• Title/Summary/Keyword: 모형놀이

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A Instructional Learning of Sort Algorithm by Role-play for Computer Education in the Primary School (초등 컴퓨터 교육에서 역할 놀이를 통한 정렬알고리즘의 교수학습)

  • 임화경;김진아;배진호;백대현;김현배
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.670-672
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    • 2004
  • 초등 교육 과정에서 컴퓨터 교육은 재량시간으로 컴퓨터의 개념과 원리의 이해보다는 도구로서의 기술 교육에 할애하고 있다 그러나, 초등학생들은 이미 생활에서 쉽게 접할 수 있는 정보화 시스템에 익숙하여 컴퓨터를 이용하여 다루는 기술은 교과의 수준을 상당히 갖추고 있다. 또한, 게임서버. 윈도우즈, 운영체제, 동영상/음악 파일 등의 다운로드/업로드 등의 단어에 이미 익숙해 있다. 이러한 용어들의 이해는 컴퓨터의 원리인 운영체제, 네트워크, 알고리즘, 프로그램 등에 대한 개념 교육으로 해결할 수 있다 따라서, 본 연구에서는 컴퓨터의 가장 중요한 원리인 알고리즘 중 정렬 알고리즘을 사례를 이용하여 역할놀이 모형으로 6학년 초등학생을 대상으로 학습을 수행하였다. 학습한 결과 정렬 알고리즘을 쉽게 유도해 냈으며. 질적인 분석으로 컴퓨터의 원리 교육에 대한 학습 효과가 있음을 보이고자 한다.

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Factors Influencing the Intention to Use Mobile Services in Academic Libraries (대학도서관 모바일 서비스 이용 의도에 미치는 영향 요인 분석)

  • Kim, Sung-Jin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.1
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    • pp.85-105
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    • 2014
  • The purpose of this study is to identify the factors that influence users' intention to use mobile services in academic libraries, based on the Davis' Technology Acceptance Model. This study employed both perceived usefulness and perceived ease of use, which were core variables in TAM, and added perceived playfulness that was recently applied to many researches on mobile system acceptance intention. As external variables, ubiquitous ability, context awareness, and mobile internet self-efficacy were employed. The data was collected from 325 surveys from two academic libraries and was analyzed with SPSS 18.0 and AMOS 21.0. As a result, perceived usefulness was the most significant factor in predicting users' acceptance intention and perceived ease of use was an indirect determinant of service usage. But perceived playfulness was not significantly correlated. Ubiquitous ability among external variables had a significant effect on perceived usefulness, context awareness did on both perceived playfulness and ease of use, and mobile internet self-efficacy did on perceived ease of use. Based on the findings, this study discussed theoretical and practical implications in academic library mobile service area.

User-participatory Design Process for School Forests - Focusing on Daegu Padong Elementary School - (이용자 참여형 학교숲 설계에 관한 연구 - 대구 파동초등학교를 대상으로 -)

  • Jung, Tae-Yeol;Kwon, Ji-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.50-61
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    • 2017
  • This study devised a user-participatory design process for users to participate directly in the design process and was implemented at Daegu Padong Elementary School. Users of the school forest were divided into four groups: the lower grades, the upper grades, local residents(parents included), and faculty. The methods of this study were image survey, preference survey, card playing, and model playing. Researchers investigated the level of user satisfaction the following year. The specific design process is as follows: First of all, the concept of the school forest was established through audio-visual education for students and image research was conducted through drawing and painting activities entitled 'The School Forest I Want'. Second, in the image survey, a survey of areas and facilities with high frequency use was conducted in the study of the lower grades, the upper grades, local residents, and the faculty. Image cards of spaces and facilities that showed high preference were produced and the cards were placed in four groups on the school lot plan to check the location of place and facilities desired. Based on this, a model and a basic idea were created through consultation with future users. Lastly, the study design was completed. After 1 year from the completion of the school forest, users were again surveyed regarding their satisfaction with use. The importance of this study is as follows: 1) Treating all potential users of a school forest as the subject of design participation, 2) Reasoning out a plan created by the users themselves through consultation and discussion throughout all steps of the design process, 3) Grasping how users utilize a school forest and the type of spaces most preferred via preference survey after completion of the school forest and showing the importance of user participation by showing that spaces preferred by users were similar to those in which experts were also highly interested.

