• Title/Summary/Keyword: 컴퓨터교사

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A Study on information & communication ethics education method for elementary school students (초등학생의 정보통신윤리교육 방안 연구)

  • Kim, Jeong-Rang;Min, Kyung-Min;Ma, Dai-Sung
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.225-233
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    • 2002
  • Students are getting more opportunities to use the internet at school and home with the development of information & communication technology and the spread of computers. It can be used for education; otherwise, it also has some negative side effects, such as, the circulation of unsound information, game addiction, the misuse and overuse of information. Information communication ethics education is needed to protect students from those negative side effects in cyber space. This paper presents the systematic education contents and ways to teach correct information communication ethics education form the results of questionaires to students, teachers and parents, and other related study.

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The Design and Implementation of Class Management System for Humanity Education (인성교육을 위한 학급경영시스템 설계 및 구현)

  • Kim, Gyeng-Tek;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.4 no.2
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    • pp.147-158
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    • 2001
  • Humanity education is the urgent and final problem of education all over the world. This study tries to promote intimate relationship, reliability, and openness between children and teacher which lack in intensive class, and establishes "Class Management System for Humanity Education" to experience an affirmative human relationship with children' s mutual group activities. "Class Management System for Humanity Education" is an integral system guiding a humanity factor only not presenting data, and is an appropriate system model for meeting information-oriented society actively as well as applying computer.

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A study on the enhancement of basic scholastic ability applied combined model of cyber home study (온라인 보충학습 결합 모형을 적용한 기초.기본학력 신장에 관한 연구)

  • Kim, Seung-Tae;Kim, Chul
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.9-16
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    • 2010
  • 미래의 교육은 전통적인 면대면 방식으로 이루어지는 오프라인 학습과 컴퓨터와 네트워크를 활용한 온라인 학습이 통합적으로 이루어지는 학습체계 속에서 교과서의 지식을 학생들에게 전달하는 방식의 기존 교육과는 매우 다른 모습을 보일 것이고, 학습자 중심의 개인별 맞춤식 교육을 지향하고, 원활한 의사소통 방법을 이용하여 협력 중심의 활동을 강조할 것이다. 이에 교육현장에서는 다양한 이론과 연구를 통해 교수 학습방법 개선하고, 기초 기본 학력 신장에 끝없는 노력을 기울여 왔다. 하지만 이처럼 부단한 노력에도 불구하고 기초 기본 학력의 성취 수준이 부족한 학생은 여전히 대부분의 학급에서 많이 존재하고 있다. 때문에 학생들의 학력과 교사의 지도방법을 신뢰하지 못하는 학부모들은 자녀들을 어릴 때부터 사교육으로 내몰고 있는 것이 우리 교육의 현실이다. 이러한 현실에 공교육을 보완하기위해 등장한 사이버가정학습이 그 취지에 맞게 공교육울 내실화하여 학부모와 학생들에게 신뢰성을 회복한다면 사교육비 경감 효과와 더불어 제대로 된 학교 교육의 정체성을 확보하게 될 것이다. 이에 본 연구에서는 블렌디드 학습모형의 하나인 온라인 보충학습 결합모형을 적용하여 학생들에게 학습에 대한 흥미와 지적 호기심을 자극함으로써, 기초 기본학습의 내실화가 이루어져 결과적으로 학생들의 기초 기본학력이 신장되었음을 확인하였다.

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Analysis on the Usage of Internet Games for Children with Decision Tree Rules (의사결정규칙을 이용한 아동의 교육용 인터넷 게임 활용실태 분석)

  • Kim, Yong-Dae;Jung, Hui-Suk;Choi, Eun-Jeong;Park, Byung-Sun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.389-400
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    • 2001
  • The Internet Game is widespreaded quickly on web, and there are many kinds of funny games for users to use easily, so that can be applied to ICT(Information Communication Technology)education. In this paper, we provide the analysis on the usage of Internet games for children and teachers that is conducted by the decision tree algorithm, which is one of the popular data mining techniques. The results show the pattern of children's and teachers' usages of Internet games.

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Development of a Web-Based Learning System for Enhancing Speaking Skills (말하기 기능 신장을 위한 웹 기반 학습 시스템 개발)

  • Park, Nam-Soon;Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.117-126
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    • 2002
  • Speaking skill is an important quality in expressing oneself in school life. Quite a few students experience difficulties at school because of the lack of adequate speaking ability. In order to help them, a Web-based speaking enhancement system is designed and developed using computers equipped with multimedia devices with which students can practice speaking while they are observing graphical representation of voices, which is to cause interest and voluntary participation in the learning activity. The learning system was tested on a group of 44 students of 4th grade in an elementary school. The students were divided into three smaller groups in terms of speaking ability. The experiment shows the effectiveness of the system in building speaking ability.

