• Title/Summary/Keyword: 디지털 기반 교육

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Exploration of Digital Textbook Adoption and Implementation based on an extended Technology Acceptance Model (확장된 정보기술수용모델(TAM)을 기반으로 디지털교과서 수용 및 활용 탐색)

  • Suh, Soon-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.265-275
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    • 2011
  • The purpose of this study was to identify the factors that determined the adoption of digital textbook among elementary and middle school teachers, and to propose and validate a revised Technology Acceptance Model. The study was grounded in the innovation diffusion theory and the attribute factors proposed in the theory were used in the model. More specifically, observability, compatibility, and subjective norms were proposed as external factors and usefulness, easy of use, intention to use were proposed as internal factors in the proposed model. It was found that (a) observability, compatibility, and subjective norms were the main external factors that influenced the teachers' intention to use digital textbook and (b) the revised TAM was validated.

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The impact of TBL(team-based learning) on nursing students (간호대학생에 팀기반 학습 적용의 효과)

  • Han, Su-Jeong
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.595-602
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    • 2013
  • The purpose of this study was to examine the effects of Team-based learning(TBL) program on learning motivation and learning attitude in nursing students. This study was an one-group pretest-posttest design. Nursing students were participated. TBL program was carried out for 100 minutes a week for 4weeks. Data were collected by questionnaires from nursing students from 4, October to 11, November, 2011. Data were analyzed by paired t-test. After TBL program, significant improvement was found in learning motivation and learning attitude. Therefore, the programs based on TBL are effective for enhance learning motivation and learning attitude, they will be used widely in the nursing education.

Development of Artificial Intelligence Education System for K-12 Based on 4P (4P기반의 K-12 대상 인공지능 교육을 위한 교육체계 개발)

  • Ryu, Hyein;Cho, Jungwon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.141-149
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    • 2021
  • Due to the rapid rise of artificial intelligence technology around the world, SW education conducted in elementary and secondary schools is expanding including AI education. Therefore, this study aims to present an AI education system based on 4P(Play, Problem Solving, Product Making, Project) that can be applied from kindergarten to high school. The AI education system presented in this study is designed to be applied in 4P-based Play, Problem Solving, Product Making, and Project 4 stages so that it can be applied by school age and step by step. The level was presented by dividing it into two areas: AI literacy and AI development. In order to verify the validity of the developed AI education system, the Delphi method was applied to 15 experts who had experience in SW education or AI education. The AI education system derived as a result of the verification will be able to contribute to the development of a content system for AI education at each school level in the future.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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e-Learning과 ASP를 활용한 기업정보시스템 학습모델 구현방안 및 사례연구

  • 이학주;이연우;오병기
    • Proceedings of the CALSEC Conference
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    • 2003.09a
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    • pp.336-341
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    • 2003
  • 1.연구배경 사회환경이 변화하고 정보통신기술 인프라가 성장함에 따라, 전통적 교수학습 방법에서 e-러닝, 사이버, 교육, 온라인 교육 등으로 불리는 디지털 기반 교육으로 패러다임의 전환이 이루어지고 있으며, 우리나라의 경우 초고속 인터넷망이 잘 구축되어 교육훈련 목적의 콘텐츠 및 학습과정을 효과적으로 전달할 토대를 갖추고 있다.(중략)

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교육과정과 디지털 콘텐츠를 연결한 링크드 데이터 프로파일 활용 방안

  • Jeong, Hyeon-Suk
    • Information and Communications Magazine
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    • v.31 no.12
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    • pp.81-88
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    • 2014
  • 본고에서는 교육내용 성취기준 링크드데이터 프로파일 설계 및 활용에 대해 소개한다. 성취기준은 학생들이 학습의 결과로 반드시 알아야 할 지식, 능력 및 태도를 구체적으로 명시한 것으로서 국가 교육과정의 중요한 요소로 인식되고 있다. 따라서 교수학습지원시스템은 성취기준 링크드데이터 프로파일을 기반으로 교육과정, 수럽계획, 학습자원, 평가 등을 연계할 수 있도록 구현되어야 한다.