모바일 서비스의 특성이 모바일 뱅킹 사용의도에 미치는 영향

  • Gu, Ja-Cheol;Kim, Nam-Hui;Seo, Yeong-Ho
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2006.11a
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    • pp.3-7
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    • 2006
  • 언제 어디서나 은행 업무를 처리할 수 있는 모바일 뱅킹 서비스는 모바일 환경의 급속한 성장으로 인해 관심이 높아지고 있다. 이에 본 연구에서는 새로운 채널로 부각되는 모바일 뱅킹서비스의 이용을 확대하기 위해서, 모바일 서비스 특성이 모바일 뱅킹 이용의도에 영향을 미치는 요인들을 규명하고자 한다. 이를 위해 정보기술의 수용 요인 분석에 유용한 TAM 모형을 기반으로 모바일 서비스 특성을 나타내는 즉시 연결성, 보안, 놀이성을 추가하였다. 또한, 모바일 서비스에 대한 개인의 신념이 모바일 뱅킹 사용의도에 미치는 영향을 살펴보고자 한다.

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The Perception and Needs Analysis of Early Childhood Teachers for Development of a Play-Based Artificial Intelligence Education Program for 5-Year-Olds (만 5세 대상 놀이중심 인공지능 교육 프로그램 개발을 위한 유아교사의 인식과 요구분석)

  • Park, Jieun;Hong, Misun;Cho, Jungwon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.39-59
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    • 2022
  • We analyze the perceptions and requirements of early childhood teachers for artificial intelligence(AI) education to develop an AI education program for 5-year-olds. As for the research methodology, we conducted a survey and an in-depth interview to extract the AI educational elements centering on the analysis stage, the first stage of the ADDIE model. The research result is that first, it is necessary to design a curriculum that combines the contents of early childhood education and AI education to be naturally accepted as AI education for 5-year-olds. Second, an evaluation tool for AI education that can showcase the teacher's reflection should be developed systematically. Third, it is necessary to support a play-centered AI education support and environment for early childhood teachers. Lastly, it is essential to establish a system that can be continuously operated in the field of early childhood education in consideration of AI education in the non-curricular curriculum. It is expected that in the future, a play-oriented AI education program for 5-year-olds will be developed to spread awareness of AI education for infants and present an AI education approach for each age and stage of learners.

A study on the modernization of 'Kokdugaksinorum' (<꼭두각시놀음>의 현재화 방안 연구 - 극단 '사니너머'의 <돌아온 박첨지 시즌2>를 중심으로 -)

  • Choe, Yunyoung
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.71-106
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    • 2016
  • This study analyzes the current work of the traditional theater around 'Back Parkcheomji(season2)' of theatre troupe 'Saninomou'. 'Back Parkcheomji(season2)' has proved that it is possible modernization while at the same time preserving the traditional theater. As a result, 'Back Parkcheomji(season2)' regained the spirit of contemporary social criticism and reality inherent in Kokdugaksinorum. The performance are beyond the traditional production method, which has created a new performance aspects. 'Back Parkcheomji(season2)' has created the puppets like this 'Kimga' 'Seweolho' 'Ryukbang' 'Chourani'. Traditional and creative dolls has criticized our modern society at the same stage. On the other hand, plays such as tightrope, Pungmul, Burna confirmed the spirit of Namsadangpae, and gave a dramatic fun. 'Back Parkcheomji(season2)' has dual stage. The dual stage will produce a magnificent spectacle, and has provided a variety of attractions. 'Back Parkcheomji(season2)' re-created the traditional theater of Namsadangpae in vivid contemporary version. The performance has made the opportunity to think again about the value of classical and allowed to recognize the new phase of classical theater.

A Role-play base Instructional Learning Design for Personal Information Management's Importance:Focus on the third-grade elementary students (개인정보 관리의 중요성을 교육하기 위한 역할 놀이 교수학습 설계 : 부산광역시 초등학생 3학년 대상으로)

  • Kim, Su-Jin;Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.73-83
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    • 2005
  • Recently, Internet utilization ratio of elementary school students is urgently increasing. On the other hand, elementary school students are not doing personal information management properly in the Internet. As a result, it is causing problem of information leakage. In this paper, we proposed a instructional learning method to teach importance of personal information management to an elementary school student. Proposed method is based on role-play instructional learning method. And applied to the third-year class in elementary school. We show that proposed method is effect in education than traditional teaching method about personal information management's importance.

