• Title/Summary/Keyword: 컴퓨터 활용 교육

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A Study on the ICT-based Disability Evaluation Applications for Special Needs Education (특수 교육을 위한 ICT 기반의 장애 평가 애플리케이션 연구)

  • Jeong, Jongmun;Jung, Daeyoung;Hwang, Mintae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.889-899
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    • 2017
  • Various efforts and technical development for integrating the ICT technologies to the area of special needs education have been continuing. In this paper we have studied and implemented various ICT-based disability evaluation websites and mobile applications for special needs education and also verified their usefulness from the field test at disability schools. The valuer can access the websites and mobile applications for autistic behavior or learning disability evaluation at the any places and by any devices such as laptop, PC, smartphone and tablet PC. And all the evalation results are stored into and managed at the server database and shared with websites and mobile applications to integrate together easily. From the study about disability evaluation and implementation results we have a confidence that they will be useful to support the seamless evaluation and the continuous monitoring services for the disabled at the special needs education fields.

Development of Steps AI Digital Competency Framework for Teachers (교원을 위한 단계별 AI디지털 역량 프레임워크 개발)

  • Soo-Bum Shin
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.597-603
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    • 2023
  • This study evaluates the AI digital competencies of teachers and presents a step-by-step framework for teacher's AI digital competencies that can be utilized in training. To do this, AI digital competencies were analyzed from the perspective of utilization and disposition, linked with the Technological Pedagogical Content Knowledge (TPACK) perspective. Then, as a precedent for step-by-step teacher AI digital competencies, the 3-step competency of the British Education and Training Foundation and the UNESCO ICT Teacher Competency Framework were presented. In this study, teacher's AI digital competencies were divided into three stages: entry, adaptation, and leadership, considering precedent research and domestic conditions. The initial entry stage passed the validity test in the second round of the Delphi survey, and the other two stages passed in the first round. The final entry stage is described as a stage where teachers understand AI digital but have difficulty implementing it, the adaptation stage is a level applied to standard curricula, and the leadership stage is a level where AI digital is applied in advanced courses and teachers serve as models for others. Through the overall AI digital competencies presented in this study, detailed competency development is possible, and it can be used as a reference material for developing evaluation items.

Effects of Documentary Education on Study Crafting and Nursing Recognition in Nursing Students (다큐멘터리를 활용한 교육이 간호대학생의 학업크래프팅과 간호직 인식에 미치는 효과)

  • Park, Jung Ha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.264-270
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    • 2019
  • The purpose of this study is to examine the change of study crafting and nursing recognition after applying a documentary form of education to nursing students, and also to confirm the nursing students' satisfaction with the documentary style of education. The subjects of the study were 84 nursing students in their first year in the B area. The data collection period ran from March 11, 2019 to April 15, 2019. The collected data was analyzed using frequencies, percentages, means, standard deviations and paired t-test by employing the SPSS WIN 24.0 computer program. The program consisted of four parts and was operated for 3 hours and 30 minutes, and three domestic documentaries were applied. The study crafting of nursing students increased after the education but there was no statistical significance for this. The nursing recognition was significant (t=-4.49, p<.001) In detail, traditional image, social image and nursing prospect were significant (t=-2.13, p=.036; t=-5.09, p<.001; t=-4.17, p=<.001). Satisfaction with the use of documentaries averaged 4.54 points, as detailed items, the satisfaction with the learning method was 4.54, the satisfaction with the contents of the education was 4.62 points, the benefit was 4.56, the interest was 4.44 and the interest induction was 4.55 points. This study showed that documentaries could be used as a teaching and learning method because the documentaries had a positive effect on nursing students' recognition of nursing and satisfaction of education.

Blockchain Based Financial Portfolio Management Using A3C (A3C를 활용한 블록체인 기반 금융 자산 포트폴리오 관리)

  • Kim, Ju-Bong;Heo, Joo-Seong;Lim, Hyun-Kyo;Kwon, Do-Hyung;Han, Youn-Hee
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.1
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    • pp.17-28
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    • 2019
  • In the financial investment management strategy, the distributed investment selecting and combining various financial assets is called portfolio management theory. In recent years, the blockchain based financial assets, such as cryptocurrencies, have been traded on several well-known exchanges, and an efficient portfolio management approach is required in order for investors to steadily raise their return on investment in cryptocurrencies. On the other hand, deep learning has shown remarkable results in various fields, and research on application of deep reinforcement learning algorithm to portfolio management has begun. In this paper, we propose an efficient financial portfolio investment management method based on Asynchronous Advantage Actor-Critic (A3C), which is a representative asynchronous reinforcement learning algorithm. In addition, since the conventional cross-entropy function can not be applied to portfolio management, we propose a proper method where the existing cross-entropy is modified to fit the portfolio investment method. Finally, we compare the proposed A3C model with the existing reinforcement learning based cryptography portfolio investment algorithm, and prove that the performance of the proposed A3C model is better than the existing one.

Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System (확장현실(XR) 기반 초실감 대테러 교육훈련체계 구축 방안 연구)

  • Shin, Kyuyong;Lee, Sehwan
    • Convergence Security Journal
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    • v.20 no.5
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    • pp.65-74
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    • 2020
  • Recently, with the rapid development of eXtended Reality(XR) technology, the development and use of education and training systems using XR technology is increasing significantly. In particular, in areas that involve great risks and high costs such as military training and counter-terrorism training, the use of XR based simulators is preferred because they can improve training performance, reduce training costs, and minimize the risk of safety issues that may occur in actual training, by creating a training environment similar to actual training. In this paper, we propose a plan to build and evaluate an XR based hyper-realistic counter-terrorism education, training, and evaluation system to improve the ROK police's ability to respond to terrorist situations using the 5G and AR based Integrated Command and Control Platform previously developed by the Korea Military Academy. The proposed system is designed to improve counter-terrorism capabilities with virtual training for individual and team units based on hyper-realistic content and training scenarios. Futhermore, it can also be used as a on-site command and control post in connection with a simulation training site and an actual operation site.

