• Title/Summary/Keyword: 앱 기반 학습

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App contents plans for convergence education of French literature (프랑스 문학의 융합교육을 위한 앱 콘텐츠 설계)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.281-286
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    • 2014
  • Humanities knowledge makes the learners overcome the boundaries of study and can be applied variously by means of contents for study. This paper suggests application contents plans designed as the learning tools for blended learning, which can be sure of the possibility to the extension of other fields. Literary education with application contents has effects followings: First, smart device based on the web under the ubiquitous circumstances has the information system like the neuron's. So the application selects the necessary information and makes the contents for infusion into the education. Also it provides with more abundant and extended information system. With this approach, learners are able to get further literary knowledge and promote the ability for tapping them for new knowledge as well. Lastly, literature applied to the class with web contents is based on the foundation that creates new knowledge necessary for culture, arts, and so on. As a result, the education using web contents achieves the boundless of study, which is the final goal of the blended learning.

A Study on SW Development Process for Increasing Computational Thinking (컴퓨팅 사고력 신장을 위한 SW 개발 프로세스 탐구)

  • Yoo, In Hwan
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.51-58
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    • 2016
  • The importance of SW education is being stressed recent days, and the App Inventor is getting attention as a tool of SW education. In this study, I have developed an app Inventor instruction model, which is based on the Design Based Learning and integrated with elements of computational thinking. And I taught the student to apply this model. and then analyzed the app production process and the changes of student. In developing the app, students defined the problem and made a plan to resolve them. And this student had have a sense of accomplishment and self-confidence through practical experience to implement it in their own source code.

A Case Study on Design Classes using Blended Learning -Focused on Team Project and Smart Device App-based Learning- (혼합학습(Blended Learning)을 적용한 디자인 수업 실증사례 연구 -팀 프로젝트와 스마트디바이스 앱 기반 학습을 중심으로-)

  • Kim, Jin Hee;Kim, Hye Kyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.271-284
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    • 2021
  • This study presents the educational utility of blended learning by analyzing the effectiveness of learning after class by blending team project learning and smart device app-based learning methods. Qualitative analysis and survey analysis were conducted and the results were as follows. First, team project activities based on task resolution were conducted freely through detailed activities such as sharing roles, planning meetings, and coordinating opinions. Team activities were carried out with respect and consideration, team member bonding, and a sense of responsibility. Second, the smart device app is recognized as a medium for work and communication, and fast feedback has been made, making it highly impactful on classroom activities. Third, in terms of learning satisfaction, most learners showed an interest in the course and were satisfied with the project results. The smart device app was used as a learning and communication medium for personal and team activities and was analyzed as a blended method applicable to classes that conduct practical activities as an efficient tool to further activate project activities.

A Study on the Affordance Factors for Enhancing Safety Behavior in Safety Education App (안전교육 앱에서 안전행동 증진을 위한 어포던스 요인에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.489-497
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    • 2016
  • This study focused on the focus group interview based on the questionnaire. Prior to the interview, we used questionnaires from the previous researchers in order to select the questionnaires and interviews of the focus group. In order to measure the possibility, which is the expression characteristic of the safety education app, the items related to cognitive, sensual, physical, and safety behaviors were used as constituent factors. And the safety education app to analyze was selected 'Water Go GO!' App developed by the National Emergency Management Agency. The results of this study are as follows: First, the learner should help to participate in learning continuously in order to make meaningful learning activities in safety education app learning environment. Second, learners must interact with mobile devices in their apps to facilitate learning while reducing the number of factors that can interfere with learners' learning. This study is meaningful in that it can utilize this design principle as a guideline for enhancing safety behaviors.

Immersive Storybook Contents based on Virtual Reality (가상현실 기반으로 한 몰입형 동화 콘텐츠)

  • Song, Mi-Young;Kim, Hae-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.55-56
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    • 2022
  • 본 논문에서는 유·아동의 독서활동을 돕고자 기존에 있는 동화책과 가상현실 기술을 결합한 몰입형 동화 콘텐츠를 제안한다. VR 환경은 3D 입체 환경을 통한 중다감각적 상호작용을 가능하게 하여 학습자로부터 동기를 유발시킨다. 프로그램이 시작되면 컨트롤러가 활성화되며 동화보기, 미니게임 등 동화에 직접적으로 참여하여 즐길 수 있는 콘텐츠로, 향후 유·아동의 교육적인 면에서도 더욱 효과적일 것으로 기대된다.