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A Case based Multiplex Teaching and Learning Model to Improve the Educational Level of Information and Communication Ethics in Elementary School (초등 정보통신 윤리수준 개선을 위한 사례 기반 다중형 교수학습모형)

  • Lee, Dae-Ho;Cho, Gi-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.31-39
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    • 2011
  • Information and communication environment includes a lot of dangerous factors to elementary school children who do not establish their own value sense as well as its related knowledge yet. This paper proposes a case based multiplex teaching and learning model which leads students to participate and be interested in, then to improve the educational level of information and communication ethics in elementary school. This model progresses in centric of the conflict situations in information and communication ethics that can be commonly occurred in actual life. To adapt case based approach, three types of teaching and learning models, value conflict, value clarification, and role playing, are applied in a combined form. Along with applying the models, their educational effects have been compared and analysed in time sequence, in the educational level improvement point of view. The verification has been conducted by using surveys and questionnaires, in the four areas; cognitive, affective, behavioral, and then overall. The verification results show that the proposed method is effective to improve the educational level of information and communication ethics in elementary schooll.

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A Study on the Effects of the Characteristics of e-Learning Contents on the Repurchase Intention mediated by Trust and Relationship Commitment (e-Learning컨텐츠의 특징이 재구매 의도에 영향을 미치는 요인에 관한 연구 - 신뢰, 관계몰입의 매개효과를 중심으로)

  • 정인근;이명무
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.11a
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    • pp.129-132
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    • 2003
  • 본 연구에서는 사이버 교육(e-Learning)에서 컨텐츠 정보특성, 인터페이스 특성, 브랜드인지도, 부가서비스 제공 여부, 강사의 능력, 기술인프라 정도, 놀이성, 지각위험 등이 전반적인 만족도, 신뢰, 몰입 및 재구매 의도에 미치는 영향에 관하여 연구하고자 한다. 연구의 대상은 세 가지로 나누어 기업의 사내교육대상자, 학원 등 사교육대상자 및 대학교육대상자 등의 사이버 교육의 피교육자 유형에 따라 어떠한 e-Learning의 특성이 전반적인 만족도, 신뢰, 몰입 및 재구매 의도에 영향을 미치는가를 조사하기 위한 것이다. 연구모형에 포함된 변수는 기존의 연구에 근거하되 e-Learning의 특성적 요인을 포함하여 선정하였다. 사이버 공간에서 구매행위에 관한 연구는 다수의 연구자들(Jarvenpaa 등, 1997; Eugene 등, 1995; Parasuraman 등 1996; Spiller 등, 1998; O'keefs 등, 1998, Li, 등, 1999; Donthu 등, 1999; Macintosh 등, 1997; Garbarino 등, 1999)에 의해 다양한 방법으로 연구가 진행되었지만 본 연구에서는 e-Loaming의 환경적 특성에서 종합적 연구를 하고자 한다. 따라서 기존의 인터넷 환경 하에서 행해진 인터넷 컨텐츠의 특성에 관한 연구를 기반으로 사이버 교육(e-Loaming)의 특성과 부합하는 변수들을 연구 모형에 포함하였으며, 또한 사이버 교육에서 새롭게 부각되는 요인들을 부가하여(이승희, 2001; 박광태 등, 2002; Bonk, 2002; Learning Decisions, 2001) 연구모형을 설정하고 이를 근거로 실증연구를 수행 중에 있다.

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The Longitudinal Relationship among Paternal Involvement, Maternal Parenting Stress, Psychosocial Development of Infant during Infancy and Peer Interactions during Childhood (영아기 아버지 양육참여, 어머니 양육스트레스, 영아 심리사회발달과 유아기 또래상호작용 간의 종단적 관계 분석)

  • Jang, Hyo Eun;Kim, Choon Kyung
    • Korean Journal of Child Education & Care
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    • v.18 no.1
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    • pp.77-102
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    • 2018
  • The objectives of this study were to analyze the longitudinal mediation effects of maternal parenting stress and psychosocial development of infant on the influence of paternal involvement during infancy to children's peer interactions. For these objectives, latent growth modeling was used and adapted to the data taken from the Panel Study on Korean Children(PSKC), Wave I (0-year olds) to Wave III (2-year olds) and Wave V(4-year olds) to Wave VII(6-year olds). During a total of six years, 1,018 parent responded. The major results of this study were as follows. First, maternal parenting stress(initial status) had a significant mediating effect on the influence of paternal involvement(initial status) to children's play interaction(initial status). Second, maternal parenting stress(initial status/change rate) had a longitudinal mediating eff ect on the influence of paternal involvements(initial status/change rate) to children's play disruption-disconnection interactions(initial status/change rate). Third, psychosocial development of infants(initial status/change rate) had a longitudinal mediating effect on the influence of paternal involvement(initial status/change rate) to children's play interactions(initial status/change rate). Fourth, psychosocial development of infant(initial status) had a significant mediating effect on the influence of paternal involvement(initial status) to children's play disruption-disconnection interactions(initial status). The implications of the findings of the current study and suggestions for future research were also discussed.