• Title/Summary/Keyword: 디지털 기반 교육

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A Study on the Web-Based Instruction Using Flash (플래시를 이용한 웹기반 수업에 관한 고찰)

  • Kim, Min-Sung;Park, Sung-Hoon
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.225-234
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    • 2010
  • Web-based instruction is being developed as a new study model getting out of the traditional standardized education method. It is a new education tool which promotes learner-centered and cooperative study. Flash, as one of the most powerful web authoring tool can maximize the effectiveness of learning using computer graphic, animation, sounds and video. In this paper, we will look at developing and distributing education materials using flash and the efficient web-based instructions.

A Study on the Case Analysis of Digital Materials in Children Library - Based on Nowon Children Library - (어린이도서관 디지털자료실의 사례분석 연구 - 노원어린이도서관을 중심으로 -)

  • Lee Kyung-Min
    • Journal of Korean Library and Information Science Society
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    • v.36 no.4
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    • pp.349-364
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    • 2005
  • The main Points of the 7th Education Program are: taking a serious view of development of children's individuality and creativity, and encouragement students their accord activity with applying digital reference for teaching and learning. It Is the suggestion of revitalization method of digital material room, afterward. by means of analyzation for satisfaction and demand and using status of children's library digital material room along with emphasis of self-loading learning and boosting self-solving ability based on computer and IT paradigm. The purpose is : providing foundation of active Information service and suggestion of revitalization method by means of analyzing operation and effective using children's library digital material room at Nowon Children's Library opened 2nd February, 2003. In 2nd chapter; thesis of conceptive model of children's library digital material room. In 3rd Chapter: Present status analysis of N. W. Children's library digital material room operation, and analysis of using and demand of public school 100 pupils. In 4th Chapter : Suggesting conclusion of revitalization of children's library digital material room based on utilization and demand appeared through this study.

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An Empirical study on affecting web-base education by web perceived level for education (교육용 웹 인지도가 웹 기반교육에 미치는 영향에 관한 연구)

  • Yim, Ki-Heung;Jon, Yong-Jin
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.157-163
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    • 2008
  • Despite the increase internet use rate, there still appears a big difference in web usage rates depending on demographic variables, web usage environment variables. This study aimed to improve our understanding of perceived usage, attitude, affected factors related Web usage for schoolwork and research. This result will facilitate further understanding of perceived usage, attitude, affected factors related Web usage, thereby enabling researchers, practitioners, and policy makers to better design appropriate strategies to promote the Web usage.

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Exploring the Effect of SW Programming Curriculum and Content Development Model for Non-majors College Students : focusing on Visual Representation of SW Solutions (비전공자 SW 프로그래밍 교육과정 및 콘텐츠 개발 모형의 효과성 탐색: SW 해결안의 시각적 표현을 중심으로)

  • Lee, Minjeong
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1313-1321
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    • 2017
  • In the future society where ICT-based digital convergence creates new value, collaborative skills among experts in various fields and SW based problem solving ability is more emphasized. Non-SW specialists are required to have SW based communication skills to effectively collaborate with SW experts to solve their problems. Therefore, SW programming curriculum for non-major college students should be different from the existing programming education for SW-majors aiming at a high level of coding ability. It is also known that diagram-based visual representation is helpful for productive communication and collaboration. In this study, we defined the SW education objectives for the non-majors as cultivating the visual programming ability for SW based problem solving. In order to accomplish this, we explored SW programming curriculum and content development model for non-majors focusing on visual representation of SW solutions. The results of this paper will help to provide appropriate SW learning model for non-majors and to cultivate practical SW capabilities.

Effects of extracurricular programs based on Smart Learning for enhancing competency of university students. (대학생 핵심역량 증진을 위한 스마트러닝기반 비교과교육의 효과)

  • Kim, Hyun-woo;Kang, Sun-young
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.27-35
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    • 2018
  • The purpose of this study is to design smart learning based extracurricular program of the university and to analyze the effect of core competencies. This program was formed by 10 teams with S and K University in Seoul, and run a daily camp format to use smart devices and apps. As a result, the participating students, communication skill, self-directed and creativity increased significantly. In addition, the educational effects of this program was positive changes in the areas of 'communication', 'self-directed', 'cooperative learning', 'problem solving' in the focus group interview. And the students responded that the use of smart devices and apps help to immerse in the program and increase their interest. The purpose of this study is to suggest new models and implications for the extracurricular program. In the future, we hope to develop the various smart learning based extracurricular programs for enhancing the competencies.

