• Title/Summary/Keyword: learning tool

Search Result 1,464, Processing Time 0.03 seconds

Development of the Korean version of ICF e-Learning tool

  • Lee, HaeJung;Song, JuMin
    • The Journal of Korean Physical Therapy
    • /
    • v.31 no.2
    • /
    • pp.88-93
    • /
    • 2019
  • Purpose: The aim of the study was to develop a Korean version of an ICF e-Learning tool (KICF e-Learning tool). Methods: The process of translation and adaptation of the ICF e-Learning tool was followed: two translators developed the Korean versions independently, and a consensus version of the translation was then produced. An expert committee, which was composed of five experts from physiotherapy, occupational therapy, speech pathology, and social welfare, reviewed the consensus Korean version to make a beta version of the tool. A field test was conducted to determine if the Korean version of the tool was easy to understand and suitable to use in ICF learning. Feedback from the field test were used for the final adaptation of the KICF e-Learning tool. Results: One-hundred and twenty-six volunteers (40 males and 76 females) were invited to examine the KICF e-Learning tool. The participants reported various levels of ICF knowledge from none to very good. Forty-eight participants reported no knowledge of ICF. The majority of participants (n=84) reported that Korean terms or expression in the tool were easy to understand and one-hundred fourteen participants would recommend the tool to another person. The Korean cases would be helpful for a Korean audience to study the ICF using the tool. Conclusion: The KICF e-Learning tool was developed and is ready for use by the public for the consistency of ICF education. On the other hand, development of an advanced module will be needed.

Development of a C-Language Learning Tool using Console Wrapper (Console Wrapper를 활용한 C언어 학습도구 개발)

  • Hwang, Giu-Duck;Choi, Sook-Young
    • Journal of Digital Convergence
    • /
    • v.7 no.3
    • /
    • pp.113-122
    • /
    • 2009
  • The majority of programming education in the learning place attaches importance more to grammar, memorization of the imperative sentence and explanation of the program language itself than the specific way to use the target language. In addition, it is mainly used to teach theoretical knowledge based on the text. Consequently, current programming education has not interested learners in the programming learning and has not improved their ability in programming problems of the real world. We therefore developed a learning tool of C-language, which is based on the Console Wrapper. The purpose of proposing the learning tool was to make the programming education break from the typical theoretical learning and to let learners be interested in the programming education. By using the dynamic screen instead of the static console screen, the learners could enjoy learning the program. As a result of this study, we could know that the programming education using our learning tool is more effective than the typical C language programming education.

  • PDF

Development of the Evaluation Criteria of the Physical Computing Based Learning Tools for SW Education in the 2015 Revised National Curriculum for Elementary Education (2015 개정 초등 교육과정의 SW교육을 위한 피지컬 컴퓨팅 기반 교구 평가 준거 개발)

  • Jeon, HyeongKi;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
    • /
    • v.21 no.5
    • /
    • pp.37-48
    • /
    • 2018
  • The 2015 revised national curriculum includes SW courses to improve computational thinking, and a variety of physical computing tools for learning are on sale for use in education. The purpose of this study is to provide a basis for selecting physical computing tool for learning suitable for learning situations and learning purposes, and to provide a reasonable basis for judging the choice of tools in the field. Delphi survey method was used as a reference method for developing evaluation criteria through 25 expert panels. As a result, the criterion of evaluation of the learning tool composed of 40 essential and 11 selection criteria for 7 domains was presented. In addition, the evaluation results of five kinds of learning tools commercialized through the evaluation criteria of the learning tool were analyzed. The evaluation criteria for the learning tools developed through this study are expected to help teachers select rational learning tools and help learning tool developers develop learning tools.

An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement (증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로)

  • Sae Roan Kim;Eun Jin Won;Hyung Gi Kim;Pil Jung Yun
    • Journal of Information Technology Services
    • /
    • v.22 no.4
    • /
    • pp.141-157
    • /
    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

A Study on Project-based Smart Learning Tool Model (프로젝트 기반 스마트 학습 도구 모델에 관한 연구)

  • Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
    • /
    • v.8 no.5
    • /
    • pp.93-98
    • /
    • 2022
  • With the development of new digital technologies, research on various learning tools is being actively conducted. These learning tools are also being developed so that they can be applied to various environments by applying the technology of artificial intelligence or using smart functions to which big data technology is applied. These smart learning tools are contributing a lot to increasing educational effectiveness and learning efficiency. Recently, various learning tools have been applied in universities, and solutions for smart learning from smart attendance are introduced to improve student learning efficiency. This study intends to propose a design for a smart learning tool that can increase the efficiency of project progress and increase the scalability of the results when conducting a company's customized project through such a university's smart learning tool. The proposed smart learning tool is expected to have the advantage of being able to easily adapt to the practical business project as the company-customized projects that can improve practical skills are smoothly used as a learning tool. The proposed project-based smart learning tool model is later built as a related LMS and applied to actual project progress to check its utility, and to revise and supplement the proposed smart learning tool model to provide a project-based smart learning function want to strengthen.

