• Title/Summary/Keyword: 컴퓨터 기반 교육 프로그램

Search Result 360, Processing Time 0.03 seconds

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
    • /
    • v.10 no.3
    • /
    • pp.251-263
    • /
    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.10
    • /
    • pp.199-208
    • /
    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.

The Application to the Programming Education Using UML and LabVIEW OOP (UML과 LVOOP를 이용한 프로그래밍 교육의 적용 방안)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.10a
    • /
    • pp.375-378
    • /
    • 2011
  • To learn a programming language as a text-based programming and a computer language suitable for a wide range, learner thinks it is very difficult. To represent a visual program is one way to solve this problem easily. The visual language such as Visual C++, Visual Basic and Delphi is represented an interface as the visual component and represented a component action as a text-based. The programmer is very difficult about the component action with text-based and dislikes programming. In this paper, so solve these problems, we use the UML for representing a logical thinking and supporting and object-oriented programming. We suggest for programming education method to replace text-based programming to LabVIEW OOP. In addition, we conduct a survey on how programming education and analyze the training effect.

  • PDF

Color-Histogram Descriptor for Augmented Reality on Non-Textured Objects (텍스쳐가 없는 환경에서 증강현실을 구현하기 위한 색상 히스토그램 지역 서술자)

  • Kim, Kang-Soo;Park, Jung-Sik;Seo, Byung-Kuk;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2010.07a
    • /
    • pp.201-204
    • /
    • 2010
  • 물체 인식 및 추적 기술은 기계가 영상 정보를 기반으로 주변을 인지하고 정황을 파악하는 컴퓨터 비전 분야의 매우 중요한 연구 영역 중 하나이다. 현재까지 이러한 물체 인식/추적에 대한 다양한 연구들이 있어 왔고, 최근 증강현실에 대한 높은 관심을 바탕으로 증강현실을 위한 영상 정보 기반의 정확하고 정교한 추적 기술에 대한 관심 또한 매우 높아졌다. 본 논문에서는 텍스쳐가 없는 단색의 블록에 대해 증강현실을 실현하기 위한 물체 추적 방식을 제안한다. 제안하는 방식은 다수의 블록들을 조합하여 구성하고, 이 조합으로부터 추출한 특징점에 색상 정보 기반의 지역 서술자를 정의함으로써 사전에 정의된 서술자와 의 비교를 통해 물체를 추적하는 방식이다. 제안된 추적 방식은 사전에 기준이 되는 지역 서술자를 정의함에 있어서 기준 영상에 다양한 어파인 변환을 적용함으로써 카메라와 대상물과의 각도가 큰 입력 영상에 대해서도 추적에 실패하지 않는다. 실험을 통해 제안된 방식을 집 모양으로 구성한 블록 조합에 적용하여 3차원 가상 콘텐츠를 증강시켜 봄으로써 제안된 방식의 유용성을 확인하였다. 제안된 방식은 텍스쳐가 없는 환경에서 사용자의 상호작용으로 텍스쳐를 구성하고 이를 추적하는 방식으로 향후 아이들을 위한 교육 프로그램, 모바일 기기에서의 응용 프로그램 등으로 적용 가능하다.

  • PDF

A the internet distance education system development of the LINUXBASED subtitle - A the center of textbook design module (리눅스 기반의 인터넷 원격 교육 시스템 개발-교재 설계 모듈을 중심으로)

  • 성평식
    • Journal of the Korea Computer Industry Society
    • /
    • v.2 no.2
    • /
    • pp.141-150
    • /
    • 2001
  • Within a context of rapid technological change and shifting market conditions, the education environment requires new paradigm of education delivery. In accordance of such a technological progress, distance education system, which makes the learning take place at anytime anywhere, overcoming barriers of time, or distance, is emerging as a mainstream of education delivery replacing the convectional one way delivery system from instructor to learners. This paper aims to introduce the development principle and algorithm about Instructional System Desgin(ISD) module, a part of a total solution for distance education services. It was developed on Linux, a free Unix-type operating system. Linux supports so various network protocols, sharing the network resources in a smooth way, that it is able to integrate with other operating system very easily, especially with Windows NT or Windows 2000 servers. In terms of quality, it never falls behind the windows products which are commercially available only. It is a right operating system for the such a school environment that is usually limited in budgets. The development environment of the distance education solution to which ISD module belongs is composing of Apache server for web server, lava bean based on components for ISD module, PHP, server-side scripting language, for HTML documents and MySQL for DBMS.

  • PDF

Development of Evaluation Items for Self and Peer Assessment of Team Members in Cooperative Learning (협동학습에서 팀 구성원의 자기 및 동료평가를 위한 평가문항 개발)

  • Boo, Sung-Mi;Park, Chan-Jung
    • The Journal of Korean Association of Computer Education
    • /
    • v.6 no.4
    • /
    • pp.1-10
    • /
    • 2003
  • There are various kinds of instructional models in the 7th national curriculum. Among them, cooperative learning is given to students in some schools. In cooperative learning, the items for assessing the team members are required in order to evaluate the individual activities for problem solving, and to know the way of objective thinking each student does. Web-based environment is good for cooperative learning. In this paper, as a previous research work of web-based cooperative learning, we propose new assessment items which are based on the outcome D belongs to the set of 11 student learning outcomes design attributed framework developed by ABET EC-2000 and the cognitive categories defined by Bloom's taxonomy. These assessment items consist of self and peer assessment. The self assessment items include the evidence of the students' thought and their own assessment. On the other hand, the peer assessment can give the students the opportunities to participate in their activities enthusiastically, to offer interactive individual feedbacks, and to develop potential through various experiences.

