• Title/Summary/Keyword: 컴퓨터 보조교육

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Development of Educational Electromagnetic Field Simulator and It's Applied to SCORM (교육용 전자계 시뮬레이터 개발과 SCORM 적용 검토)

  • 김태용
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.199-202
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    • 2004
  • In order to efficiently provide the learning ability for engineering education, electromagnetic field simulator have been developed on lava 2 platform. Each simulation module based on lava applet can be easily utilized with independent platform and provide GUI environment to set up physical conditions. The numerical results using computer animation technique are provided in real time. To aggregate and manage the learning objects, application of SCORM which is e-Learning standards is also studied.

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Analysis of paramedic students' needs for the major theme of emergency medical technology Using Borich need assessment and The Locus for focus model

  • Ahn, Hee-Jeong;Shim, Gyu-Sik;Lee, Hyo-Ju;Han, Song-Yi
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.251-258
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    • 2022
  • This study aims to provide basic data for reinforcing the learning competency of paramedic students by analyzing the performance, importance, and demand for the major curriculum of them. The participants of the study was 217 students from the Department of Emergency medical technology from 3 universities in Chungnam, and the survey data collection period was from December 13 to December 24, 2021. As a result of the study, 'Education for Ambulance management', 'Education for maintaining professionalism after graduation', 'Education for In-hospital patient monitoring' are highly required by Borich need, and 'Education for medical oder from a doctor, Education for han dover to In-hospital medical staff', 'Education for non-traumatic emergency patient treatment', 'Education for In-hospital patient monitoring', and 'Education for In-hospital medical assistance' are the top priority areas of the LF model. It is judged that it is necessary to reinforce the curriculum corresponding to in order to strengthen the learning capabilities of paramedic students.

Relationships Between Student Cognitive . Affective Characteristics and Conceptual Understanding from Individual CAl for Science Learning (과학 학습을 위한 개별적인 CAI에서 학생들의 인지적.정의적 특성과 개념 이해도의 관계)

  • Noh, Tae-Hee;Kim, Kyung-Sun
    • Journal of The Korean Association For Science Education
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    • v.25 no.7
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    • pp.728-735
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    • 2005
  • In this study, relationships between student the cognitive affective characteristics and conceptual understanding from individual computer-assisted instruction were investigated. Tests regarding field dependence-independence, learning strategy, self-regulated ability, visual learning preference, goal orientation, self-efficacy on ability, and computer attitude were administered. After having been taught by means of a CAl program, a conception test on molecular motion was administered. It was found that student conceptual understanding was significantly related to field independence, learning strategy, self-regulated ability among the cognitive characteristics and visual learning preference, goal orientation, self-efficacy on ability among the affective characteristics. Multiple regression analysis of the cognitive characteristics on conceptual understanding found that field dependence-independence was the most significant predictor. Self-regulated ability and a deep learning strategy were also found to have predictive power. Lastly, analysis of the affective characteristics, visual learning preference and self-efficacy on ability exposed them to be significant predictors of student conceptual understanding.

An Analysis of the Effect of an Ontology-Based Information Searching Model as a Supplementary Learning Tool (학습 보조 도구로서 온톨로지 검색 모델의 효과 분석)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.159-168
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    • 2011
  • This study analyzed whether the ontology-based information-searching model affected the ability of students to effectively search for meaningful information to carry out their projects. The experiment results illustrated that the amount of relevant information sought by the ontology-based information retrieval (OIR) method was significantly greater than that of the existing information retrieval (EIR) method. In addition, the relevance rate of the bookmarked documents sought by the OIR method was significantly greater than that of the EIR method. Interviews showed that the OIR model was helpful for students to effectively find information and thus, it helped them to complete the project more easily. Furthermore, the OIR model was beneficial for them to understand the subordinate concepts and their relationships for an important learning concept. The results of this study indicate that the OIR model could be used as a supplementary learning tool for project-based learning.

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Development and Evaluation of Web-based Instruction for the Physical Education of a Middle School (웹 환경에서 중학교 체육교과 보조학습 시스템 개발 및 평가)

  • Lee, Young-Gil;Kim, Kwang-Baek;Lho, Young-Uhg
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.163-171
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    • 2003
  • There are making epoch changes of a teaching method and educational contents as information communication technology (ICT) introduced to school education. The 7th curriculum induces that teaching hours should be assigned to education using ICT more than 10% of all classroom work hours. In this study, we established basic course of courseware design for applying ICT to physical education effectively in the 7th curriculum. We developed distance-learning program for motion of short-distance race and the entire his power race in middle school using Web. Flash and Database. And we evaluated efficiency by students that are 4 classrooms (140 persons) after teaching using the WBI. According to results of questions and a test, the students expressed that education using ICT make understanding of instruction substance effectively. concentrating their attention on teaching and concerning in teaching actively.

