• Title/Summary/Keyword: interactive education

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Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

A Study on Marker-based Detection Method of Object Position using Perspective Projection

  • Park, Minjoo;Jang, Kyung-Sik
    • Journal of information and communication convergence engineering
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    • v.20 no.1
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    • pp.65-72
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    • 2022
  • With the mark of the fourth industrial revolution, the smart factory is evolving into a new future manufacturing plant. As a human-machine-interactive tool, augmented reality (AR) helps workers acquire the proficiency needed in smart factories. The valuable data displayed on the AR device must be delivered intuitively to users. Current AR applications used in smart factories lack user movement calibration, and visual fiducial markers for position correction are detected only nearby. This paper demonstrates a marker-based object detection using perspective projection to adjust augmented content while maintaining the user's original perspective with displacement. A new angle, location, and scaling values for the AR content can be calculated by comparing equivalent marker positions in two images. Two experiments were conducted to verify the implementation of the algorithm and its practicality in the smart factory. The markers were well-detected in both experiments, and the applicability in smart factories was verified by presenting appropriate displacement values for AR contents according to various movements.

Integration of Computerized Feedback to Improve Interactive Use of Written Feedback in English Writing Class

  • CHOI, Jaeho
    • Educational Technology International
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    • v.12 no.2
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    • pp.71-94
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    • 2011
  • How can an automated essay scoring (AES) program, which provides feedback for essays, be a formative tool for improving ESL writing? In spite of the increasing demands for English writing proficiency, English writing instruction has not been effective for teaching and learning because of a lack of timely and accurate feedback. In this context, AES as a possible solution has been gaining the attention of educators and scholars in ESL/EFL writing education because it can provide consistent and prompt feedback for student writers. This experimental study examined the impact of different types of feedback for a college ESL writing program using the Criterion AES system. The results reveal the positive impact of AES in a college-level ESL course and differences between the teacher's feedback and the AES feedback. The findings suggest that AES can be effectively integrated into ESL writing instruction as a formative assessment tool.

A Study on utilization of constructivist paradigm in Health Promotion and Education (보건교육 및 건강증진에 대한 구성주의 방법의 적용)

  • 최은진;박천만
    • Korean Journal of Health Education and Promotion
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    • v.15 no.2
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    • pp.43-53
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    • 1998
  • The National Health Promotion Law passed in 1995 was a milestone for initiating a national health promotion program in Korea, and government officers and health professionals are working on how to approach health promotion issues. The purpose of this study was to analyse methods and use of constructivist paradigm in health promotion and education. The health promotion area needs community empowerment, building community partnerships, and community capacity. To meet these health promotion requirements health promotion workforce should be trained through professional preparation programs that contains communication skills, group process skills, and management of programs in advanced countries such as the United States and Australia. Skills and responsibilities of those who are in charge of providing health promotion services have not yet been clearly defined in Korea because the area of health promotion is a multi-academic field, and needs a different approach, constructivist approach. Constructivist paradigm requires relativism, reasoning skills, collaborating, and motivation. These components are needed for community empowerment. Constructivism also has been applied to the field of education. Problem-based education, outcome-based education, performance-based education came from the constructivism. These educational methods are student-centered method. As the modernizing society becomes more complicated, traditional or conventional teacher-centered education cannot meet the needs of students. Students need to learn skills necessary to make healthy decisions with individual value system. So these interactive, self-learning methods can serve much more to the learner. Constructivist educational methods can be applied to educational programs in computers, too. To expand and differentiate the area of health education and health promotion from other health related fields, it is crucial to devote efforts in application and development of constructivist methods.

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Hands-on Education Module for Modular Construction, 3D Design, and 4D Schedule

  • Kithas, Kyle A.;Choi, Jin Ouk
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.484-491
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    • 2022
  • A paradigm shift in teaching modular construction in higher education and K-12 is proposed as a means to increase the future adoption of the modular construction technique. To this effect, a new education module is presented to STEM educators. This education module is based on LEGOs and directed towards educators in the architecture, engineering, and construction (AEC) industry. The main objectives of the education module are to increase interest and knowledge of modular construction, acknowledge the benefits of using 3D design with 4D scheduling, and create a simulating hands-on educational opportunity. The education module is designed to allow participants to experience a hands-on simulation of modular construction and stick-built construction through building a LEGO project. Participants are challenged to find the advantages and disadvantages in both construction systems first-hand and record their findings. Results are presented from the preliminary testing of this education model on a group of construction management students at the University of Nevada, Las Vegas. Overall, the survey results showed that the LEGO education module was successful at achieving the project's three main objectives: 1) increasing the participants' interest and knowledge of modular construction through an interactive project; 2) increasing the participants' understanding of the benefits of 3D design with 4D scheduling over the use of 2D drawings; and 3) creating a simulating hands-on educational opportunity to help participants compare modular construction to stick-built construction. In the end, this proposed a new LEGO education module addressing the problems identified from this study with more participants.

