• Title/Summary/Keyword: 컴퓨터 인터넷 학습

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Internet experience effect on Juvenile Delinquency (인터넷 경험이 청소년 비행에 미치는 영향)

  • Kim, So-joung
    • Korean Journal of Social Welfare Studies
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    • v.41 no.3
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    • pp.57-79
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    • 2010
  • This study set out to investigate internet experience effect on youth's delinquency. Specifically, internet experience means internet deviant behaviors and the frequency of the internet use including chatrooms, computer game, and pornography. Data came from Korea Youth Panel Survey 2007. Analysis methods hierarchical regression analysis. The major findings of this study are as follows. First, results showed that adolescents use computer every day about 2 hour 40 minutes for using internet such as chatrooms, computer game, and pornography. And 29.4% of adolescents reported internet deviance. Second, the internet use and the internet deviance influenced positively juvenile delinquency. Third, the relationship between internet use and juvenile delinquency was mediated by aggression and internet deviance. These results means that youth spend much time online every day for using internet, and engaged internet deviance. This online experience influence juvenile delinquency offline world. And limitations and implications of this study were discussed with respect to further studies.

Design and Implementation of WBI Platfom (WBI 플랫폼의 설계 및 구현)

  • Jung, Yong-Ki
    • Journal of the Korea Computer Industry Society
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    • v.5 no.9
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    • pp.947-958
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    • 2004
  • In this paper, various platforms are designed, where instructors and students can communicate each other to educate, ask and answer the questions interactivel under the WEB 3-based remote real-time instrurtions. The proposed system maximizes involvements among the students, instrurtors and administrators, which facilitate the understanding and progressive developments of the lessons and tasks to be performed. In the proposed education system, the instructors work as overseers for the study and the students benefit from comparative learning and pattern design. Also, the advantages of WBI are maximized, and the common factors among the mutual components are extracted and reused to avoid the confusion for the students. The advantages of the components are maximized and applied to the proposed system.

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A Design and Implementation of Web-based Test System using Computer-adaptive Test Algorithm (컴퓨터 적응형 알고리즘을 이용한 웹기반 시험 시스템 설계 및 구축)

  • Cho, Sung Ho
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.69-76
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    • 2004
  • E-learning is the application of e-business technology and services to teaching and learning. It use of new multimedia technologies and Internet to improved the quality of learning by facilitating access to remote resources and services. In this paper, we show a web-based test system, which is carefully designed and implemented based on the real TOEFL CBT. The system consists of a contents delivery mechanism, computer-adaptive test algorithm, and review engine. In this papepr, we describe design and implementing issues of web-based test systems.

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A technique to support the personalized learning based on the log data of piano chords practicing (피아노 코드 연습 데이터를 활용한 맞춤형 학습 지원)

  • Woosung, Jung;Eunjoo, Lee;Suah, Choe
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.191-201
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    • 2023
  • As Edutech arises which is integrating IT technology into education, many related attempts have been tried on music education area. The focus has been shifted from the teachers to the learners, and this makes the personalized learning emerge. The learner's proficiency is an essential factor to support the personalized learning. The chord fingering is an important technique in piano learning. In this paper, a personalized learning tool for piano chords has been suggested. And then, several utilization ways have been described by analyzing the chords patterns. Specifically, the difficulty of the chords and the proficiency of the learner are derived from the accumulated practicing log data of the users. More effective learning way of the chords has been presented through hierarchical clustering based on chords similarity. Furthermore, the suggested approach where only the practicing log data are used lessens the learner's burden to measure the proficiency and the chord's difficulty without additional efforts like taking tests.

A Design and Implementation of Non Real-Time Remote Lecture System on Web-Based (WMT를 이용한 웹 기반의 비 실시간 원격강의 시스템 설계 및 구현)

  • Kang, Ki-Jun;Seo, Young-Geon;Kim, Joong-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10b
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    • pp.1265-1268
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    • 2001
  • 인터넷의 급속한 보급과 사용자의 증가로 인터넷 서비스의 하나인 웹 중요성이 크게 대두되고, 이 흐름의 일환으로 여러 종류의 컴퓨터 응용이 쏟아져 나오고 있다. 이러한 주류 중에 한 흐름인 원격강의시스템은 미래 학습장을 발전시킬 수 있다는 점에 주안점을 두고 활발한 연구가 이루어지고 있는 분야이다. 원격강의시스템은 장소에 크게 구애받지 않고 교수자의 강의를 학습자가 같은 시간에 바로 학습한 수 있는 실시간 서비스와 교수자가 미리 강의한 내용을 학습자가 원하는 시간에 원하는 장소에서 학습할 수 있는 비 실시간 서비스로 나눌 수 있는데, 본 연구에서는 강의 컨텐츠 저작툴인 강의 녹화기와 저작된 강의컨텐츠를 웹 상에서 시공간에 구애받지 않고 학습 할 수 있도록 하는 클라이언트로 구성된 WMT를 이용한 웩 기반의 비 실시간 원격강의 시스템을 설계 및 구현하였다.

