• Title, Summary, Keyword: ICT 이용목적

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A Study of Cross-Country Comparison of ICT Usage in Family Context (가족적 맥락에서의 ICT 이용에 관한 국가 간 비교 연구)

  • Brady, John T.;Lee, Bohan;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.277-291
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    • 2016
  • This study examined the impact of information and communications technology (ICT) on the sociocultural dimensions of the family by comparing ICT use in Korean, Chinese, and American families. This study investigated attitudes to ICT usage in the family context by country and explored how various consumers use ICT in the family context. The study explored how families can be clustered based on usage. ICT device ownership had differences in the use of ICT services including blogs and video chatting accounts. ICT usage in the family was also similar in all three countries in the study, but the depth of use differed. The cluster analysis indicated that users could be classified into four groups, however the proportion in each group differed by country. This study has implications for understanding ICT ownership and use by families in various countries and indicates that sociocultural elements are important in ICT use.

The Effect of Baby Boom Generation' Leisure Activities on ICT Skills (베이비붐 세대의 여가활동이 ICT 이용 능력에 미치는 영향)

  • Oh, Joo Hyun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.1-12
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    • 2018
  • The objective of this study is to explore the way to improve baby boom generation's ICT skills in their daily life. This study explores the effect of leisure activities on ICT skills. The analysis used 2016 Korea Media Panel data. Results show that the more leisure activities baby-boomers participate, the higher ICT skills they could get. The result of 2SLS regression also supports the leisure activities' effect on the improvement of ICT skills. More specifically, watching performing art such as movies, musicals, affects the improvement of the integrated ICT skills, and creative hobbies such as cooking, painting, affect the ability to use video contents and e-commerce; shopping affects the improvement of communication and information searching with a digital device. These findings suggest that leisure activities could improve ICT skills for baby boom generation who are familiar with face to face communication.

A Study on Design and Implementation of a Unix using ICT (ICT를 활용한 Unix WBI 설계 및 구현에 관한 연구)

  • Ha, Young-Ran;Lee, Ji-Sun;Lee, Byoung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • pp.251-254
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    • 2003
  • 21 세기 정보화 사회에 따른 급격한 변화에 적응하기 위해 교육계에서는 학교의 학사 및 교무 업무를 전산화하는 등 여러 가지 사업을 추진하고 있으며, 제 7차 교육과정에서는 국민공통기본교과수업에 ICT(Information & Communication Technology)를 10%이상 활용하도록 하고 있다. 그러나 교육현장에서는 하드웨어 장비의 노후, 행정적인 지원 부족, 정보화 담당자의 과중한 업무, 교사들의 ICT 활용에 대한 인식 부족 등으로 인한 정보화의 문제점이 대두되고 있다. 따라서 본 연구는 Unix 학습을 위한 WBI를 구현하여 ICT 저작도구를 활용한 학습프로그램을 소개함으로써 교사들의 ICT에 대한 인식의 폭을 넓히며, Unix 교육을 통해 학생들을 재교육시키는데 목적이 있다. 이에 ICT를 활용하여 Unix 명령어에 대한 이론과 실습을 겸비한 WBI를 제작하였으며, 기존의 텍스트 위주의 학습방법과 ICT 저작도구를 이용하여 음성, 판서 등의 부가기능을 제공하는 동영상 학습프로그램을 제시하였다.

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Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse (ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석)

  • Han, Seung-Gyun;Choi, Moon-Jong;Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.796-805
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    • 2016
  • This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.

The Role of ICT on Productivity Growth in Service Industry (서비스산업의 생산성 분석 - 정보통신기술 이용 현황을 중심으로 -)

  • Kim, Nam-Hee;Kim, Gi-Hong
    • Journal of Digital Convergence
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    • v.8 no.2
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    • pp.13-28
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    • 2010
  • Korean service industry has been rapidly growing so far and economic trends in korea is shifting to service economy. However Information Communication Technology (ICT) investment and use in service sector are still relatively low in comparison with US. Keeping the current state of the service industry in mind, this paper is to review the potential productivity growth of service industry empirically by analyzing the effect of ICT on total factor productivity after investing the ICT using outlook of Korean service industry. The results show that service sectors, with more using ICT, show high productivity growth and stable TFP change during the financial period. Sectors with lower using ICT are more sensitive to changes in the business environment when compare to sectors with highly using ICT. Concerning the period of 1997-1999, the TFP growth of most of sectors slowed down and turned to recovery immediately afterwards, 2000-2002.

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Virtual Reality-Based Exercise Games for Finger Rehabilitation Following Chronic Stroke (만성 뇌졸중 환자의 손가락 재활을 위한 가상현실 기반의 운동 게임)

  • Park, Hee-Woo;Kim, Young;Seo, Jung-Yeon;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • pp.1100-1102
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    • 2017
  • 손가락 운동은 뇌에 가장 큰 영향을 미친다고 알려져 있으며, 손의 기능은 운동과 감각의 복합 기능을 가지고 있기 때문에 식사하기, 옷 입기 등 일상생활을 하는데 있어 반드시 필요하다. 본 연구는 만성 뇌졸중 환자를 대상으로 손가락 재활치료를 위해 환자의 손동작 인식을 위한 'Real Sense'와 게임 개발 엔진인 'Unity3D'를 연동하여 게임을 개발하는 것을 목적으로 한다. 제안하는 게임은 활동성을 부가함으로써 손가락 재활이라는 특정 목적을 달성하는 기능성 게임이며, 주어진 과제를 단계별로 나누어 진행하도록 하여 난이도를 설정하였다. 우리는 환자들의 게임 참여도를 높이기 위해 딱딱한 화면이 아닌 친숙한 게임형식으로 구성하여 환자들이 지루함 없이 자발적으로 재활치료를 할 수 있도록 도움을 주며, 환자들은 우리의 게임을 이용하며 손가락을 균형 있게 사용함으로써 뇌 활동을 향상시킬 수 있다. 기존의 재활치료는 환자가 직접 병원을 가야하는 불편함과 가격이 비싼 재활 치료 기계를 사야하는 반면에 본 연구에서는 비교적 저렴하고 가벼운 'Real Sense'를 이용하여 시간과 공간에 얽매이지 않고 재활치료를 할 수 있도록 하였다.

