• Title/Summary/Keyword: 온라인 학생

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A Study on Automatic Classification of Profanity Sentences of Elementary School Students Using BERT (BERT를 활용한 초등학교 고학년의 욕설문장 자동 분류방안 연구)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.7 no.2
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    • pp.91-98
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    • 2021
  • As the amount of time that elementary school students spend online increased due to Corona 19, the amount of posts, comments, and chats they write increased, and problems such as offending others' feelings or using swear words are occurring. Netiquette is being educated in elementary school, but training time is insufficient. In addition, it is difficult to expect changes in student behavior. So, technical support through natural language processing is needed. In this study, an experiment was conducted to automatically filter profanity sentences by applying them to a pre-trained language model on sentences written by elementary school students. In the experiment, chat details of elementary school 4-6 graders were collected on an online learning platform, and general sentences and profanity sentences were trained through a pre-learned language model. As a result of the experiment, as a result of classifying profanity sentences, it was analyzed that the precision was 75%. It has been shown that if the learning data is sufficiently supplemented, it can be sufficiently applied to the online platform used by elementary school students.

VD-새싹벤처

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.90
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    • pp.26-26
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    • 2006
  • 온라인 교육이 확산되면서 인터넷을 통해 부족한 공부를 보충하려는 학생들이 많다. 하지만 문제는 집중력 저하. 이러한 문제를 해결하기 위해 젊은 기업, 메가브레인이 나섰다.

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A Design of Counselling System for Humanity Leading in School life (인성지도를 위한 웹기반 학생생활상담시스템의 설계)

  • Bae, Eun-Ho;Song, Dong-Young;Han, Dong-Woo;Youn, Sung-Dae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04b
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    • pp.1017-1020
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    • 2002
  • 학교교육에서 가장 필요한 요소인 상담을 온라인 상에서 가능하게 한 본 시스템은 웹상에서 사용 가능한 상담시스템으로 홈페이지를 통해 간단히 사용할 수 있으며, 1:1상담, 음성상담, 화상상담 등의 기본적인 상담 외에 인터넷 감시 기능을 통해 학생들의 불건전 사이트 접속을 막을 수 있는 특징이 있다. 또한 학생, 교사, 학부모간의 원활한 의사소통을 통해 학생에게는 보람있는 학교생활을, 교사와 학부모에게는 학생에 대한 올바른 이해를, 교사에게는 학생지도의 자신감과 사명감을 심어 줄 수 있는 특징이 있다.

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A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game (온라인 게임 과몰입 전문상담사 교육과정개발에 관한 연구)

  • Yoon, Hyung-Sup;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.31-41
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    • 2008
  • Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.

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An Analysis of Learners' Difficulties and Proposal of Learning Support Plan for the Expansion of Online Education in Domestic Universities (국내대학의 온라인교육 확대에 따른 학습자의 어려움 및 학습지원방안)

  • Kim, Jae-Yeob
    • Journal of the Korea Institute of Building Construction
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    • v.21 no.1
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    • pp.71-78
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    • 2021
  • The spread of COVID-19 and the advent of the Fourth Industrial Revolution have significantly affected the nature of college education causing many changes to the way it is conducted. One of these changes is the expansion of online education. The purpose of this study was to analyze the difficulties experienced by learners due to the transition to rapidly expanding online education at domestic universities, and to seek ways to support their learning through this new online platform. Results of a questionnaire showed that learners experienced difficulties in their interactions with professors because of the rapid transition to online education without adequate preparation. It was determined that there were not enough opportunities for communication between learners and professors as a result of non-face-to-face online education, and that learners did not receive Q&A or feedback quickly enough. The study also examined ways to ways to improve the effectiveness of online learning. Students showed a high preference for items such as "appropriate guidance regarding announcements such as lecture schedules," "providing lecture notes as learning materials."

Analysis of the effect of non-face-to-face online SW education program on the computational thinking ability of students from the underprivileged class (비대면 온라인 SW 교육 프로그램이 소외계층 학생의 컴퓨팅 사고력에 미치는 영향 분석)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.207-215
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    • 2021
  • As computational thinking has been noted as an important competency worldwide, SW education was introduced in the 2015 revised curriculum, and SW education has been applied to the curriculum from 2018. However, in a poor educational environment, the educationally underprivileged class is in the blind spot of SW education and is not receiving systematic SW education. Therefore, this study analyzed the effect of conducting a non-face-to-face SW online education program for 267 underprivileged elementary school students in education at a time when non-face-to-face online education was being conducted through the COVID-19 mass infectious disease. As a result of conducting the computational thinking ability test, which abstraction, problem decomposition, algorithm, automation, and data processing, before and after education, the overall score of computational thinking and the score of all five factors were statistically significantly increased(p<0.001). Among the five factors, there was the highest score improvement in data processing score. These results suggest that the non-face-to-face SW online education program is effective in improving the computational thinking ability of elementary school students from the educational underprivileged class.

Development of Six Thinking Hats Online Synchronous Discussion Tool to Facilitate Structured Interaction and Communication (구조화된 상호작용과 의사소통을 촉진하기 위한 육색사고모자 온라인 실시간 토론 도구 개발)

  • Koo, Yang-Mi;Seo, Jeong-Hee
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.107-121
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    • 2012
  • The purpose of this study is to develop online synchronous discussion tool based on De Bono's six thinking hats and to investigate availability and improvements of the tool. Analysis of previous studies about synchronous online discussion and six thinking hats and development of design strategies from 3C model, communication, coordination, cooperation, were done. Six thinking hats online synchronous discussion tool was developed and applied four times for 5 weeks in the 'fundamentals of computer science' course of college students majored in computer science. Qualitative data from open-ended survey and reflection paper of students, and field note of participant researchers were analyzed. As a result, six thinking hats online synchronous discussion tool facilitated student's interaction and communication in the aspect of communication, coordination, and cooperation of 3C model. However, some improvements are needed to overcome the limits of text-based online communication and to use six thinking hats online synchronous discussion tool as a tool to promote structured interaction and communication.

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The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning (온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구)

  • Baek, Sung-Hyun;Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.471-478
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    • 2009
  • In this paper, we intend to relive game addiction by educating game programming for students that suffer from game addiction. We had analyzed popular games at the present day and extracted factors related to information education from game programming tool. In addition, we had designed the practical lesson plan based on the instructional design model. We had applied the game programming project to students for a year and the results were as follows. First, we verified the drop of addiction propensity by performing the examination of game addiction scale with before and after T-test. Second, according to the results of analysis based on grounded theory, it saved game time and relieved game addiction. In conclusion, this study shows that the game programming project relieved game addiction.

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