• Title/Summary/Keyword: interactive education

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An Interactive UCC Creation and the Effect Analysis (상호작용 UCC의 제작 및 효과 분석)

  • Kim, Min-Su;Boo, Kyung-Min;Im, Kyung-Duk;Ko, Seong-Bo;Kim, Seong-Baeg
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.459-466
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    • 2010
  • Recently, UCC, which stands for User Created Content, has emerged in various media industries including Internet. However, there exists little research regarding interaction to overcome the drawback of UCC, one way superficial form. In particular, little research has been done on the creation and effect of experiential UCC type. In the existing research, the interactive feature shows to bring the effectiveness in the field of education or promotion. So, in this study, we examine the problem of provider-centered UCC and to solve this problem, we propose a new experiential UCC form with interactive functionality by adapting the product test between UCCs. From the results of the analysis on the effectiveness of UCC after users experience the proposed UCC related to water industry, watching the interactive UCC represented the values of the higher levels in the aspect of recognition change than watching the existing UCCs. Also, the outcome showed that if this interactive UCC invigorates, UCC application will be very useful in eduction, industry, and promotion. From the analysis of the question instrument on whether an interactive UCC would be helpful or not, the positive response ratios was 84% in promotion, 70% in education, and 52% in industry, respectively.

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The Elementary School Students' Interest and Perception on the Interactive Art STEAM Program (인터랙티브 아트를 활용한 STEAM 프로그램에 대한 초등학생들의 흥미와 인식)

  • Hyun, Dong-Geul;Lee, Myeong-Soo;Shin, Ae-Kyung;Lim, Sung-Man;Kim, Seong-Un;Yang, Kyoung-Sik
    • Journal of Science Education
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    • v.38 no.3
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    • pp.691-702
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    • 2014
  • The purposes of this study were to develop the Interactive art STEAM program integrated science and art and to investigate the interest and perception of the elementary school students about the STEAM program. The Interactive art STEAM program was developed by the STEAM program team consisting of science education specialists, an art education specialist, and classroom teachers. The program included the science concepts which were relevant to the indicator reaction of acids and bases. The STEAM program had 3 steps: seeing the many interactive arts related to the program, and imitating the interactive arts, then creating new projects with the interactive art. The program was administered to a small class consisting of 11 $6^{th}$ grade students of an elementary school in S city. The results showed that Interactive art STEAM program improved students' interest about science and art classes. Also the students convinced that science and art could be integrated through the experiences of the Interactive art STEAM program. They were satisfied with the program and wanted to participate in another STEAM program.

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A Study on the Development of an Interactive Web Based Resource Center for K-12 Mathematics Teachers (초.중등 수학교사를 위한 상호 작용적 웹기반 자료센터 개발 연구)

  • 김민경;노선숙
    • The Mathematical Education
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    • v.39 no.1
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    • pp.71-80
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    • 2000
  • As the new century begins, it is clear that K-l2 education is going through a major change. The increasing power and affordability of personal computers along with wide spread use of the Internet has not only changed the landscape for communication but it has opened up new and exciting opportunities for education. One of the ways that Internet could help improve education is to act as an interactive communication link to gather the knowledge and experience of all the teachers and to serve as an open forum for discussing and exchanging innovative ideas. But developing a successful site is not an easy task since the success of the site depends on the level of participation and cooperation of teachers. In this paper, learnings derived from the development of an interactive web based resource center for K-12 mathematics teacher are described and recommendations for developing an effective site for teachers are suggested. The development of an interactive resource center for mathematics teachers showed that while interest for a web based resource is very high, the main obstacle for effective teacher participation is lack of easy accessibility of internet by teachers, and lack of computer and internet training for teachers. The technical issues regarding hardware installation, software development and cost were minimal. Accessibility will improve in time as more and more schools are connected to the internet, but this alone will not be enough. The study suggests that in order to bring together teachers on the internet more effort needs to be made in training teachers on the use of computers and the internet.