Educational usage of Web 2.0-tool for Cooperative Learning (협동학습을 위한 Web 2.0도구의 교육적 활용 방안)

  • Kim, Heejin
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.18 no.1
    • /
    • pp.9-14
    • /
    • 2018
  • In this paper, I introduce web 2.0 tool with which cooperative learning is possible based on C4LPT, and suggest educational application plan of web 2.0 tool by offering briefly the teaching-learning process plan for application class of web 2.0 tool. The class through the suggested teaching-learning process plan encouraged participation so that the common goal of a small group could be achieved and provided a web base where free communication could be possible. Futhermore, by using the collaboration space of web 2.0 tool, I could attract learners' study interest and maintain learning atmosphere. Based on teaching-learning process plan, I have taught university freshmen from 2012 to the present, and I could confirm the possibility of education application and the satisfaction of education application of web 2.0 tool through students' learning results and a survey.

The Effectiveness of Learning Performance on Supplementary Learning Tool based on Blog using Learner-Centric UI/UX Design in Higher Education (대학교육에서 학습자 중심형 UI/UX 디자인이 적용된 블로그 기반의 보조학습도구가 학습성과에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.12
    • /
    • pp.5531-5540
    • /
    • 2011
  • The Learning Models including the design principle about web 2.0 use in education has been recently presented. In types of web 2.0 tools, blogs are the best tool that reflected the trends of web 2.0 and these are able to share a lot of information and contents. To invent new learning methods involving web 2.0, this study aims to get the results about effectiveness of learning performance on a supplementary learning tool based on blog using learner-centric UI/UX design in higher education. As a study tool, installation-type blog that can be designed as user-centric system is applied to experimental environment. This study presents the conclusion that supplementary learning tool based on blog using learner-centric UI/UX design influences on learning achievement and learning flow through the analysis of questionnaire results of learners, learning evaluation score of learners and assignments evaluation score of learners.

Analysis of Machine Learning Education Tool for Kids

  • Lee, Yo-Seob;Moon, Phil-Joo
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.235-241
    • /
    • 2020
  • Artificial intelligence and machine learning are used in many parts of our daily lives, but the basic processes and concepts are barely exposed to most people. Understanding these basic concepts is becoming increasingly important as kids don't have the opportunity to explore AI processes and improve their understanding of basic machine learning concepts and their essential components. Machine learning educational tools can help children easily understand artificial intelligence and machine learning. In this paper, we examine machine learning education tools and compare their features.

Authoring and Utilization of 3D Content as a Tool of Teaching and Learning for Smart Learning (스마트러닝의 교수 · 학습 도구로써 3D 콘텐츠 제작 및 활용)

  • Kim, Mee-Yong;Bae, Young-Kwon
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.7
    • /
    • pp.483-496
    • /
    • 2012
  • We explored the method of teaching and learning of 3D based software which is useful for 3D content's authoring and utilization as a suitable tool of teaching and learning for 'Smart Learning' environments. To investigate the possibility of application in the field, we applied this software to 'Smart School' temporally. After that, we conducted a survey of learning satisfaction of students, and assessed the possibility of application in the field via one-on-one talk with teachers. As a result, we drew a positive conclusion for the applications, which are instructional medias in various subject areas, presenting materials for motivation, a tool for individual or cooperative presentation, and instructional medias for underachieving students or gifted students.

A Research on Authoring Tool Employing Multimedia (멀티미디어를 이용한 Authoring Tool 개발에 관한 연구)

  • 김행구;이춘근
    • KSCI Review
    • /
    • v.2 no.2
    • /
    • pp.27-40
    • /
    • 1996
  • During the 21st century of informational society, in the learning of various field will utilize the education using multi-media more extensively than ever before. The biggest question is how effective the education using multi-media will be. For effective education, wide-spread supply of not only the hardware and various kinds of CBT or CAI that are being developed in the learning of various fields. It is also felt that the skill for application of more convenient multi-media authoring tool is needed. If the producter of such multi-media authoring tool can store various types of information in a form of data bank, accessing the right information at right time and its application would be possible. It can also provide a lot of information to many out-of town learmers. As seen above, the scope of usage for multi-media authoring tool will be broadened. However, no matter how excellent the Authoring Tool is, the results can be very different depending on the method employed. In order to develop CBT or CAI that can be better used in the learning of various fields, examination and on-site training, more reseach should be done in Authoring Tool using virtual reality and artifical intelligence technology.

  • PDF