• Title/Summary/Keyword: 인터넷 수업

Search Result 340, Processing Time 0.031 seconds

An Instructional Learning Effectiveness of Network Concept by Problem-Oriented Learning for Computer Education in Elementary Schools (초등컴퓨터 교육에서 문제중심 학습을 이용한 네트워크 개념의 교수학습 효과)

  • Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.3
    • /
    • pp.91-99
    • /
    • 2004
  • Elementary school students have a great deal of interest in Internet games which provide integrated multimedia and so they become to know well the terminology used in network such as game server, Internet service, transfer time, etc. In addition, they are used to understand the technological phenomena occurring in internet. They, however, have difficulty understanding concepts and principles regarding the phenomena mentioned above because the educational contents in elementary school computer textbooks consist of only ICT education and its applications, i.e., tool-based technology. In this paper, we apply educational learning on network concepts which are the basis on the internet to classroom instruction by using problem oriented models. We conclude that the educational contents in elementary school computer education should be transferred to the area with principles and concepts.

  • PDF

A Study on The Educational Utilization of Webtoons Theoretical and Practical Evidence Exploration (웹툰(Webtoon)의 교육적 활용가능성에 대한 이론적, 실천적 근거탐색)

  • Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.6
    • /
    • pp.510-520
    • /
    • 2020
  • This study attempts to explore the educational applicability of webtoons. Webtoons have very useful educational elements in educational environments. First, they are extremely popular among learners of the internet age and not only do webtoon images provide immersiveness and enjoyment to learners in class environments based on text but the narrativity and contextuality of webtoons can also provide abundant material in connection with the subject. Also, the interactivity of the Web 2.0, a space where webtoons are circulated, can also be utilized in educational environments. This study attempts to explore grounds for detailed approaches for the educational applicability of webtoons using theoretical and practical methods. It is hoped that through this study, assessments can be made of positive prospects regarding the educational applicability of webtoons.

Analysis of Consideration Factors to Develop System for the Web-Based Discuss-Instruction (웹기반 토론 수업용 시스템 개발을 위한 고려 요소 분석)

  • Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
    • /
    • v.4 no.2
    • /
    • pp.41-50
    • /
    • 2001
  • Through WWW, one of Internet services, network infrastructure is grown explosively and web-based technologies have been developed tremendously. That technologies have had a potent influence on wide-area of society, so did educational area. Meanwhile, discussion is emphasized at school education because of its great advantages at a constructivist perspective and the part of performance assessment. But, there are many differences between web-based discuss-learning instruction and face to face discussion, because the former is based on interaction through the media especially networks. Consequently, in this paper, we look into about the consideration factors of the web-based discuss-learning instruction, and also study about the support system development factors and methods.

  • PDF

A design and analysis of Web-Based courseware for word processor (Web 기반 워드프로세서 코스웨어의 설계 및 분석)

  • Kang, Yun-Hee;Lee, Ju-Hong;Han, Sun-Gwan
    • Journal of The Korean Association of Information Education
    • /
    • v.7 no.2
    • /
    • pp.189-197
    • /
    • 2003
  • WBI(Web Based Instruction) has been confined to some course due to a burden of development of instruction materials. In this paper, we implemented a personalized instruction and learning system for Word Processor based on Internet by using WBI. Compared to the traditional instruction and learning method for Word Processor Education, the proposed method induce students to take an interest in the learning and make it possible to do student oriented instruction and learning due to the selection of specific contents according to student's ability and his/her learning step. And this system can evaluate the learning rate on the spot by using personalized homework and maximize learning effect by using feedback.

  • PDF

A Study on the Method for Activation of Cyber Class by Classification of Contents (콘텐츠 분류에 따른 사이버 수업 활성화 방안에 관한 연구)

  • Kim, kyung-hee
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2007.11a
    • /
    • pp.920-923
    • /
    • 2007
  • Cyber Educations of University are increasing in development of Contents and spreading Internet Network. We need to classify a cyber education by the type, and analyze environment. In addition, We need a measurement of effectiveness and the research of method for activation of cyber education. In this paper, we classify into partial cyber which is mixed face-to face lecture and cyber lecture and full cyber which is organized all cyber lecture, and investigate a satisfaction of learner. We analysis also the problem in cyber classes according to their types, and propose a plan for activation.

  • PDF

A drawing board system on based video (동영상 기반 드로잉 보드 시스템)

  • 고재남;정양권
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.11b
    • /
    • pp.512-516
    • /
    • 2003
  • 본 시스템은 기존의 영상 매체의 발달과 함께 생산되고 활용되어온 고급의 영상 정보를 활용하는데 있어서 보다 편리한 도구가 요구에 따라 개발하고자 하였다. 또한 인터넷의 발전은 교육 분야에도 많은 영향을 끼치게 되었으며, 이로 인하여 교육 소프트웨어 역시 여러 가지 형태로 개발되어졌다. 이러한 환경적 변화는 기 개발된 정보를 폐기하는 것이 아니라 재가공하거나 재활용의 필요성이 요구되고 있다. 또한 이러한 사용자들에게 편리하고 목적에 맞는 교육시스템이 절실히 요구되고 있는 실정이다. 지금까지 대부분의 동영상을 이용한 강의용 저작도구는 교육적 특성을 살리지 못하고 프레젠테이션을 이용하여 수업 목표 제시 정도로 수업에 사용되고 이를 극복하기 위해서는 고가의 비용이 투자되어야만 하는 실정이다. 따라서 본 연구에서는 동영상 기반의 다양한 목적으로 생산된 동영상을 이용하여 강의가 용이하게 이루어질 수 있도록 지원하는 드로잉 보드 시스템을 제시하고자 한다.