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An Implementation of SDG Program for English, Mathematics Cooperative Study (SDG기반의 영어, 수학 협동학습 프로그램의 구현)

  • Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.139-144
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    • 2010
  • In this study, we have propose an english, math education program to the children of elementary school and Single Display Groupware (SDG) technique was applied to implement the program. By SDG-based program, learners will be performed at the same time learning cooperatively. Finally, we have implement a prototype of SDG system and take a usability test with elementary school children.

Measurement of Political Polarization in Korean Language Model by Quantitative Indicator (한국어 언어 모델의 정치 편향성 검증 및 정량적 지표 제안)

  • Jeongwook Kim;Gyeongmin Kim;Imatitikua Danielle Aiyanyo;Heuiseok Lim
    • Annual Conference on Human and Language Technology
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    • 2022.10a
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    • pp.16-21
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    • 2022
  • 사전학습 말뭉치는 위키백과 문서 뿐만 아니라 인터넷 커뮤니티의 텍스트 데이터를 포함한다. 이는 언어적 관념 및 사회적 편향된 정보를 포함하므로 사전학습된 언어 모델과 파인튜닝한 언어 모델은 편향성을 내포한다. 이에 따라 언어 모델의 중립성을 평가할 수 있는 지표의 필요성이 대두되었으나, 아직까지 언어 인공지능 모델의 정치적 중립성에 대해 정량적으로 평가할 수 있는 척도는 존재하지 않는다. 본 연구에서는 언어 모델의 정치적 편향도를 정량적으로 평가할 수 있는 지표를 제시하고 한국어 언어 모델에 대해 평가를 수행한다. 실험 결과, 위키피디아로 학습된 언어 모델이 가장 정치 중립적인 경향성을 나타내었고, 뉴스 댓글과 소셜 리뷰 데이터로 학습된 언어 모델의 경우 정치 보수적, 그리고 뉴스 기사를 기반으로 학습된 언어 모델에서 정치 진보적인 경향성을 나타냈다. 또한, 본 논문에서 제안하는 평가 방법의 안정성 검증은 각 언어 모델의 정치적 편향 평가 결과가 일관됨을 입증한다.

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A Study on Application Method of Contour Image Learning to improve the Accuracy of CNN by Data (데이터별 딥러닝 학습 모델의 정확도 향상을 위한 외곽선 특징 적용방안 연구)

  • Kwon, Yong-Soo;Hwang, Seung-Yeon;Shin, Dong-Jin;Kim, Jeong-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.4
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    • pp.171-176
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    • 2022
  • CNN is a type of deep learning and is a neural network used to process images or image data. The filter traverses the image and extracts features of the image to distinguish the image. Deep learning has the characteristic that the more data, the better models can be made, and CNN uses a method of artificially increasing the amount of data by means of data augmentation such as rotation, zoom, shift, and flip to compensate for the weakness of less data. When learning CNN, we would like to check whether outline image learning is helpful in improving performance compared to conventional data augmentation techniques.

A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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DA Study on Learning for Preventing and Treating Juveniles' Addiction to the Internet-Application of a Cyber Mock Trial (청소년의 인터넷 중독 예방 및 처방 학습에 관한 연구-사이버 모의재판 적용)

  • Baek, Janghyeon;Kim, Do-yun;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.121-130
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    • 2003
  • As legal and technological actions to prevent and treat addiction to the Internet have reached their limit, the importance of educational methods as alternative measures is being recognized. The present study was attempted to propose the application of a cyber mock trial system as an educational method to prevent addiction to the Internet and to promote information communication ethics. The mock trial system was designed and implemented so that both open trials and closed trials could be held, and the process and results of trials could be discussed. To verify the effectiveness of learning method of cyber mock trial in preventing and treating addiction to the Internet, this study conducted and analyzed questionnaire survey about juveniles' class preparation, class participation, interest in classes, and the effects of classes.

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