The Design for Ancient Literature Retrival System Using XML (XML 기반의 고문헌 검색 시스템 설계)

  • 이근우;이근무
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.390-394
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    • 2001
  • 논문에서는 최근 인터넷 상에서 표준 공통 포맷으로 대두되는 XML을 이용하여 웹 기반의 역사자료의 데이터베이스 검색 시스템을 설계 및 구현하였다. 원격 교육 시스템의 참조문헌 지원 시스템을 설계하였다. 컴퓨터 상에서 고문헌 자료 주로 한자를 입력하고 검색할 수 있는 환경이 점차 나아지고 있다고는 하지만, 여전히 원전사료의 한자를 일반적인 환경에서 자유롭게 구현하는 일은 결코 용이하지 않다. 종래의 연구자들은 텍스트 별로 수작업으로 작성한 색인류를 이용하여 연구를 해왔다. 그러나 이러한 색인 이용방법에는 문제가 있다. 색인어로 삼고자 하는 단어를 텍스트에서 추출하는 과정에서 누락되는 경우가 있기 때문이다. 전산화된 데이터는 이른바 '발견적 이용'이라는 관점에서 활용될 수 있다.

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The Web systems Design and Implementation of the Aptitude Test for Vocational Education (직업교육을 위한 기초능력검사 웹 시스템 설계 및 구현)

  • Kim, Kyoung-Hwa;Min, Su-Hong;Cho, Dong-Sub;Kim, Myung-Sook
    • Annual Conference of KIPS
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    • 2005.11a
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    • pp.823-826
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    • 2005
  • 본 시스템은 컴퓨터를 이용한 검사의 효율성과 편리성의 장점을 활용하여 웹기반의 시스템 환경에서 학생들에게 직무에 필요한 기초능력을 영역별 세부항목으로 분류, 단계별로 제시하고, 각 영역별 문제를 스스로 학습함으로써 자신의 기초능력을 백분 발휘할 수 있도록 도와주며, 또한 검사 후 결과에서 각 영역을 자세히 분석해줌으로써 학생 스스로 자신의 부족한 능력을 진단하고 재학습 할 수 있도록 피드백을 제공한다.

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Development of an Efficient DTD of XML Documents about Students′ Information (학생 정보 XML 파일의 효율적 활용을 위한 DTD 개발)

  • 이은경;김종훈
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.685-687
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    • 2001
  • 컴퓨터와 웹의 등장으로 학교에서의 교수 학습 여건에도 커다란 변화를 가져왔으며 2001학년도부터 중학교 1학년에 제7차 교육과정이 적용되며 고등학교 입시도 중학교 전학년의 내신에 의해 선발되기 때문에 학생에 관한 모든 사항을 점수화하여 선발기준으로 삼아야 하는 실정이다. 본 연구는 학생정보 XML 파일 작성을 위한 표준 DTD를 설계함으로서 교사들이 손쉽게 학생정보 XML 파일을 만들 수 있고 각 학교는 동일한 형태의 학생정보를 주고받을 수 있게 하였다.

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정보시스템개발팀의 새로운 소프트웨어개발기법 도입에 관한 연구-혁신모델을 이용하여

  • 백상용
    • Journal of Korea Society of Industrial Information Systems
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    • v.1 no.1
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    • pp.1-27
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    • 1996
  • 본 연구는 혁신도입에 관련된 선행연구를 바탕으로 정보시스템 개발팀의 소프트웨어 개발기법 도입현상을 혁신결정설계와 지식장애가설을 이용하여 분석하였다. 동일한 혁신도 도입하는 조직에 따라 다르게 인식되며 그 인식의 차이를 선행연구에서 사용되던 속성들이 아닌 지식차이로 측정하여 도입에 미치는 영향을 조직변수와 함께 규명하고자 하였다. 설문대상은 종업원 1000명 이상의 제조업체로 한정하였고, 자료는 설문 컴퓨터 프로그램을 개발하여 수집하였으며 분석에는 판별분석과 경로분석을 활용하였다. 연구결과를 살펴보면 지식장애가 개발기법의 도입에 영향을 미치기는 하나 도입현상을 전부설명하지는 못하는 것으로 나타났다. 조직변수로는 집권화가 교육훈련투자가 개발기법 도입에 영향을 미치는 거승로 분석되었다.

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The Development of CSCW Model for Distance Education/Training (컴퓨터활용교육/훈련을 위한 CSCW모형 개발)

  • 심부성
    • Proceedings of the Korea Database Society Conference
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    • 1995.12a
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    • pp.153-162
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    • 1995
  • Network를 통하여 분산되어 있는 멀티미디어PC들의 사용자간에 개별/공동학습 및 저작을 지원하기 위한 CSCW모형에 대하여 논한다. 이 응용 모형은 사용자나 저작자들이 어떻게 협력할 수 있는지, 다사용자 간의 상호작용을 지원할 수 있는 모드에는 어떤 것이 있는지를 기술한다. 또한 통신과 협력기능을 갖는 하부구조를 기반으로 멀티미디어 인터페이스를 통한 공유작업공간을 구축하고, 헙력하여 복잡한 문제를 해결하는 환경 설계에 대하여 논한다.

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