Development of Network and Digital creation tools Curriculum Model to consider understanding concepts and learning activity (개념이해와 학습활동을 고려한 네트워크 및 디지털 창작도구 교육과정 모델 개발)

  • Sung, Younghoon;Jeong, Youngsik;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.563-574
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    • 2016
  • This paper is a research on the curriculums of network and digital creation tools among SW education in order to apply them to SW curriculum in education fields. For doing so, a curriculum model was developed by extracting main key words through the analyses of domestic and foreign SW curriculum, and reorganization of concept understanding and learning activity elements was made so as to be fit to characteristics of each curriculum. And curriculums were remodeled by curriculum such like concept understanding was focussed in network, activities in digital creation tools and its validity was suggested through expert verification by composing contents elements based on the results. Also, this model was proposed so that each school could recompose it easily by combining contents elements of other curriculums. Therefore, the suggested model could be utilized as a basic research data in applying domestic SW curriculum standard model.

Contents Development of PBL-based Integrant Design Course for Creative Design Capability -Focusing on Logic Circuit Design Textbook- (창의적 설계능력을 위한 PBL기반의 요소설계 콘텐츠 개발 - 논리회로설계 교재를 중심으로 -)

  • Lee, Jae-Min
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.413-420
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    • 2012
  • In this paper, PBL-based design education(PBDE) techniques for effective engineering design education to assess the infrastructure and outcome of creative engineering education which has been recognized as an important target in accreditation system of engineering education and a case of contents development as PBDE application to the logic circuit design that is essential integrant course of IT division of universities is presented. Because integrant design is based on compositional technologies with restricted realistic constraints, design components and the application of realistic constraints are different from those of capstone design. PBL technique must be carefully considered as it is used for creative design education. We applied the developed content to real design classes for validation of its performance and effectiveness.

A Study of Guidelines Development on Digital Textbooks for Students with Disabilities applying Universal Design for Learning (보편적 학습설계를 적용한 장애학생 디지털교과서 제작 지침 개발 연구)

  • Cha, Hyunjin;Son, Jiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.2
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    • pp.51-66
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    • 2019
  • The Korean ministry of education has adopted an educational policy about digital textbooks at K-12 schools since 2018, in order to provide students with individualized learning contents and activities. However, digital textbooks has been yet prepared and delivered for the students with disabilities in the inclusive education. This study aims to develop the guidelines on digital textbooks for students with disabilities applying universal design for learning, recognizing the requirements for the digital textbooks which can be utilized in the K-12 inclusive classrooms for diverse students. In this respect, guidelines on digital textbooks were developed based on previous studies and cases. The first draft of guidelines were reviewed with two rounds of the delphi methods with special teachers. In addition, scenarios were developed, representing the rich educational contexts with digital textbooks applying the guidelines in a practical way for students with 4 types of disabilities. This study can contribute to establishing educational policies and environments related to the digital textbook development and dissemination for students with disabilities.

The impact of learners' gratitude disposition on computer thinking ability and digital efficacy in a Christian edu-tech program utilizing metaverse, generative AI, and Scratch based on a design thinking-based step-by-step process (디자인씽킹 기반 단계별 메타버스, 생성형 AI, 스크래치를 활용한 기독교 에듀테크 프로그램에서 학습자의 감사 성향이 컴퓨터 사고력과 디지털 효능감에 미치는 영향)

  • Su Yeon Kim;Bong ik Go;Eung gyo Seo
    • Journal of Christian Education in Korea
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    • v.78
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    • pp.231-262
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    • 2024
  • This study aims to explore the impact of learners' gratitude tendencies on computer reasoning and digital efficacy in a Christian program utilizing metaverse, generative AI, and Scratch at each stage based on design thinking (Chapter I). The subjects of the study are learners who participated in a youth Christian program for two weeks on January 20th and 27th, 2024, consisting of 22 middle and high school students. Gratitude tendencies, computer reasoning, and digital efficacy were measured through post-program surveys, and simple regression analysis was conducted. Open-ended survey questions were used for learner perception analysis (Chapter II). The research results showed that learners' gratitude tendencies significantly influence computer reasoning. Additionally, learners' gratitude tendencies significantly affect confidence and familiarity among the sub-dimensions of digital efficacy, while not showing a significant impact on usefulness. The significance of this study lies in specifically exploring learners' experiential perceptions in metaverse, generative AI, and Scratch utilization in design thinking-based edutech programs in Christian education. It is hoped that the results.