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Suggestion of Selecting features and learning models for Android-based App Malware Detection (안드로이드 기반 앱 악성코드 탐지를 위한 Feature 선정 및 학습모델 제안)

  • Bae, Se-jin;Rhee, Jung-soo;Baik, Nam-kyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.377-380
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    • 2022
  • An application called an app can be downloaded and used on mobile devices. Among them, Android-based apps have the disadvantage of being implemented on an open source basis and can be exploited by anyone, but unlike iOS, which discloses only a small part of the source code, Android is implemented as an open source, so it can analyze the code. However, since anyone can participate in changing the source code of open source-based Android apps, the number of malicious codes increases and types are bound to vary. Malicious codes that increase exponentially in a short period of time are difficult for humans to detect one by one, so it is efficient to use a technique to detect malicious codes using AI. Most of the existing malicious app detection methods are to extract Features and detect malicious apps. Therefore, three ways to select the optimal feature to be used for learning after feature extraction are proposed. Finally, in the step of modeling with optimal features, ensemble techniques are used in addition to a single model. Ensemble techniques have already shown results beyond the performance of a single model, as has been shown in several studies. Therefore, this paper presents a plan to select the optimal feature and implement a learning model for Android app-based malicious code detection.

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Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

Development of Lecture Assistant Apps Using NFC Protocols (NFC 기반의 강의 도우미 앱 개발)

  • Kim, Dong Kwan;Kim, Min Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.293-294
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    • 2016
  • 본 논문에서는 대학교 강의 효율 향상을 위한 학습 지원 시스템을 제안한다. 해당 시스템은 교수와 학생의 스마트 폰을 이용한 온라인 출석부를 지원하고, 학생의 스마트 폰 사용을 일정 시간 제한할 수 있다. 온라인 출석부는 별도의 서버에서 저장 관리되며, 비접촉식 근거리 통신 방식인 NFC를 통해 출석 유무를 점검한다. 효과적으로 스마트 폰을 제어하기 위해, 인터넷 모드, 매너 모드, 제어시간 등이 결정되며, 결정된 정책에 따라 학생의 스마트 폰은 관리된다.

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An Analysis of Middle School Students' Perceptions and Learning Satisfaction in SMART Learning-based Science Instruction (스마트러닝 기반 과학수업에 대한 중학생들의 인식과 학습만족도 분석)

  • Park, Su-Kyeong
    • Journal of the Korean earth science society
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    • v.34 no.7
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    • pp.727-737
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    • 2013
  • The purpose of this study was to investigate the middle school students' perception and their learning satisfaction in SMART learning based science instruction. Three types of modules on the solar system and lunar phases unit at the middle school level were developed and lessons on each module were taught to 207 student participants. All participants were provided with tabletPC(iPad2) with iOS5 installed, and using astronomy app Solar Walk, mirroring function, QR code, and Google Presentation, the lessons were carried out both in classroom and at home. The instrument for assessing students' perception on the SMART learning-based instruction was developed based on 4 factors including Self-directed, Motivation, Adaptiveness, and Technology Embedded, with a Likert scale from 1-5 on 20 items. The learning satisfaction survey instrument was originally from Keller's work (1987), and its test items were adapted and modified. To reveal the perception and learning satisfaction about SMART learning-based science lessons, the participants were comparatively analyzed by gender and science achievement levels. Results indicated that male students showed positive perception for the SMART learning-based instruction. Group with higher science achievement scores showed more positive perception of the SMART learning-based instruction in terms of Self-directed and Motivation factor. Also, the learning satisfaction of male students was higher than female students and group with higher academic ability more satisfied with the SMART learning-based instruction than the low group. The results provide implications for future development of programs and help set a direction of increasing the use of a SMART learning-based science in school.

Designing an App Inventor Curriculum for Computational Thinking based Non-majors Software Education (컴퓨팅 사고 기반의 비전공자 소프트웨어 교육을 위한 앱 인벤터 교육과정 설계)

  • Ku, Jin-Hee
    • Journal of Convergence for Information Technology
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    • v.7 no.1
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    • pp.61-66
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    • 2017
  • As the fourth industrial revolution becomes more popular and advanced services such as artificial intelligence and Internet of Things technology are widely commercialized, awareness of the importance of software is spreading. Recently, software education has been taught not only in elementary school and college but also in college. Also, there is a growing interest in computational thinking needed to solve problems through computing methodology and model. The purpose of this study is to design an app inventor course for non-majors software education based on computational thinking. As a result of the study, six detailed competencies of computational thinking were derived, and six detailed competencies were mapped to the app inventor learning elements. In addition, based on the computational thinking modeling, I designed an app inventor class for students who participated in IT curriculum of university liberal arts curriculum.