The Utilization of Edunet Contents for More Efficient Teaching-Learning Activities (효율적 교수-학습을 위한 에듀넷 컨텐츠 활용)

  • Ahn, Myung-Sook;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.7 no.2
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    • pp.175-185
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    • 2003
  • The Ministry of Education gives increasing weight to ICT-in education to produce creative and positive people in response to the demands of the 21st century's Information Age. The use of ICT in teaching-learning process aims largely to facilitate the creative thinking and diverse learning activities of students to help achieve learning objectives. The purpose of this study was to sort out what's available for teaching- learning activities from among Edunet contents for teacher and to assist teachers to have easier access to them, as ICT-in education gains in importance. And it's found that this attempt would serve to make Edunet more accessible even to teachers who are not acquainted with ICT, and learning effectiveness would be greater by integrating well- organized and well-selected ICT-in education into academic education. Furthermore, this would enable teachers to have better computer skills and teach students with more confidence.

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A Study on the Public Library As a Place of ICT Literacy Training (ICT 리터러시 교육 활용 공간으로서의 공공도서관)

  • Chang, Yunkeum;Jeong, Haengsoon;Lee, Hyeyoung;Jeon, Kyungsun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.273-294
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    • 2016
  • This research is part of the Korean-ASEAN Official Development Assistance (ODA) project, specifically exploring the possibility of using public libraries as a place for Information and Communication Technology (ICT) literacy training for women from ASEAN (Association of Southeast Asian Nations) countries. Women from ASEAN countries are often minorities in ICT capacity building. A survey of 1,000 female public library users - 100 people from each of the ten ASEAN countries - and in-depth interviews with librarians from national libraries were conducted. The survey results showed that 68.8% of respondents perceived public libraries as a suitable place for ICT literacy training. 27.5% of respondents visited libraries for ICT-related activities, including information retrieval, e-mail, SNS, etc., Meanwhile, findings from the interviews highlighted the importance of having up-to-date ICT infrastructure - computers, Internet, professional ICT skill training for librarians, strategic planning for policies, budgets, and cooperation with other related institutions - in public libraries in order to provide effective ICT training.

Student-, School-, and ICT-Factors Predicting Computer-based Collaborative Problem Solving: Focusing on Analyses of Multi-level Models (컴퓨터 기반의 협력적 문제해결력 성취를 예측하는 학생과 학교 및 ICT 요인 : 다층모형 분석을 중심으로)

  • Lim, Hyo Jin;Lee, Soon Young
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.457-471
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    • 2018
  • This study examined student- and school-level background and ICT factors that affected PISA 2015 Collaborative Problem Solving (CPS) for Korean students (4863 students from 142 high schools). A two-level hierarchical linear model (HLM) was analyzed from the basic model (model 1) with no predictors to the final model (model 5) with all predictors. Results showed that first, gender, socioeconomic/cultural backgrounds, cooperation level positively predicted CPS scores while perceived unfairness of teacher negatively predicted the outcome. Second, the more frequently ICT was used for out-of-school learning purposes, the less frequently ICT was used for entertainment purposes, and the less frequently ICT was used in schools, the higher CPS scores were. Considering ICT autonomy and social interaction variables measured for the first time in PISA 2015, students who were more interested in ICT and more autonomous in using ICT devices achieved higher CPS scores. On the other hand, the more students considered ICT important as social interaction, the less they gained CPS scores. Third, in terms of school-level characteristics, the smaller the students behavior detrimental to learning, the higher the teachers perceived positive working environment, and the fewer the number of computers available per student, the higher CPS scores were. To facilitate computer-based collaborative problem-solving competence, it is important for students to have interest and autonomy in using ICT. In addition, the guidelines of ICT use and SW curriculum need to be established in order to increase the effectiveness of using ICT device in school.

The Effects of Elementary and Middle School Students' Computer Use and Information(Computer) Educational Experiences on their ICT Literacy Levels (초·중학생의 컴퓨터 활용 및 정보(컴퓨터) 교육 경험이 ICT 리터러시 수준에 미치는 영향)

  • Nam, Chang Woo;Ahn, Seonghun
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.18-32
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    • 2016
  • The purpose of this study was to analyze the differences of elementary and middle school students' ICT literacy by their computer use and information(computer) educational experiences. For this purpose, this study implemented ICT literacy test for students in 300 elementary (4th~6th)- and 300 middle(7th~9th) schools in 2015. The ICT literacy test was composed of two components of 'literacy ability elements' and 'literacy content elements.' The main results of this study are as follows. First, in both of elementary and middle schools, there are positive relationships between students' 'computer use at home' and 'computer outside school,' and their ICT literacy test scores, but their extreme computer use affected their ICT literacy test scores negatively. Second, in both of elementary and middle schools, there are positive relationships between students' information(computer) educational experiences and their ICT literacy test scores.