Effects of Simulation-based Neonatal Nursing Care Education on Communication Competence, Self-efficacy and Clinical Competency in Nursing Students (시뮬레이션 기반 신생아간호 교육이 간호대학생의 의사소통능력, 자기효능감, 임상수행능력에 미치는 영향)

  • Sim, Mikyung;Kim, Sinhyang;Kim, Kyunghwa
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.563-571
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    • 2022
  • This study aimed to examine the effects of simulation-based neonatal nursing care education on the communication competence, self-efficacy, clinical competency. A one-group pre-and post test design was used. A total of 122 students participate. Data was collected from May 3 to June 4, 2021, using self-report questionnaires only for students who understood the purpose of the study and gave written consent to participate. For the simulation-based neonatal nursing care education, a total of three steps of preparation for scenario implementation, scenario implementation, and debriefing were applied in groups of 3-4 people of 4.5 hours. As a result of this study, it was found that the simulation-based neonatal nursing care education had statistically significant improvement in communication competence, self-efficacy, clinical competency. Through the results of this study, it was confirmed that simulation-based education in the nursing care of children can be an effective teaching-learning method that can supplement the observation-oriented clinical practice of child nursing for nursing students.

A Validity Study for the Development of a Digital Competency Assessment Tool for Preschool Teachers (유아교사의 디지털 역량 측정 도구 개발을 위한 타당성 연구)

  • Young-Mi Lee;Seon-Young Park
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.93-102
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    • 2024
  • The purpose of this study is examine the validity of digital competency indicators in order to develop a tool that can measure the digital competency of preschool teachers. To review the validity, exploratory factor analysis and confirmatory factor analysis were conducted on the data of 272 preschool teachers. The exploratory factor analysis resulted in four factors, and the confirmatory factor analysis verified the fit, validity(convergent validity, discriminant validity) and reliability of each competency group and the model composition of sub-competency indicators. The four factors validated were named 'Understanding Digital Technologies', 'Digital Technology Understanding', 'Digital Technology Application', 'Digital Technology-based Communication', 'Digital Ethics Understanding and Practice'. The analysis results demonstrated the reliability and validity of the tool for measuring the digital competencies of preschool teachers, and it is meaningful in that it can provide a foundation for measuring the digital competency of preschool teachers and conducting education program suitable for each digital competency level.

Design of Digital Textbook Functions Based on the PATROL Instructional Model (PATROL 교수학습모형 기반의 디지털교과서 기능 설계)

  • Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.189-196
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    • 2016
  • The PATROL instructional model only uses digital textbooks. PATROL is an acronym for Planning, Action, Tracking, Recommending, Ordering, and Leading. Teachers have a difficult time using current digital textbooks to determine how much time students spend using course materials. This is because current digital textbooks can only show the content of paper textbooks and display additional multimedia materials. In this study, digital textbook functions were designed based on the PATROL model in order to analyze students' learning situations, diagnose problems, and offer solutions. Digital textbook are based on learning analytics named SEE-PAD. SEE-PAD is composed of the following: Social network analysis; Evaluation and assEssment analysis; Predictive analysis; Adaptive learning analysis; and the analysis Dashboard. I drew and showed the use case and sequence diagrams of SEE-PAD to help design digital textbook functions.

Development of Chinese Character Writing Recognition For Chinese Character Edutainment Contents (한자 에듀테인먼트 콘텐츠를 위한 한자쓰기인식기능개발)

  • Park, Hwa-Jin;Min, So-Young;Lee, Ha-Na;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.529-536
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    • 2009
  • Interest in Chinese edutainment contents product has been increasing with the importance of Chinese Education Recently, empirical education with some fun activities is in the limelight breaking the traditional passive learning. Due to a such social necessity, we develop web-based Chinese Edutainment Contents for children, utilizing multimedia functions. Especially since writing Education is very important in learning chinese characters, we also developed a writing recognition function which checks the order of making strokes in writing Chinese character. Different from the existing outline area-based writing system, it determines if the character is well-written comparing to the prestored reference points in each Chinese characters, after recognizing the order of strokes and extracting peculiar points.

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A Study on the Development of Digital Yut Playing System Based on Physical Computing (피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구)

  • Koh, Byoungoh
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.335-342
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    • 2017
  • The artificial intelligence, robot technology, Internet of things, and life sciences that create added value while dramatically transforming human life have been highlighted in the fourth industrial revolution, the next industrial revolution. In order to adapt to the 4th industry, it is necessary to educate students to develop fusion thinking and computing thinking ability. Therefore, in this study, we developed a digital Yut Playing system based on physical computing, reflecting STEAM and decomposition, pattern recognition, abstraction, and algorithm design, which are components of computing thinking. By experiencing the developed system and applying it to education, it raised interest and interest in programming education and improved programming lesson for fusion thinking and computing thinking ability.