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알기쉬운 전자정보처리조직(EDPS)1

  • Korean Library Association
    • KLA journal
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    • v.21 no.4
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    • pp.19-28
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    • 1980
  • 과학문명이 고도로 발달함에 따라 모든 문제의 해결에 있어서 신속하고 정확하게 처리할 수 있는 기법의 개발이 고조되어 왔다. 이러한 시대적 요구에 부응하기 위해서 인간은 Computer를 만들었고, 이를 실제로 여러 분야에 활용함으로써 괄목할만한 성과를 이룩해 왔다. 그리고 앞으로는 더욱 더 인간 생활의 여러 분야에 깊이 응용될 전망이고 보면, 정보처리조직 분야는 결코 소수의 특수 분야에 특정인들의 생활 도구로 활용되는 것이 아니라 모든 사람의 필수적인 생활 도구화하는 추세이다. 특히 우리나라에서 Computer가 활용되기 시작한 역사는 일천하지만 활용분야나 그 질적인 면에서 대단한 성장을 계속하고 있는 실정이다. 따라서 오늘의 시점에서는 정보처리조직에 대한 기본적인 지식과 활용 기법은 누구나 이해할 필요성이 제고되고 있는 것이다. 이와 같은 추세에 따라 관심을 가지고 정보처리조직에 대한 교육을 실시하고 있다. 따라서 도서관자동화논의가 한창 진행되고 있음에 보조를 맞추는 뜻에서 본 전자정보처리조식개론을 게재하는 바입니다. 그래서 본서는 위에 지적한 사항을 유념하여 전체구성을 10개 Chapter로 엮었다.Chapter 1과 Chapter2는 컴퓨터의 개요와 Computer에서의 자료의 표현방법을, Chapter3 부터 Chapter5까지는 기억장치와 중앙처리장치를 비롯하여 입출력장치를 ,Chapter6부터는 각 프로그래밍 언어의 특성과 오퍼레이팅 시스템 및 기타 사항 등으로 되어있다.

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Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.

Implementation of Korean Error Correction System (한국어 오류 교정 시스템의 구현)

  • Choi, Jae-hyuk;Kim, Kweon-yang
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.115-127
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    • 2000
  • Korean error detectors of word processors have defects such as inconvenience that users choose one of error groups, lower detecting rate of 60%, and slow processing time. In this study, I proposed a resolution method of these defects. For these, I applied bidirectional longest match strategy for morphological analysis to improve processing time. I suggested dictionaries and several algorithms such as seperation of compound noun and assistant declinable words, correction of typing error to improve processing time and to guarantee correction accuracy. I also suggested a distinguishable method for dependent noun/suffix and Josa/Eomi where many ambiguities are generated, and a distinguishable method for Korean "로써/로서" to improve the reliability of the correction system.

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Implementation of 3D Korean Manual Alphabet Animation (수화 아바타를 위한 3D 지화 애니메이션)

  • Ahn, Chang;Bae, Woo-Jeong;Song, Hang-Sook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.627-630
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    • 2001
  • 정보화 시대를 살아가는 구성원중 하나인 청각 및 언어 장애인들의 경우, 정보 전달 및 소통이 필요한 일상 생활은 물론, 교육 현장에서도 어려움을 겪고 있는 것이 현실이다. 따라서 이러한 어려움을 극복하기 위해 장애인 보조 시스템의 개발이 진행되고 있으나 그 결과는 아직 미미하다. 본 논문은 청각 및 언어 장애인들에게 컴퓨터와의 상호 작용을 통해 정보 전달을 지원할 수 있는 시스템을 구축하여 더 나은 교육 환경을 제공하는데 그 목적이 있다. 즉, 사이버 공간에서 수화하는 아바타를 통해 정보를 전달하는 시스템을 설계하고 구축한다. 그 첫 번째 단계로써 입력 장치를 통해 받아들인 단어를 자소별로 변환한 뒤, 3D 지화 애니메이션으로 표현하였으며, 이 연구 결과는 수화 아바타 시스템의 기반이 될 것이다.

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The Analysis of Discussion Activities and Participants' Behavior in the e-BBS based on a Structural Analysis (구조적 분석에 의한 e-BBS 토의 활동 및 참여자의 행동 분석)

  • Moon, Gyo Sik
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.41-51
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    • 2006
  • Educators have recognized the usefulness of the e-BBS(electronic-Bulletin Board System) as an asynchronous communication medium for collaborative learning. However, theoretical outcomes to understand the structural analysis of thc e-BBS are not adequate enough. As a consequence, we are left with inadequate supportive tools to understand complex communication phenomena and to assist teachers to guide students to educational purposes. This can cause teachers to have a laissez-faire approach using BBS as a communication medium for education due to the lack of understanding the structural and overall situation. To address this issue, this paper presents a theoretical foundation to help understand the structure of discussion activities via the e-BBS and then presents a computational model, based on the structural analysis, for the behavioral analysis of participants. The formal representation of bi-directional discussion activities is realized by devising two graphs - the reply graph and the connection graph. Various measurements and statistics for the analysis are presented in the paper. To clarify the analysis, we classify the results produced through the analysis of discussion activities and participants' behaviors.

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