  • PDF

Effects of Avata on Students' Learning Achievement (학습동기 유발을 위한 아바타 활용 수업 개발)

  • Lee, Joon-Hwan;Park, Byung-Ho
    • Journal of The Korean Association of Information Education
    • /
    • v.8 no.4
    • /
    • pp.461-470
    • /
    • 2004
  • All over the world, the number of internet users has been increasing rapidly. In the middle of this rapid increase, there is Avata, which is popular to both adults and children by providing motivation and self-satisfaction. Therefore, the current study tried to find whether an instruction using Avata for the purpose of motivation has an effects on students' achievement among 6th graders. the results showed that the students' achievement in Language Arts, Mathematics, Social Study, and Science were improved significantly.

  • PDF

Design and Implementation of Web-based PBL System for Improving Learner's Interaction (학습자간의 상호작용 증진을 위한 웹기반 문제중심학습 시스템 설계 및 구현)

  • Lee, Jun-Hee
    • The Journal of Korean Association of Computer Education
    • /
    • v.11 no.3
    • /
    • pp.57-65
    • /
    • 2008
  • In the web- based educational system, how to improve interaction among learners are very important by the Internet. Therefore interpersonal interaction is essential for a good educational environment. In this paper, a web-based PBL(Problem-Based Learning) system is designed and implemented to improve learner's interaction. I investigated how the method for improving interaction affect PBL activities and how students perceive the web-based PBL learning experience. The result of experiment showed that the suggested system facilitated learners' self-directed learning process and interaction.

  • PDF

Design of Hangeul Orthography Instruction system in Elementary Schools (초등학교 한글 맞춤법 학습시스템 설계)

  • Hong, Sung-Ik;Kim, Dong-Ho
    • 한국정보교육학회:학술대회논문집
    • /
    • 2004.01a
    • /
    • pp.187-194
    • /
    • 2004
  • 초등학교 어린이들의 글쓰기 자료를 수집하여 분석한 결과 각 학년마다 공통적으로 오류를 범하는 글자가 있었다. 수업시간 또는 수업 후에 개개의 어린이들에게 맞춤법지도를 하고 올바른 한글 사용법을 가르쳐야 하겠지만 여건상 모든 어린이들을 상대로 지도한다는 것은 사실상 어렵다. 따라서 공통적으로 오류를 범하는 글자를 조사하고 올바른 표현법으로 수정하여 학습자료로 제작하면 맞춤법 지도에 특별한 시간을 할애하지 않더라도 학습자 개개인이 개별학습용으로 사용할 수 있다. 본 연구의 목적은 웹을 이용하여 올바른 한글 맞춤법에 대하여 인터넷과 컴퓨터라는 공간에서 시간과 공간의 제약을 받지 않고 상호작용이 가능하도록 구현하여 한글맞춤법 학습활동이 자기 주도적으로 이루어지도록 하는데 있으며 나아가 올바르게 한글을 사용하도록 태도를 형성하는데 있다.

  • PDF

Design of a Motivation Model for Reinforcing Evaluation on Mobile Learning Environments (모바일 학습 환경에서 평가를 강화한 동기 모형 설계)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
    • /
    • 2006.08a
    • /
    • pp.143-148
    • /
    • 2006
  • 정보 통신 기술의 발달과 학습자의 다양한 요구에 따라 온라인을 통한 웹기반 학습에 이어 휴대인터넷 (WiBro)과 UMPC (Ultra Mobile PC)를 비롯한 모바일 환경에서의 학습 시대가 열리게 되었다. 본 연구에서는 학습자의 특성을 고려하여 자기 주도적 학습 형태인 모바일 학습에서 학습자의 학습동기를 유발, 지속시키기 위한 방안으로써 Keller의 동기 유발 이론에 기초하여 학생들이 흥미를 잃지 않고 스스로 학습할 수 있도록 모바일 학습에 적합한 새로운 동기 모형을 제시하고자 한다. 본 동기 모형의 특징은 다음과 같다. 첫째, 교사들이 현장에서 이 모형을 바로 사용할 수 있도록 현실적이고 꼭 필요한 절차만 거치도록 하였다. 둘째, 다양한 평가 과정을 절차에 삽입함으로써 학습활동에 대한 보상과 강화를 학습중에 얻도록 하였다. 셋째, 개발된 콘텐츠를 수업안에 바로 적용시킴으로써 자연스러운 수업이 될 수 있도록 구성하였다. 넷째, 개별화에 중점을 두어 자기주도적인 학습이 가능하도록 하였다.

  • PDF