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A Study on Design Strategy of Effective Construction-Centered Instruction (효율적인 구조중심 수업설계 전략에 관한 연구)

  • Han, Sun-Gwan
    • Journal of The Korean Association of Information Education
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    • v.9 no.4
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    • pp.627-634
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    • 2005
  • In this paper, we proposed software design and construction methods along with instructional design theories in computer education. This research support a unified view of construction for starting instructional design. Ideas of concept mapping have been included in plans for software design based on these theories. Instructional design strategies are developed to allow teachers to easily form instruction plans and get an overview of the flow of the lesson content. We also analyzed the validity of these instructional design strategies.

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Neuro-Fuzzy Controller Based on Reinforcement Learning (강화 학습에 기반한 뉴로-퍼지 제어기)

  • 박영철;심귀보
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.5
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    • pp.395-400
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    • 2000
  • In this paper, we propose a new neuro-fuzzy controller based on reinforcement learning. The proposed system is composed of neuro-fuzzy controller which decides the behaviors of an agent, and dynamic recurrent neural networks(DRNNs) which criticise the result of the behaviors. Neuro-fuzzy controller is learned by reinforcement learning. Also, DRNNs are evolved by genetic algorithms and make internal reinforcement signal based on external reinforcement signal from environments and internal states. This output(internal reinforcement signal) is used as a teaching signal of neuro-fuzzy controller and keeps the controller on learning. The proposed system will be applied to controller optimization and adaptation with unknown environment. In order to verifY the effectiveness of the proposed system, it is applied to collision avoidance of an autonomous mobile robot on computer simulation.

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Specialized High Schools in Computer Percieved by Their Teachers and Students (컴퓨터 특성화고등학교에 대한 교사와 학생의 인식)

  • Jang, Han-Kee;Park, Jong-Un;Lee, Sang-Bong
    • Journal of Fisheries and Marine Sciences Education
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    • v.18 no.2
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    • pp.183-193
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    • 2006
  • The aim of this research is to present the fundamental data of the tangible school operation in order to get Specialized High Schools in Computer fixed firmly and developed. This project was made by analyzing and thorough investigations how teachers and students think of their school lives, curriculum, future guidances, and the pursuing directions of the school. And that is based on understanding Specialized High Schools distinguished from the traditional Business High Schools. In order to develop the Specialized High School Related Computer as the model of the Specialized High School in Korea, it is important that the government trains the teachers who give students satisfactions. Also for the prospective future of the Specialized High School Related Computer, it is necessary that a good curriculum are developed in detail and the superior students are accepted in their entrance. Also, the students brought by the good teachers will contribute to Korean computer industries. So then, the Specialized High School Related Computer will be dispersed as training computer talents.

The Effects of Mediated Computer Environments on Young Children's Representation of Replay (컴퓨터와 교사의 상호작용이 유아의 재연에 대한 표상력의 발달에 미치는 효과)

  • Park, Sun Hee
    • Korean Journal of Child Studies
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    • v.15 no.2
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    • pp.97-116
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    • 1994
  • This study investigated the effect of young children's interaction with a teacher and computer environments on their development of representational competence cf replay, the children's ability to construct and reconstruct actions. A pretest-posttest design with one experimental group and one control group was used; quantitative analyses, including interview assessments and coded observations of children's work in the context of educational interventions were supplemented by qualitative analyses of this work. Thirty-nine children (2-5 years of age) were randomly assigned to either an experimental or control group. The educational intervention provided to the experimental group involved a sequence of twenty sessions incorporating a series of three computer environments. A teaching strategy, based on Vygotsky's Zone of Proximal Development (ZPD) and Sigel's distancing theory, was used to mediate children's interaction with these computer environments. Results indicated that children's representational competence kept developing and reached a higher stage and the educational intervention fostered the development of representational competence, with strong evidence of near transfer but no evidence of far transfer. These results suggest that representational competence is a teachable concept and that a complex mediating structure allows children to reconstruct their previous experiences and apply them to problem situations.

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Design of U-School Framework Based on User-Centric Scenario (사용자 중심 시나리오에 따른 U-스풀 프레임워크 설계)

  • Hong, Myoung-Woo;Cho, Dae-Jae
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.283-291
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    • 2007
  • In the age of ubiquitous computing, computer systems will be seamlessly integrated into our everyday life, providing services and information to us in an anywhere, anytime fashion. This ubiquitous computing can be used for developing a ubiquitous learning (U-learning). In this paper, we present a framework for U-school in which ubiquitous computing technologies are applied to advance the existing ERSS (Korea's Educational Resources Sharing System). Our framework applies mobile, sensor, and context-aware technologies to the existing ERSS. This framework presents a user-centric learning environment, using user-centric scenario. The U-school with context-aware services therefore can lead to the just-in-time learning or learner-led learning based on dynamic contexts acquired from learners, teachers and computing entities.