• 제목/요약/키워드: interactive education

검색결과 649건 처리시간 0.031초

The effect of a graphing caculator in trigonomatry : Analysis of thinking processes by gualitative research method (그래핑 계산기를 활용한 삼각함수 학습 효과: 질적 연구 방법에 의한 학습과정분석)

  • 고상숙
    • School Mathematics
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    • 제1권2호
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    • pp.483-512
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    • 1999
  • The purpose of the research was to investigate the patterns of student's mathematical thinking and behavior and describe the nature of difficulties the student underwent in trigonometry as the student conducted independent explorations within the interactive technology environment. Also, the research identified the connections among multiple representations and merits and shortcomings in using a graphic calculator as a tool. A take-based clinical interview procedure as the method for qualitative research was used to find the cognitive actions of the participant and his interactions with the graphic calculator. A case study report was written for the student. The researcher found that the student moved from operative stage, to constructive stage, to applicable stage of thinking. From Colgan; Graphing has significance both to mathematics and mathematics education in at least three ways since: * graphing represents an important technique, instrument and process in mathematics; * through ‘graphing’, per se, students can be said to be using one symbolic system to extend and acquire an understanding of another(e. g., trigonometric functions and their graphs). * graphing is propaedeutic to other, more advanced topics and concepts in mathematics.

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The Relationship Between Thinking Styles and Creativity in Preservice Kindergarten Teachers (예비유아교사의 사고양식과 창의성과의 관계)

  • Hwang, Yoon-Se;Choi, Mi-Sook
    • Korean Journal of Child Studies
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    • 제26권1호
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    • pp.247-259
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    • 2005
  • The present study researched Sternberg's(1997) definition of Thinking Style as interactive and reciprocal mental self-government and explored its relationship to creativity in preservice kindergarten teachers. The Thinking Style Inventory(Yoon, 1998) and the Creativity Test(You, 1996) were administered to 210 subjects. Data were analyzed by Pearson's correlation and multiple regression analysis using the SPSS/WIN 10.0 program. Thinking style profiles of preservice kindergarten teachers were confirmed by a trilateral correlation among legislative, executive, and judicial functions and a positive correlation among monarchic, hierarchic, oligarchic, and anarchic forms. There was a negative bilateral correlation between liberal and conservative tendencies. All sub areas of thinking styles were related to the creativity of preservice kindergarten teachers.

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The Validity Test of Upper·Forearm Coordinate System and the Exploratory Analysis of the Interactive Effect between Flexion/Extension and Pronation/Supination during Elbow Joint Motion (주관절 운동의 상완·전완좌표계 타당도 및 굴곡/신전과 회내/회외의 상호작용)

  • Kim, Jin-Uk
    • Korean Journal of Applied Biomechanics
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    • 제20권2호
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    • pp.117-127
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    • 2010
  • The axes of upper forearm coordinate system have been considered as principal axis of each segment which was component of elbow joint. The purpose of this study was to verify whether the mean direction(principal axis) of instantaneous axes of rotation for pure flexion/extension motion coincided with the flexion/extension axis of upper forearm coordinate system. The same procedure was done for pronation/supination motion. Furthermore, it was tested indirectly that there was an interaction effect between the two rotational motions. The results showed that most segment coordinate axes statistically were not consistent with the mean directions of flexion/extension and pronation/supination axes of rotation. From the results, it would be concluded that the ISB coordinate systems was proved to be a little valid for human movement analysis. There also was an effect of pronation/supination angles on flexion/extension motion.

U-Learning: An Interactive Social Learning Model

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제5권1호
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    • pp.9-13
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    • 2013
  • This paper presents the concepts of ubiquitous computing technology to construct a ubiquitous learning environment that enables learning to take place anywhere at any time. This ubiquitous learning environment is described as an environment that supports students' learning using digital media in geographically distributed environments. The u-learning model is a web-based e-learning system that could enable learners to acquire knowledge and skills through interaction between them and the ubiquitous learning environment. Students are allowed to be in an environment of their interest. The communication between devices and the embedded computers in the environment allows learner to learn while they are moving, hence, attaching them to their learning environment.

