• Title/Summary/Keyword: 컴퓨터 활용 교육

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A Visualization Tool for Prediction of Air Pollution Levels using Rainfall Information (강수량 정보를 이용한 대기오염도 예측 시각화 도구)

  • Jang, Hye-Ji;Jang, Won-Geun;Lee, Hu-Yong;Kim, Sung-Ki
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.1606-1608
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    • 2013
  • 대기 중에 비는 기체상태 혹은 입자상태로 대기오염물질을 습성침착 하는 대기정화작용을 한다. 환경과학분야에서는 이러한 자연의 대기정화 프로세스를 분석하여 강우량에 따라 대기정화 정도를 예측하기 위한 모델들을 제시하고 있고, 이러한 모델들을 이용하여 대기오염을 예보하는 응용이 확산되고 있다. 본 논문은 강수량에 따른 대기오염물질(NO2, PM10) 정화효과 모델을 기반으로, 강우량 정보를 이용하여 대기오염도 예측결과를 시각화하는 도구를 제시한다. 본 연구의 결과는 직관적인 대기오염피해를 예방하는 도구로서 활용 가능하다.

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.

The Effects of Chemistry Class Using Computer-Based Science Inquiry Program on Positive Experiences about Science, Science Core Competency, and Academic Achievement (컴퓨터 기반 과학 탐구 프로그램을 활용한 화학 수업이 과학 긍정경험, 과학과 핵심역량 및 학업성취도에 미치는 영향)

  • Kim, Sungki;Kim, Hyunjung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.107-123
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    • 2022
  • The purpose of this study is to investigate the effects of learning using computer-based science inquiry program. To this end, the three lessons computer-based science inquiry were developed in domain of material's properties. The developed program was put into K middle school located in Seoul and the effects were verified. For the experimental group, the three lessons computer-based science inquiry related to the separation of mixture were introduced, and for the comparison group, the contents presented in the textbook were introduced as a teacher-centered teaching method. To verify the effects of the program, 2-way ANCOVA was performed on positive experiences about science and science core competency, and 2-way ANOVA was performed on academic achievement. As a result of the study, there were significant differences between the two groups in positive experiernces about science and scientific core competencies and academic achievement (p<.05), and group*gender interaction effect was only significant in academic achievement (p<.05). From the results of this study, we could see the possibility of using a computer-based science inquiry program as a chemistry teaching method that enables sustainable scientific inquiry.

Analysis of Satisfaction of Pre-service and In-service Elementary Teachers with Artificial Intelligence Education using App Inventor

  • Junghee, Jo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.189-196
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    • 2023
  • This paper analyzes the level of satisfaction of two groups of teachers who were educated about artificial intelligence using App Inventor. The participants were 13 pre-service and 9 in-service elementary school teachers and the data was collected using a questionnaire. As a result of the study, in-service teachers were all more satisfied than pre-service teachers in terms of interest, difficulty, and participation in the education. In addition, the questions investigating whether education helped motivate learning of artificial intelligence and whether there is a willingness to apply it to elementary classes in the future were also more positive for in-service teachers than for pre-service teachers. In general, pre-service teachers had somewhat more negative views than in-service teachers, but they were more positive than in-service teachers in terms of whether the education helped improve their understanding of artificial intelligence and whether they were willing to participate in additional education. Analysis of the Mann-Whitney test to see if there was a significant difference in satisfaction between the two groups showed no significance. This may be because most of the students in the two groups already had block-type or text-type programming experience, so they were able to participate in the education without any special resistance or difficulty with App Inventor, resulting in high levels of satisfaction from both groups. The results of this study can provide basic data for the future development and operation of programs for artificial intelligence education for both pre-service and in-service elementary school teachers.

Problem Analysis and Recommendations of Memory Contents in High School Informatics Textbooks (고등학교 정보 교과서에 제시된 기억 장치 영역 내용의 문제점 분석 및 개선 방안)

  • Lee, Sang-Wook;Suh, Tae-Weon
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.37-47
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    • 2012
  • One of the major goals in high school Informatics is for students to develop creative problem-solving abilities based on knowledge on computer science. Thus, the contents of the textbooks should be accurate and appropriate. However, we discovered that the current Informatics textbooks contain the untrue and/or inappropriate descriptions of main memory and virtual memory. The textbooks describe that main memory is composed of RAM and ROM. The virtual memory is described as a technique in which a part of the secondary storage is utilized as main memory to execute an application of which size is larger than that of main memory. In this study, we attempted to uncover the root causes of the fallacies, and suggest the accurate explanations by comparing with renowned books adopted in most schools worldwide including USA. Our study reveals that it is inappropriate to include ROM in main memory from the memory hierarchy perspective. Virtual memory is a technique that provides convenience to programmers, through which an operating system loads the necessary portion of a program from secondary storage to main memory. As for the advantages of virtual memory in the current computer systems, the focus should be on providing the effective multitasking capability, rather than on executing a larger program than the size of main memory. We suggest that it is appropriate to exclude virtual memory in textbooks considering its complexity.