  • PDF

A Logical Modelling of Physical Entity Based On Message Model (Message Model에 기반한 Physical Entity의 논리적 모델링)

  • 조진영;최성혜;이정욱;최운돈;박종희
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2002.04b
    • /
    • pp.580-582
    • /
    • 2002
  • 지금가지 컴퓨터를 기반으로 하는 가상 공간에 관한 연구는 게임, 교육 시스템 가상 현실(VR) 등의 분야에서 많은 연구가 이루어지고 있다 그러나 기존의 연구분야는 그래픽스에 치중해오고, 가상 공간에서 다양한 변화에 관한 연구는 미흡하다. 그래픽스에 치우친 응용 프로그램은 처음에는 사용자의 몰입감을 높이지만, 가상 공간에서 정해진 변화로 인해 사용자의 흥미 유발을 감소시킨다. 그래서 가상 공간에서 다양한 변화를 나타내기 위한 연구가 있어 왔는데, 이들도 여러 가지 문제점으로 제한된 범위의 응용에서만 사용이 가능하다 본 논문에서는 이러한 문제점을 해결하기 위하여 존재성과 논리성을 가지는 physicalentity의 기본 구조와 Message Model에 기반하여 다양하고, 예측할 수 없는 상황을 전개해 나가는 방법을 제시한다.

  • PDF

Document Management System using XML/EDI in Education Web (교육망에 XML/EDI를 도입한 문서 관리 시스템)

  • Ko, Min-Jung;Chae, Ki-Joon
    • The Journal of Korean Association of Computer Education
    • /
    • v.3 no.1
    • /
    • pp.151-160
    • /
    • 2000
  • Public and private schools have close relationship with education-related organizations and they have exchanged formal documents to communicate each other. Introducing the XML/EDI used in electronic-commerce to the education web will make a great benefit for decreasing affairs in educational administration. In this paper, we implement a document management system using XML/EDI. This system makes it possible to treat documents which are not supported in current education-information-exchange system and can be added to the current system without any additional modification. We analyze the documents used in the current system and implement new types of tags suitable for education web. In addition, we difine new documents and DTD using only XML without any application software. This will have effects on reducing teacher's administrative work and enable teachers to concentrate on their teaching.

  • PDF

The Study on the Perception of Self-Regulation in Diabetic Patients (당뇨병 환자의 자기조절 인식에 관한 연구)

  • Han, Hye-Sook;Bae, Sun-Hee;Park, Young-Sun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.01a
    • /
    • pp.107-109
    • /
    • 2021
  • 본 연구는 당뇨병 환자의 자기조절에 대한 주관적 유형과 특성을 분석하고자 시도되었으며, 당뇨병 환자의 주관성을 연구하는데 효과적인 Q방법론을 적용하였다. 대상자는 제2형 당뇨병을 진단받은 사람으로서 경구약이나 인슐린 주사로 치료받고 있으나 현재는 입원한 싱태가 아닌 사람 38명으로 구성하였으며, Q표본 40개의 진술문을 가장 부정(-4)에서 가장 긍정(+4) 범위의 9점 척도 상에 분류하도록 하였다. Q분류된 자료는 QUANL PC program을 이용하여 주요인분석(principal component factor analysis)과 배리맥스 회전(varimax rotation)을 통해 Q 요인분석이 행해졌다. 분석결과 당뇨병환자 자기조절에 대학여 제 1유형은 근거기반 순응형, 제2유형은 위기의식 자립거부형, 제3유형은 정보기반 관계지향형, 제4유형은 자기신뢰 실천형, 제5유형은 주관적 결핍 기반 반응 행동형으로 5가지 유형의 관점을 보여주었다. 따라서 당뇨병 환자 효율적 관리방법을 위해 당뇨병 환자의 질병 관리의 부정적 행위 성향을 이해하고, 당뇨지식 교육, 당뇨관리 정보 및 긍정적 심리를 통한 자기조절 프로그램을 개발 할 필요가 있다.

  • PDF

Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration (조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구)

  • Chung, Seung-Ho;Choi, Eun-Suk;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.12
    • /
    • pp.891-899
    • /
    • 2009
  • We need education program and contents that satisfy on-off line's education maximize an initiative spirit development in an absence of UI design for infants and elementary students. For the multiplicity of inflection of these initiative spirit development education program, we need development of contents and teaching materials(Cre-kids) that can educate both in on-line and in off-line. Cre-kids are divided of four areas that are increased fluency, flexibility, originality and delicacy. Four areas are ideas of language, visual, making and computer. Through each area, we can develop children's systematic modeling idea ability. And we divide of fluency, flexibility, originality and delicacy each four areas and evaluate each aspect and mark for index. That is CDQ(Creativity Design Quotient). Through the evaluation result, we will be able to study about a modeling initiative spirit index.