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A Study on the Status of Non-face-to-face software education (비대면 원격 소프트웨어교육의 실태 연구)

  • Moon, Juyoung;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.187-192
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    • 2021
  • The purpose of this study is a method to discover problems and improve them by analyzing the status of software education of A primary school conducted by online class. The coronavirus infection-19(COVID-19) pandemic, which began in early 2020, has continued to delay the start of the new semester. Finally, on April 9, 2020, the first semester began with online class. While progressing non-face to face online class, most students said they had difficulties. Students solved difficulties in class with Internet searches or program hints, not teachers. In the post-class self-evaluation, most students answered that there was no increase in coding skills. To solve this problem, the school rents additional smart devices to student. schools should have real-time interactive classes. After covid 19, online class became a paradigm for classes. Therefore, software education will also require research and development of curriculum and teaching learning methods suitable for online classes.

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Relationship among Parenting Style, Mother-Child Interaction, Young Children's Interactive Peer Play and Problem Behaviors by Mother's Employment Status (어머니의 취업여부에 따른 양육태도, 모-자녀상호작용, 유아의 또래놀이 상호작용 및 문제행동 간의 관계)

  • Choi, Hea-Ran;Yoo, Ji-A;Kim, Seon-Mi
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.15-30
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    • 2017
  • This study tried to look into influences to parenting style, mother-child interaction, child interactive peer play, and problem behaviors according to employment status by objecting 1,614 mothers having young child and also using Korea Child Panel 6th Year data (2013) having been provided from Korea Institute of Child Care and Education. Regarding collected data, hierarchical regression analysis was carried out by using SPSS 18.0 program. The results of this study were as follows. First, as much as warmth parenting style of mothers and child peer play interaction were high regardless of mothers' employment status, child internalizing and externalizing problem behaviors appeared to be decreased. Second, there were differences between employed mothers and unemployed ones because mother-child interaction did not affect significant influences to child internalizing, externalizing problem behaviors in case of employed mothers, but child internalizing, externalizing problem behaviors were turned up to be increased as much as mother-child interaction was larger by affecting significant influences in case of unemployed mothers. Based on above finding, this study has a meaning in that it provides a basic data which could be actually utilized to parent education program in order to prevent various problem behaviors of children or child & family counseling field.

Characteristics of Children's Interactive Learning in a Natural History Museum (자연사박물관에서 일어나는 또래 아동간의 상호작용적 학습 양상)

  • Kim, Ki-Sang;Lee, Sun-Kyung;Kim, Chan-Jong
    • Journal of the Korean earth science society
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    • v.30 no.1
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    • pp.127-140
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    • 2009
  • The purpose of this study was to explore the characteristics of children's interactive learning focusing on the Vygotsky's ZPD (the zone of proximal development) in a natural history museum as a representative free-choice learning context. We focused on the understanding of peer dyadic discourses and data were collected from 13 peer groups of children (3rd and 4th graders) who were videotaped all conversations occurred as they visited around the exhibits with no predetermined path. The transcribed data were analyzed by the developmental level of ZPD system and the discourse within an ADL (an actual developmental level) was overwhelmingly common in the conversations between child-child dyads. The representative discourse by discourse types were parsed according to three constructs of ZPD. Children formed the intersubjectivity through semiotic mediation such as conversations and exhibits and ended up with the similar situation definition. In conclusion, the details of discourses of the most impressive dyad were looked into focusing on the scientific concept. The study implies that a natural history museum becomes a meaningful resource to offer a deeper understanding of the nature of children's learning as an informal learning setting.

Interactive Statistics Laboratory using R and Sage (R을 활용한 '대화형 통계학 입문 실습실' 개발과 활용)

  • Lee, Sang-Gu;Lee, Geung-Hee;Choi, Yong-Seok;Lee, Jae Hwa;Lee, Jenny Jyoung
    • Communications of Mathematical Education
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    • v.29 no.4
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    • pp.573-588
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    • 2015
  • In this paper, we introduce development process and application of a simple and effective model of a statistics laboratory using open source software R, one of leading language and environment for statistical computing and graphics. This model consists of HTML files, including Sage cells, video lectures and enough internet resources. Users do not have to install statistical softwares to run their code. Clicking 'evaluate' button in the web page displays the result that is calculated through cloud-computing environment. Hence, with any type of mobile equipment and internet, learners can freely practice statistical concepts and theorems via various examples with sample R (or Sage) codes which were given, while instructors can easily design and modify it for his/her lectures, only gathering many existing resources and editing HTML file. This will be a resonable model of laboratory for studying statistics. This model with bunch of provided materials will reduce the time and effort needed for R-beginners to be acquainted with and understand R language and also stimulate beginners' interest in statistics. We introduce this interactive statistical laboratory as an useful model for beginners to learn basic statistical concepts and R.