Virtual Pottery Gallery Using Panorama Images (파노라마 영상을 이용한 가상 도자기 전시실의 구현)

  • 박경남;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국해양정보통신학회 2001년도 추계종합학술대회
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    • pp.173-176
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    • 2001
  • In this study, we designed a virtual gallery using VRML authoring tool. With this system, we expect to provide a realistic and interactive environment where students can appreciate artistic work in their learning processes. Our system is implemented with several methods such as panorama images and 3D object modules with Photo Vista, Object Modeler and Reality Studio. We currently investigate how this virtual gallery can affect students aesthetic aspects with the intended realistic appreciation In their art education processes. In the following section, we describes how we implemented our virtual gallery with vrml authoring tools.

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An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2016년도 춘계학술발표대회
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.

A Study on the Development of a Virtual Electrical Machine Lab System Using JAVA (JAVA를 이용한 전기기기 가상실험실 구축에 관한 연구)

  • Baek, Young-Chul;Lee, Min-No;Ho, Won
    • Proceedings of the KIEE Conference
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    • 대한전기학회 1999년도 하계학술대회 논문집 A
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    • pp.197-199
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    • 1999
  • There have been great advances in communication and networking in recent times. It is necessary to take advantage of this information infrastructure for the purpose of developing an engineering education system. But the networking system was expensive and hard to develop. The current international netwoking is converging to the use of the World Wide Web system. It has become a new standard for global network communication. But there are not a great number of applications which take full advantage of this environment. In this paper, an interactive virtual electrical machine lab system using the World Wide Web will be presented. This can be used as a supplementary kit for engineering experiment of transformer, induction motor, direct current motor, and synchronous motor. The system is developed using JAVA and can be accessed using Web browsers.

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The Study on the educational technology utilization of E-learning (E-learning의 교육적 기술의 활용에 관한 연구)

  • Kim, Kyung-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2014년도 제49차 동계학술대회논문집 22권1호
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    • pp.189-191
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    • 2014
  • This paper provides an overview of the E-learning service education on the last decade, In the early 2000's the emphasis of educational technology was on interactive multimedia- stand alone packages on computer hard disks or portable memory, which integrated a range of media forms in the lately. Customers handle finding the best sources of content.The system then uses social signals such as those coming from Facebook, Twitter, LinkedIn, delicious as well as clicks and views. The SNS and network infrastructure is sufficiently mature that the focus should shift to how to use the technology most appropriately to facilitate learning. As we study environmental conditions of the traditional internet and the mobile internet users in some ways. In this paper, analyze the nature of learning, role of educational and suggest alternative policy, innovation of e-learning service and effective e-learning environment in developing technology.

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Development of educational software for beam loading analysis using pen-based user interfaces

  • Suh, Yong S.
    • Journal of Computational Design and Engineering
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    • 제1권1호
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    • pp.67-77
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    • 2014
  • Most engineering software tools use typical menu-based user interfaces, and they may not be suitable for learning tools because the solution processes are hidden and students can only see the results. An educational tool for simple beam analyses is developed using a pen-based user interface with a computer so students can write and sketch by hand. The geometry of beam sections is sketched, and a shape matching technique is used to recognize the sketch. Various beam loads are added by sketching gestures or writing singularity functions. Students sketch the distributions of the loadings by sketching the graphs, and they are automatically checked and the system provides aids in grading the graphs. Students receive interactive graphical feedback for better learning experiences while they are working on solving the problems.

Power Electronics Open-Source Educational Platform

  • Pozo-Ruz, Ana;Aguilera, F. David Trujillo;Moron, M. Jose;Rivas, Ernesto
    • Journal of Power Electronics
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    • 제12권5호
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    • pp.842-850
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    • 2012
  • Learning Power Electronics is essential in both electrical and electronic engineering fields and the introductory courses are similar in many universities. Taking this premise into account, an educational computer-aided platform for power electronics will be presented in this paper. This educational platform includes an e-book, a set of power electronics animations, Java simulations, as well as several hands-on training sessions. The main advantages of this platform are twofold. First, all necessary teaching tools are combined on a single platform. And secondly, access to this platform is available free of charge and with no complicated registration requirements. In addition to traditional teaching techniques, the use of this platform has demonstrated an increase in student participation and has consistently improved their academic performance. Data consist of surveys, which guarantee both reliability and validity through psychometric techniques.