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A Study on antecedent factors of the Female farmers' Information Literacy Competency using smart devices

  • Son, Joo-Lee;Chae, Hye-Sung;Choi, Yoon-Ji;Choi, Jung-Shin;Jeong, Jin-Yi
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.247-254
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    • 2021
  • In this paper, we propose antecedent factors that influence the Information Literacy Competency of female farmers using smart devices. The study was analyzed using the materials from the "Primary Survey of Information Literacy Competency Measurement Index for Female Farmers" by the Rural Development Administration. The target of the survey was 200 women working on the farms. The descriptive, correlation, and multiple regression analyses, t-test, and ANOVA using SPSS 21.0 program were performed. Study results found that among the psychological factors, Self-efficacy and Innovativeness have positive effects on Information Literacy Competency. Among the Sociodemographic factors, the education level, presence of smartpads, and tiem spent on smartphones have positive effects on Information Literacy Competency. Findings of the results contributed to the understanding of the Information Literacy Competency for female farmers, who have lack of infromarion on smrt devices, and suggested the direction of enhancing the level of Information Literacy Competency for female farmers.

A Strategy using Writing based on STEAM Instruction for Information Gifted Students' Creative Problem-Solving (정보영재의 창의적 문제해결력을 위한 STEAM 기반 쓰기 활용 전략)

  • Jeon, Su-Ryun;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.181-188
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    • 2012
  • In this paper, we propose an a strategy using writing based on STEAM Instruction for information gifted students' creative problem-solving. It is needed a complex and dynamic interaction of variety elements for creative problem solving. And it should be provided experience encompassing various disciplines thorough convergence education for leading to the these interactions and developing the ability to solve complex problems. Writing has already been verified educational effects in a variety subjects. And writing gives a positive impact on creative problem solving by helping awareness of the problem and encouraging critical thinking. In addition, writing can be used as an effective tool for improving problem solving based on similarities between problem-solving process. Learners will find algorithm thorough the process analyzing and writing experience with high-tech products like vending machines, mobile phones and can learn naturally the principles of various disciplines used in real life. Furthermore, learners will experience interaction, convergence of various thinking and cultivate creative problem- solving skills.

Application of Social Network Analysis on Learner Interaction in a GBS Learning Environment (GBS 학습 환경 하에서 상호작용 연구를 위한 사회 연결망 분석 기법의 적용)

  • Jo, Il-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.81-93
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    • 2003
  • The purpose of the study was to explore the potential of the Social Network Analysis as an analytical tool for scientific investigation of learner-learner, or learner-tutor interaction within an e-Learning environment. Theoretical and methodological implication of the Social Network Analysis had been discussed. Following theoretical analysis, an exploratory empirical study was conducted to test statistical correlation between traditional performance measures such as achievement and team contribution index, and the centrality measure, one of the many quantitative measures the Social Network Analysis provides. Results indicate the centrality measure was correlated with the higher order learning performance and peer-evaluated contribution indices. An interpretation of the results and their implication to instructional design theory and practices were provided along with some suggestions for future research.

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Factors Affecting Information Protection Efforts for Preventing Deviant Behavior of Adolescent in Cyber Space (사이버 일탈행위 예방을 위한 개인 정보보호 노력의 영향요인 연구)

  • Um, Myoungyong;Park, Jin-Hee;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.31-41
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    • 2005
  • The purpose of this study is to identify the determinants of planned behavior of adolescent, toward information security and cyber crime prevention. A survey methodology was used to investigate a proposed model of influence, and regression analysis was used to analyze the results. The hypothesized model was largely supported by this analysis, and the overall results indicate that the intention to actively participate in information security and cyber crime prevention is mostly influenced by the fear for cyber crime and the perceived usefulness of information security and cyber crime prevention activity. In addition, it was found that the perceived easy of use for information-security related ICT skill, fear for cyber crime, and social norm for information security influence the level of usefulness, but that the prior experience with information leaking was statistically insignificant factor to the level of usefulness and fear for crime. Useful suggestions for promoting information security and cyber crime prevention are also provided.

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Result Analysis of Training Programs for Stengthening Teacher's ICT Competency (교원 정보화 역량강화 연수 운영 성과분석 연구)

  • Suh, Soon-Shik;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.111-120
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    • 2011
  • The purpose of this study is to analyze the results of training programs for strengthening teachers' ICT competency and to suggest the ways to improve the existing ones. To do this, we conducted literature review, web survey with teachers, and in-depth interview with training program operators. The results of the online survey indicated that generally speaking, the programs had been operated desirably, although three programs(Thinking with Technology Course, Essential Course, e-PBL Instructional Design Course) needed to take additional efforts for their effectiveness and efficiency. According to the results of in-depth interview with training operators, they demanded re-training for lecturers, self career development, quality control of regional delivery training, expansion of training periods, and post-supports after training etc.