• 제목/요약/키워드: interactive education

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자기 주도적인 협동학습 모형을 통한 웹(Web) 기반 학습시스템 설계 및 구현 -초등학교 ICT 활용교육을 중심으로- (Design and Development of Web-Based Learning System Using Self-Directed Collaborative Learning Model)

  • 김효준;조세홍
    • 컴퓨터교육학회논문지
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    • 제5권1호
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    • pp.67-73
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    • 2002
  • 본 논문은 구성주의적 관점에서의 학습환경을 구축하기 위하여 설계 구현된 웹 기반 협동학습시스템을 기술한다. 웹 상에서 인터넷을 통해 상호작용적인 의사소통을 촉진하고 자기 주도적 협동학습을 가능케 하기 위해 학습자, 교수자, 관리자의 3가지 모듈을 구성 설계하였고, 과제와 평가 역시 서로 연동시킴으로써 보다 내실 있는 시스템을 설계하였다. 따라서 본 연구는 현재 강조되고 있는 ICT(Information & Communication Technology) 활용 교육에 있어 보다 효율적인 협동학습 공간을 구축하는 데 많은 도움을 줄 수 있을 것이다.

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Distance Education in Soft-Switching Inverters

  • Lascu, Dan;Bauer, Pavol;Babaita, Mircea;Lascu, Mihaela;Popescu, Viorel;Popovici, Adrian;Negoitescu, Dan
    • Journal of Power Electronics
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    • 제10권6호
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    • pp.628-634
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    • 2010
  • The paper describes aspects regarding an E-learning approach of resonant ac inverters. The learning process is based on "Learning by Doing" paradigm supported by several learning tools: electronic course materials, interactive simulation, laboratory plants and real experiments accessed by Web Publishing Tools under LabVIEW. Built on LabVIEW and accompanied by a robust, flexible and versatile hardware, the experiment allows a comprehensive study by remote controlling and performing real measurements on the inverters. The study is offered in a gradual manner, according to the Leonardo da Vinci project EDIPE ($\b{E}$-learning $\b{D}$istance $\b{I}$nteractive $\b{P}$ractical $\b{E}$ducation) philosophy: theoretical aspects followed by simulations, while in the end the real experiments are investigated. Studying and experimenting access is opened for 24 hours a day, 7 days a week under the Moodle booking system.

약학대학생대상 코로나바이러스감염증-19 예방접종 약료활동 교육계몽을 위한 국제협력 (Virtual Global Collaboration to Advocate Students for Pharmacy Immunizations during Coronavirus Disease-19)

  • 이정연;호에안 트롱;서시원
    • 한국임상약학회지
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    • 제33권2호
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    • pp.81-85
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    • 2023
  • Background: It was to describe collaborative educational efforts under Coronavirus disease 2019 period to advocate pharmacy-based immunization delivery and meet unmet needs of partnership institution using virtual learning platforms. Methods: A partnership was established among three pharmacy schools from two countries. The class content included the history of pharmacy immunization, pharmacists' roles and contribution to public health of the USA. The class also reviewed the value of pharmacists as frontline healthcare workers to foster student insights and the scope of pharmacy. The virtual class featured an interactive video simulation and small breakroom discussion besides a lecture. Results: Participants indicated that public accessibility to pharmacy and six-year education system in South Korea as advantages. However, legislative restrictions, pharmacist burden, and interprofessional disagreements were expressed as barriers to introduce the pharmacist immunization. Conclusion: A virtual learning platform was used to advocate for pharmacy-based immunization and fulfilled an unmet educational gap at a partnership institution.

E-learning in India and Sri Lanka: A Cross-Cultural Study

  • Simmy Kurian;Hareesh N. Ramanathan;Chamaru De Alwis
    • Asia pacific journal of information systems
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    • 제31권1호
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    • pp.102-120
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    • 2021
  • E-learning is a planned effort towards providing interactive and experiential learning having flexibility in terms of time, place, pace, participation and accessibility. Globalization has set the stage for a social transformation of the world economy driven by technological innovation, emphasizing knowledge-based processes. While the tertiary education enrolments in wealthy nations have gone up incrementally, the same cannot be said to be right about developing economies. E-Learning can streamline enrolments to higher education, in developing nations by being a cost-effective and flexible alternative. The objective of this paper is to draw attention to the similarities in the national culture of these two countries and compare students' perception on e-learning in India and Sri Lanka along eight dimensions viz., viability, dependability, flexibility, inclusivity, power, pertinence, challenge and equitability. The results reveal that e-learning is equally popular among students from both countries, and they have a high perception score towards e-learning on each of the measured eight dimensions. Hence results are indicative of an opportunity of tapping the potential of e-learning in reaching out to a broader audience of underprivileged students and onboarding them into the knowledge economy.

