• Title/Summary/Keyword: 디지털 기반 교육

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An Exploratory Study of the Character Education Programs using Maumgrarm (마음그램을 활용한 인성교육프로그램의 기초적 탐색)

  • An, Kwan-Su
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.393-401
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    • 2017
  • This article aims to suggest a principle frame and direction for the development of the character education program using Maumgram. Maumgram is said to clearly illustrate step-by-step structures of character education, for which the human mind is classified as four types(indulged type, rage-type, competition type, selfishness type) on the basis of the existing analytical psychology and Yogacara Thought. The design of the mind type program is composed of three steps. The first step is the 'discovery' step to awaken the cause of self-consciousness through observation, and the second is the 'conversion' step. Learning process to control the negative desires in a positive desire, and the third is the 'relationship'-oriented step to promote a sense of community with other people.

A Study on Mobile Web App Quiz Contents Authoring Model based on Gamification (게이미피케이션 기반 모바일 웹 앱 퀴즈 콘텐츠 저작 모형 연구)

  • Lee, Jae-Won;Kim, Hyun-Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1253-1262
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    • 2018
  • In this study, we propose a development environment for authoring quiz contents, which is based on the concept of "Gamification", which is the principle of Engagement and Reward. Future Services As a platform for authoring and composing technology, and also for educational contents authoring, I have reviewed key features and implications of HTML5 (CSS3.0, Java Script, etc.) along with key technologies. These features are key technologies for building a true smart learning environment. Based on this, a case of applying the gamification technique to enhance the educational effect was proposed through the quiz contents model.

Analysis of the Current Situation about the Computer Education of Commercial High School placing empasis on Gwang-Ju city area (상업계 고등학교 컴퓨터 교육에 관한 현황분석(광주광역시 중심))

  • Ahn, Ju-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.906-909
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    • 2007
  • The method of distributing some questionnaires to the total 4 schools in the area of Gwang-ju city and then collect them later has been used in this study. By using the coefficient of Cronbach's alpha for the collected data, the trust rate of the method of questionnaires have been verified. In conclusion it's been analized that there are disparities in 'computer education course, professor lesson, possibility of computer use, teaching obstacles, self development of teachers, choice and organization of the computer education contents' according to the general situation of the teachers who charge computer education sand there are also disparities in 'goal of computer education, computer curriculum related learning activity, computer curriculum related learning satisfaction, practical use of computer facility, interested contents of students, other lessons besides regular education course' according to the general situation of the students who receive computer education in commercial high school.

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A Study on the Performance Between Technology Innovation and Market Inclination in High-tech Enterprises (하이테크기업의 기술혁신지향성과 시장지향성의 성과에 관한 연구)

  • Oh, Jin-Uk;Jo, Nam-Jae;Jeong, Jin-Gwan
    • 한국디지털정책학회:학술대회논문집
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    • 2006.12a
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    • pp.211-221
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    • 2006
  • 본 연구는 국내하이테크 기업의 기술혁신지향성과 시장지향성이 기업 성과에 미치는지 여부를 규명하고자 Moorman & Miner(1997), Kohli, Jaworski & Kumar (1993)가 개한 척도를 사용하여 탐색적인 연구를 실행하였다. 설문은 2006년 11월 한달 동안 서울 경기지역의 혁신관련 교육을 수행하는 교육 기관과 기술 기반의 제품 개발과 서비스를 수행하는 업체를 대상으로 시행하였다. 가설 검증을 위해 총 200부의 설문지를 배포하여 60부를 회수하여 수집된 자료는 SPSS v12.0을 이용하여 요인분석과 회귀분석을 실시하였다. 분석결과 기술혁신지향성은 성과에 영향을 미치나 시장지향성이 기업의 성과에 미치는 영향에 대해서는 확인할 수 없었다.

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A Study on Development of Multimedia Contents for the Web-based Education System (웹기반의 교육체계를 위한 멀티미디어콘텐츠 개발에 관한 연구)

  • Jung, Won-Ju
    • Journal of The Korean Digital Architecture Interior Association
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    • v.1 no.1
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    • pp.31-38
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    • 2001
  • This study is to investigates a development of multimedia contents for the web-based education system. With the comming new millenieum, we have a lot of experience in pluralistic society. especially we are affected by multimedia data with information and knowledge-based society, and the development of information technology, that is we are a lot influenced by multimedia data. This study is to explore multimedia contents which have still and dynamic. With this discussed, teaching and learning from multimedia contents makes learners construct meaning knowledge through the seeing and hearing, interactive communication. thus we need to include the multimedia education in a curriculum.