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Interactive Effects of Usage-Situations and Personal Characteristics on Benefit Soughts of Clothing and Preference of Brand Type (상황과 소비자 특성의 추구 혜택자 선호 브랜드 유형에 대한 영향)

  • 홍희숙;고애란
    • Journal of the Korean Society of Clothing and Textiles
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    • v.20 no.5
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    • pp.738-752
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    • 1996
  • The purposes of this study were 1) to test the interactive effects of usage-situation (wedding receptions, home, and vacation) and personal characteristics (age, income, education, job or self-monitoring) on clothing benefits sought and 2) to identify brand type preference of consumer groups segmented by age, income, education, job or self-monitoring within a situation. The data were collected via a questionnaire from 601 housewives of ages 20's∼ 50's living in Seoul, Korea. The data were analyzed by factor analysis, repeated measure two-way ANOVA and Chi-square test. The results of this study were as follows. First, by repeated measure tow-way ANOVA, there were significant interactions of age and situation, and interactions of education and situation on Youth/Fashion benefits and Brand-value benefits. And interactive effects of education and situation on Self-expression benefits and Economic-value benefits were significant by repeated measure two-way A NOVA. Second, based on x2-test, brand type preference was significant difference between consumer groups segmented by age, education and job within a situation. And preferences of brand type were different among usage situations.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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Development of the 3 Dimensional Interactive Physics Experiment System (3차원 대화형 실험 학습 시스템 개발)

  • 이재기;최형림;임정환
    • The Journal of Information Systems
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    • v.6 no.2
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    • pp.165-188
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    • 1997
  • This paper describes about the development of the 3 Dimensional interactive physics experiment system using virtual reality technologies. Until now, most of the computer aided education systems have adopted one-sided learning way which only shows or tells. It excludes students during learning processes. To solve the problems of the one-sided learning way and to improve the educational productivity, the 3 Dimensional interactive physics experiment system is developed. The 3 Dimensional interactive physics experiment system introduced in this paper provides a new learning motivation for students and improves their educational effects through the 3 Dimensional graphics, realtime action, and realistic interactive experiment.

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Features of Implementing Pedagogical Practices on the Example of EU Countries' Experience

  • Mykhailo Poplavskyi
    • International Journal of Computer Science & Network Security
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    • v.24 no.2
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    • pp.129-135
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    • 2024
  • Studying at a modern university involves using modern methods and the latest advances in science and education, which applies to Ukraine and all higher education institutions in Europe, determining the relevance of the study and its international significance. The study aims to analyze and implement effective and innovative practices that can be used in integrated educational programs, which include interactive work in education at the European level. The use of general scientific approaches, such as theoretical, statistical, and empirical, allows achieving the set goals. The central hypothesis of the research is the presentation of the best pedagogical practices in the educational program, which includes interactive and universal. The results of the study prove the effectiveness of interactive training. Future research is devoted to developing new pedagogical practices and the development of algorithms for their implementation.

Development of an Interactive Computer Graphic Software for the Education & Training of Power System Fault Analysis (전력계통 고장해석 교육 및 훈련을 위한 대화식 컴퓨터 그래픽 소프트웨어 개발)

  • 신중린;이욱화
    • The Transactions of the Korean Institute of Power Electronics
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    • v.4 no.1
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    • pp.35-42
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    • 1999
  • This paper describes the development of an interactive computer graphic software for the education and training of the power system fault analysis. The developed software is designed to increase the understanding of the fault analysis with ease and it is composed of the windows, graphic icons, and graphic representations for user-friendly environments. Specially an interactive scheme is given for user to simulate the fault analysis under the variety conditions. With this function, user can acquire the basic concepts of the power system fault study as well as the understanding of the impacts on the system by some faults. The proposed software is tested on a 16-bus sample system. The software will be useful for the education and training and training of the power system fault analysis.

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Effects of Formative Assessment through Student Interactive Feedback on Mathematics Achievement and Attitude (상호피드백을 통한 형성평가가 수학 학업 성취도 및 수학적 태도에 미치는 영향)

  • Heo, Gaeun;Sihn, Hanggyun
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.409-432
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    • 2017
  • The purpose of this study is to find out the importance of process - based evaluation and to find a way to set up and operate the formative assessment which is getting attention. As one of the ways, we investigated the effect of formative assessment through student's interactive feedback on mathematics achievement and attitude of fourth grade students in elementary school. In order to conduct the study, two groups of homogeneous grades were selected. In the experimental group, formative assessment was conducted through student's interactive feedback. In comparison group, formative assessment was conducted through self - confirmation feedback. Statistical analysis of the results after the experiment showed that the formative assessment through student's interactive feedback was found to have a positive effect on the improvement of mathematics achievement. In addition, the formative assessment through student's interactive feedback positively changed the mathematics attitude. Therefore, this suggests that applicability of formative assessment through student's interactive feedback in elementary school classroom instruction, as well as implications for follow - up study for effective implementation of formative assessment.