디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 - (Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden)

  • 김정희
    • 만화애니메이션 연구
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    • 통권34호
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    • pp.345-366
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    • 2014
  • 2007년 수학 교과서의 공교육 최초 디지털 교과서 적용을 시작으로 영어, 과학 등 다양한 분야에 디지털 교과서를 활용한 교육이 실시되고 있다. 초반에 아날로그 형식의 종이 교과서를 그대로 스캔하여서 사용했던 수준을 넘어 이제는 디지털 교과서만을 위한 전문화된 디자인 및 콘텐츠가 기획 단계부터 실시되어 적용되고 있으며 국립 교과서 및 검정 교과서에서도 엄체 경쟁을 통해서 보다 수준 높은 디자인 및 콘텐츠를 엄선하고 있다. 그러나 이는 디지털 교과서 하나의 매체에 국한된 것이며 국외 교육 선진국의 다양한 디지털 교육매체의 활용에는 뒤쳐져 있는 게 현실이다. 이에 본 연구는 LG 전자 유럽 디자인센터를 기점으로 영국 및 스웨덴의 선진 교육을 통해 디지털 교육매체를 수년간 접하여 이에 따른 사용자 경험과 니즈가 쌓인 사용자들을 타겟으로 휴리스틱 분석, 설문 등의 사용자 조사를 실시한다. 이에 교육 주체의 디지털 교과서 디자인의 니즈를 대입하여 세분화한 후 이를 현재 영국 및 스웨덴 선진국에서 사용하고 있는 디지털 교육매체 디자인에 간단하게 접목시켜본다. 디지털 교과서만을 접한 국내 사용자의 니즈와 사용자 경험에 비교한 결과 설문타겟 사용자들은 상당히 수준 높고 현실적이며 교육의 개별화에 치중하는 사용자 니즈(customer needs) 즉 사용자들이 원하는 것을 보여주고 있었으며 이는 디지털 매체가 적응해 나가는 초기 적용단계의 요구사항에서는 볼 수 없던 것이다. 본 논문의 결과는 선진국의 설문 조사를 통한 사용자들의 요구 즉 니즈를 파악하고 이를 적용한 디자인 교육매체의 동향을 파악하는데 기초 자료로 활용하고자 한다. 단순히 예쁘고 화려하며 디지털화 하는데서 만족하는 게 아니라 디지털 교육매체 디자인의 사용자 요구의 방향성을 미리 파악하고 이를 기획 단계부터 적용하여 교육 선진국과의 사용자 편의성의 차이를 줄이는데 도움이 되고자 한다.

사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 - (A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media -)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제21권4호
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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모바일폰을 이용한 초등학생 비만관리 복합지원의 잠재적 이로움 : 프로그램 제공자 측면에 대한 질적 연구 (Leveraging Multimodal Supports using Mobile Phones for Obesity Management in Elementary-School Children: Program Providers' Perspective from a Qualitative Study)

  • 박미영;심재은;김기랑;황지윤
    • 대한지역사회영양학회지
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    • 제22권3호
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    • pp.238-247
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    • 2017
  • Objectives: This study was conducted to investigate providers' perspectives on current challenges in implementing a program for prevention and management of childhood obesity and adoption of mobile phone as a potential solution of leveraging multimodal delivery and support in a school setting. Methods: The qualitative data were collected through face-to-face in-depth interviews with 23 elementary-school teachers, 6 pediatricians, and 6 dieticians from community health centers and analyzed using a qualitative research methodology. Results: Current challenges and potential solutions of obesity-prevention and -management program for obesity program for elementary school children were deduced as two themes each. Lack of tailored intervention due to limited recipient motivation, lack of individualized behavioral intervention, and different environmental conditions can be solvable by mobile technology-based personalized intervention which brings about interactive recipient participation, customized behavioral intervention, and ubiquitous accessibility. Lack of sustainable management due to stigmatization, limited interactions between program providers and inconsistent administrative support can be handled by multimodal support based on school setting using mobile platform providing education of health promoting behaviors toward larger scale and interactive networking between program participants, and minimizing administrative burden. Conclusions: Adoption of mobile-based health management program may overcome current limitations of child obesity program such as lack of tailored intervention and sustainable management via personalized intervention and multimodal supports although some concerns such as increased screen time need to be carefully considered in a further study.

