of university majors about the current curriculum. In doing so, thesis may provide the basis on exploring new approaches and contribute to establishing 7th revised curriculum in school.

A Case Study of Perceptions on Storytelling Mathematics Textbooks with Computer Algebra System (스토리텔링 수학 교과서에서 공학적 도구의 활용과 미분적분학 단원에 관한 개발 사례)

  • Lee, Sang-Gu;Shin, Joonkook;Kim, Kyung-Won
    • Communications of Mathematical Education
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    • v.28 no.1
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    • pp.65-79
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    • 2014
  • The present study seeks to provide an easy path to differential perceptions of students at the upper high school level by applying a story telling method and also, characteristically, to earn some time for class discussion by reducing learning time for simple calculational procedure through Computer Algebra System(CAS) tools. This study offers a clear example of storytelling textbooks through Sage. Hence, the study aims at enabling students who have practiced contents with Sage tools to deal with diverse and complicated calculation problems, if they learn to build up mathematical formulas for those problems.

An Analysis On Students' Misconceptions of the Reversibility of Irrational Functions (무리함수의 가역성에 대한 학생들의 오개념 분석)

  • Lee, Ki-Suk;Lee, Du-Ho
    • Communications of Mathematical Education
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    • v.24 no.3
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    • pp.709-730
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    • 2010
  • The inverse function of a one-to-one correspondence is explained with a graph, a numerical formula or other useful expressions. The purpose of this paper is to know how low achieving students understand the learning contents needed reversible thinking about irrational functions. Low achieving students in this study took paper-pencil test and their written answers were collected. They made various mistakes in solving problems. Their error types were grouped into several classes and identified in this analysis. Most students did not connected concepts that they learned in the lower achieving students to think in reverse order in case of and to visualize concepts of functions. This paper implies that it is very important to take into account students' accommodation and reversible thinking activity.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

Cloth Product Recognition based on Siamese Network with Body Region Extraction method

  • Budiman, Sutanto Edward;Kurniawan, Edwin;Lee, Seung Heon;Lee, Jae Seung;Lee, Suk-Ho
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.128-134
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    • 2022
  • Nowadays, people consume a lot of content such as web dramas or K-pop videos through mobile devices such as smartphones, and the market for indirect advertisements through these web dramas or K-pop videos is also increasing every year. In order to lead to the immediate purchase of indirect products in web dramas, a system that allows consumers to purchase immediately at the time the products appear in the drama is needed. In this paper, we propose a system to allow viewers to purchase products worn by celebrities immediately when viewers see and click on them. When a user clicks on a video, it recognizes the product worn by the celebrity, and displays information on the screen on the most similar product corresponding to the recognized product, allowing them to go to the seller's site where they can purchase it. In order for such a system to operate stably, a pose estimation and siamese network-based system is proposed. The proposed system will primarily be released as a streaming service in the form of an app or web page that connects the products in web dramas or other K-pop video contents screened on the mobile with e-commerce. Furthermore, in the future, the technology is expected to be used globally in various industries such as smart mobility and display kiosks.

A Study on the Teaching·Learning Management Status and Improvement Plan about 'Creative Engineering Design' Lesson of 'Technology·Home Economics Subject' for High School Teachers (고등학교 기술·가정 교과 '창의 공학 설계' 단원 수업에 대한 교수·학습 운영 실태 분석 및 개선 방안)

  • Kim, SeongIl;Lim, YunJin
    • 대한공업교육학회지
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    • v.41 no.1
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    • pp.128-146
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    • 2016
  • The purpose of this study was to provide a basic research data for increasing the quality of 'creative engineering design' lesson and the teaching learning capability of high school teachers by analyzing the teaching learning management status and improvement plan of 'technology home economics subject' lesson for high school teachers. In order to investigate the teaching learning management status, the survey questionnaires from 63 teachers were collected from high school teachers who teach technology home economics subject currently and analyzed by statistical program SPSS 20. The main results of this study were as follows: First, for the contents of 'creative engineering design' lesson, the highest mean of response was 'creative thinking method'(M=4.22). In the learning activities, the teachers perceived the importance of the 'idea concept' highly. Second, in the management of 'creative engineering design' lesson, the teachers perceived the importance of the secure of tool, material budget, and practice space for the lesson highly. In the teaching capabilities, the teacher perceived the importance of the preparing teaching learning strategy most($$M{\frac{._-}{.}}4.14$$). Third, the teachers preferred to product for making uncomfortable things better in life and the other production outside from the content of textbook. Fourth, in the ratio of practice:theory lesson, they perceived the ratio of 3:7(36.5%), 4:6(25.4%), and 2:8(23.8%) are appropriate. In the assessment, the combination of production, portfolio, and presentation was preferred most. Fifth, there were statistically significant difference in teachers' interest and satisfaction and contents about 'creative engineering design' lesson between groups divided by the existence of practice space, certification held(technology teacher, non technology teacher), etc. Therefore, in order to improve the interest and satisfaction about the 'creative engineering design' lesson, the secure of space for technology practice and material budget were required. In addition, training and seminars program for improving the teaching capability for 'creative engineering design' lesson were required.