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A Study on web-based telework.distant education center development for the disabled vocational rehabilitation (장애인 고용을 위한 웹 기반 원격근무.원격교육센터 개발에 관한 연구)

  • Jo, Seon-Gu;No, Yeong
    • 한국디지털정책학회:학술대회논문집
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    • 2003.12a
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    • pp.599-611
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    • 2003
  • Recently, information technology are rapidly diffused throughout the world. A new paradigm, 'telework' and 'distant education' is a product of the tremendous technological changes driving the disabled vocational rehabilitation. In the computer and information communication technology areas related with web-based telework?distant education, the disabled expect vocational rehabilitation. Therefore nowadays, the disabled effort to adapt to the new information era by web-based telework and distant education. This study attempts to suggest developmental framework of web-based telework?distant education center to vitalize the disabled vocational rehabilitation.

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A Study on Metadata Elements for Digital Course Resources in Universities (디지털 강의자원 관리를 위한 메타데이터 요소에 관한 연구)

  • Choi, Yoon-Kyung;Chung, Yeon-Kyoung
    • Journal of Information Management
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    • v.39 no.3
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    • pp.23-48
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    • 2008
  • The purpose of this study is to propose the mandatory and extensible elements of Korea Education Metadata elements for digital course resources universities in Korea. For the study, literature research, case study and interview were performed. The mandatory elements of KEM consisted of sixty nine elements, and were proposed by two phases. Also, based on interview process twelve items were newly recommended to supplement KEM elements.

The Trends and Prospects of ICT based Education (ICT를 활용한 교육의 동향과 전망)

  • Woo, Hyun-Jeong;Jo, Hye-Jeong;Choi, Yool
    • Informatization Policy
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    • v.25 no.4
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    • pp.3-36
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    • 2018
  • This article discusses the possibilities and limitations of ICT education by reviewing the previous research on its various aspects including educational goals, contents, methods, and evaluation. First, when it comes to its educational goal, the prior studies suggest that ICT education aims to nurture digital citizenship among students and to enable them to participate in different sectors of our society. ICT education characterizes the core capacities of its future learners as 'lifelong learners,' 'information producers/consumers,' and 'local/global citizens.' Second, in regard to the educational content of ICT education, researchers investigate SW education importantly: They develop the educational programs and examine the effectiveness of those programs. However, to ensure the relevancy of the educational contents to the future society, institutional support is imperative including facilitating educators' capacities and synchronizing ICT education with subject education. Third, as the educational methods, various ICTs such as flipped learning and augmented reality (AR) are being applied to actual classroom teaching. Research on the educational methods, which is the most vibrant area in the ICT education scholarship, is expected to improve the previous educational methods and to lead the qualitative development of ICT education. Fourth, the previous discussion on the educational evaluation focuses on computer-based evaluations. Educational evaluation using ICT will enable educators to assess the characteristics and achievement of an individual learner accurately and to lead them to apply a teaching-learning process effectively, which will ultimately enhance the effectiveness of educational evaluation. Along with the overall review on the possibilities of ICT education, this article discusses the limitations of the current ICT education and its implications for educational inequalities.

Design and Analysis of Educational Java Applets for Learning Simplification Procedure Using Karnaugh Map (Karnaugh Map 간략화 과정의 학습을 위한 교육용 자바 애플릿의 설계와 해석)

  • Kim, Dong-Sik;Jeong, Hye-Kyung
    • Journal of Internet Computing and Services
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    • v.16 no.3
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    • pp.33-41
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    • 2015
  • In this paper, the simplification procedure of Karnaugh Map, which is essential to design digital logic circuits, was implemented as web-based educational Java applets. The learners will be able to experience interesting learning process by executing the proposed Java applets. In addition, since the proposed Java applets were designed to contain educational technologies by step-by-step procedure, the maximization of learning efficiency can be obtained. The learners can make virtual experiments on the simplification of digital logic circuits by clicking on some buttons or filling out some text fields. Furthermore, the Boolean expression and its schematic diagram occurred in the simplification process will be displayed on the separate frame so that the learners can learn effectively. The schematic diagram enables them to check out if the logic circuit is correctly connected or not. Finally, since the simplification algorithm used in the proposed Java applet is based on the modified Quine-McCluskey minimization technique, the proposed Java applets will show more encouraging result in view of learning efficiency if it is used as assistants of the on-campus offline class.

An Empirical Study on the Education Effect of Business Simulation Game (경영 모의 게임의 교육 효과에 관한 탐색적 연구)

  • Kim, Sang-Soo;Rim, Seong-Taek
    • Information Systems Review
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    • v.8 no.2
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    • pp.173-188
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    • 2006
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is business simulation game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper examined the education effect of business simulation game. It was found that managers who were educated and trained with business simulation game were very satisfied with a business simulation game. Based on the statistical results, the method of business education using business simulation game was also suggested.