Interactive learning in oral and maxillofacial radiology

  • Ramesh, Aruna;Ganguly, Rumpa
    • Imaging Science in Dentistry
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    • 제46권3호
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    • pp.211-216
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    • 2016
  • Purpose: The use of electronic tools in teaching is growing rapidly in all fields, and there are many options to choose from. We present one such platform, Learning Catalytics$^{TM}$ (LC) (Pearson, New York, NY, USA), which we utilized in our oral and maxillofacial radiology course for second-year dental students. Materials and Methods: The aim of our study was to assess the correlation between students' performance on course exams and self-assessment LC quizzes. The performance of 354 predoctoral dental students from 2 consecutive classes on the course exams and LC quizzes was assessed to identify correlations using the Spearman rank correlation test. The first class was given in-class LC quizzes that were graded for accuracy. The second class was given out-of-class quizzes that were treated as online self-assessment exercises. The grading in the self-assessment exercises was for participation only and not accuracy. All quizzes were scheduled 1-2 weeks before the course examinations. Results: A positive but weak correlation was found between the overall quiz scores and exam scores when the two classes were combined (P<0.0001). A positive but weak correlation was likewise found between students' performance on exams and on in-class LC quizzes (class of 2016) (P<0.0001) as well as on exams and online LC quizzes (class of 2017) (P<0.0001). Conclusion: It is not just the introduction of technological tools that impacts learning, but also their use in enabling an interactive learning environment. The LC platform provides an excellent technological tool for enhancing learning by improving bidirectional communication in a learning environment.

고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구 (A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly)

  • 조동민;정성환
    • 한국게임학회 논문지
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    • 제8권3호
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    • pp.15-22
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    • 2008
  • 최근 생활여건이 개선되고 의학수준이 향상되면서 우리나라의 국민의 평균수명은 연장되고 노인인구가 급속히 증가하고 있다. 고령화 시대에 직면하면서 사회가 필연적으로 경험하게 되는 또 하나의 변화는 노인의 심리적. 사회적 변화라고 할 수 있다.[1] 노인의 심리적 변화는 노인의 생활과 관련이 있으며, 이는 노인의 성공적 노화와 활동적 노화에 중요한 영향을 미치게 된다. 노인들의 건강을 위해서는 자신의 생활을 제어하는 건강조절능력과 자신의 자립적 사고의식이 쇠퇴되지 않도록 하기위한 적극적 사회활동 참여가 가능한 활동 레크레이션(Recreation)이 필요하다. 또한 우리문화유산을 통한 놀이문화사업은 보존 복원 대상으로만 여겼던 우리 고유문화를 현대적으로 재창조하려는 것이며, 우수한 콘텐츠를 보유하고도 시장의 열악한 여건으로 발전이 어려운 문제를 개선함은 물론, 대중문화에서 비롯된 한류를 한국문화 전반으로 확대, 발전시키기 위함이다. 본 연구는 이러한 필요성에서 출발하여 과거 우리나라의 문화유산 속에서 타문화와 차별화되는 고유한 특성을 지닌 멀티미디어적 요소들을 선별하여 이를 놀이 체험문화로 해석, 재구성하여 문화콘텐츠의 개발에 적극 활용될 수 있도록 하는 것을 연구의 내용과 목적으로 삼는다.

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물리 모델 분석을 통한 상호 작용형 스키시뮬레이터 동작인식 시스템 개발 (The Development of Interactive Ski-Simulation Motion Recognition System by Physics-Based Analysis)

  • 진문섭;최준호;정경렬
    • 대한기계학회논문집 C: 기술과 교육
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    • 제1권2호
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    • pp.205-210
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    • 2013
  • 본 연구에서는 스키 시뮬레이터의 사용자 감응형 제어를 위한 물리모델과 동작인식 시스템의 개발되었으며, 스키 선수의 자세 변화에 따른 스키 슬로프 상에서의 거동과의 부합성 확보를 위하여 실제 현장 실험데이터의 회귀분석을 통해 동작인식 시스템에 사용될 파라미터 및 관계식을 도출하였다. 개발된 물리모델 기반 스키 동작 인식 시뮬레이터는 실시간으로 Kinect 장치를 사용하여 사용자의 관절별 질량을 분석하여, 정확한 체중심을 추정하고, 시뮬레이터 하드웨어에서 적용할 수 있도록 힘, 속도, 가속도에 대한 피드백을 전달하도록 구성되었다. 본 연구결과는 스키시뮬레이터의 인식모듈로 사용되었으며, 물리모델 기반 가상 스포츠 시뮬레이터 제작에 응용 할 수 있는 자료로 활용될 것이다.