• Title/Summary/Keyword: 컴퓨터 활용 교육

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A Study of System Validity and Development of Evaluation System for Improving Smart Learning (스마트러닝 개선을 위한 평가시스템 개발 및 타당도 연구)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.31-39
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    • 2013
  • We developed a smart learning system by using the 'bring your own device' concept, which means the policy of permitting teacher and learners to bring personally owned mobile devices such as laptops, tablets, smart phones, etc. and applied the system to school classes. In addition, we analyzed the learner's satisfaction related to interfaces, interactions, applications, technical support, and evaluation areas. The evaluation system consists of App program for tablet PC's and smartphones, web program for desktop PC and electronic teaching desk, and server program for evaluation and database. Because all the teaching materials, feedback data and evaluation materials about learners are stored on the server, students can receive the necessary data through real-time feedback using their smartphones and desktop PC's. As a result, it could increase educational achievement with interest in learning.

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The design and development of Edugame for Learning Protection of Personal Information in Elementary school students (초등학생 정보보호학습을 위한 에듀게임의 설계 및 개발)

  • Kim, Young-June
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.166-169
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    • 2009
  • '에듀테인먼트(Edutainment)'라는 용어의 등장과 함께 오늘날 게임은 새로운 교수학습매체로 관심을 끌고 있다. Morice(2000)에 의하면 오늘날 컴퓨터 게임은 교수-학습 과정에 있어 다양한 방식으로 접목되고 있으며, 실제로 사용자들이 열광하는 다양한 게임의 장르별 매력적인 요소가 학습에 접목이 가능하다고 제시하고 있다. 본 연구는 이러한 새로운 교육적 패러다임의 변화를 뒷받침 할 수 있는 에듀게임의 효과적인 개발을 궁극적인 목적으로 하여 진행되었다. 구체적으로, 어떻게 하면 막대한 자본이 필요하지 않은 작은 게임의 틀 속에 핵심적인 학습내용을 담아, 에듀게임을 간단하게 조작할 수 있는 툴을 이용하여 어렵지 않게 만들 수 있는가에 대한 의문에서 출발하여 기획된 시나리오와 그것을 바탕으로 제작된 캐주얼 게임을 제시함으로써 교육용 게임의 설계 방향과 활용 방안에 대한 실질적 제안을 하고자 함과 동시에 최근 인류의 생활에 깊숙이 관련되어 있는 컴퓨터 사용에 있어서 이슈가 되고 있는 개인의 정보 보호에 대한 내용을 게임의 주제로 하였으며 그 제목은 '황토의 대모험'으로 명하였다. 게임의 형식은 퀴즈게임과 어드벤처 게임의 복합 형태로, Windows 기반의 모든 종류의 운영제체를 지원하는 통합형 멀티미디어 제작 툴인 Flash MX로 구현하였다. 황토의 대모험의 특징은 다음과 같다. 첫째, 상용화된 멀티미디어 제작 툴로 만들어진 저비용의 간단한 게임을 통한 학습이다. 둘째, 사용자는 다양한 문제 해결 학습을 통하여 게임에서 제공되는 제반 지식을 습득할 수 있다. 셋째, 문제 해결과정에서 정보보호에 대한 의식을 고취하고, 정보보호 방법을 학습하기 전의 기본지식을 습득할 수 있다.

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Design and Implementation of a Korean Analysis System for Multi-lingual Query Answering (다국어 질의응답을 위한 한국어 해석 시스템 설계 및 구현)

  • Kang, Won-Seog;Hwang, Do-Sam
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.43-50
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    • 2004
  • Multi-lingual query answering system is the system which answers on the queries with several languages. LASSO[l] is the system that aims to answer the multi-lingual query. In this paper, we design and implement a Korean analysis system for LASSO. The Korean analysis system for query answering needs processing techniques of dialogue style. And the system must be practical and general so as to use on various domains. This system uses not dialogue processing techniques with high cost and low utility but heuristic rules with low cost and high utility. It is designed and implemented as a Korean interface of multi-lingual query answering system. The techniques of this system highly contribute to information retrieval and Korean analysis researches.

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Design and Development of Arithmetic Operating Learning Management System based on PDA (PDA기반의 사칙연산학습 운영시스템 설계 및 개발)

  • Chung, KwangSik;Son, KyungA
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.53-62
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    • 2009
  • As Information communication technology develops, requirements for new educational media and new contents gets bigger and bigger. Especially PDA is required for educational media on m-learning environment. We design and implement intra-educational contents sequencing model and educational contents sequencing model between educational contents for PDA as educational supplementary media for m-learning environment, and LMS supporting PDA. And we balanced the work load of PDA and LMS and constructed practical service platform for using PDA as educational supplementary device.

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A Study on Application Scheme of E-Learning Contents in Smart Environments (스마트 환경에서 이러닝 콘텐츠 적용 방안에 관한 연구)

  • Lim, Ji-yong;Heo, Sung-Uk;Jeon, Jae-Hwan;Kim, Gwan-Hyung;Oh, Am-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.423-425
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    • 2014
  • 스마트기기의 발달과 보급의 확산과 함께 모바일 인터넷 등 통신서비스 환경이 발전함에 따라 이러닝 환경의 고도화가 진행되면서 유비쿼터스러닝, 모바일러닝을 넘어 스마트 디바이스와 이러닝 연관 신기술이 융 복합된 새로운 형태의 교육 시스템인 스마트러닝으로 발전하고 있다. 하지만 현재 다양한 스마트 디바이스 기반의 스마트러닝 서비스를 통해 교육 콘텐츠를 학습자에게 제공하기 위해서는 기존 이러닝 콘텐츠의 구조 개선이 불가피한 상황이며 콘텐츠의 재사용 가능성, 접근성, 상호운용성, 항구성 및 질적 수월성의 향상을 위한 스마트러닝 표준화가 요구되고 있다. 이에 본 논문에서는 기존 이러닝 콘텐츠를 통한 스마트러닝을 구현하기 위한 방안으로 EPUB 3.0 표준을 활용한 스마트러닝 솔루션을 제안하고자 한다.

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Design of High-Performance Lambda Network Based on DRS Model (DRS 모델에 기반한 고성능 람다 네트워크의 설계)

  • Noh, Min-Ki;Ahn, Sung-Jin
    • The Journal of Korean Association of Computer Education
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    • v.12 no.2
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    • pp.77-86
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    • 2009
  • Large-scale applications, that needs large-capacity R&D resources and realtime data transmission, have demanded more stable and high-performance network environment than current Internet environments. Recently, global R&D networks have focuses on utilizing Lambda networking technologies and resource reservation systems to be satisfied with various applications' requirements. In this paper, we modify the existing DRS (Dynamic Right-Sizing) model to reflect various advantages in terms of the stability and high-capacity of Lambda network. In addition, we suggest the design methodology of high-performance Lambda network, which can integrate NRPS (Network Resource Provisioning System) into our modified DRS model.

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Design and Implementation of Android-based Cooperative Learning System using Social Network Service (소셜네트워크 서비스를 활용한 안드로이드기반 협동학습시스템 설계 및 구현)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.71-79
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    • 2011
  • We designed and implemented a cooperative learning system using social network service which can be utilized on a smart phone for users to read each other's posting once they upload posting and to give feedback concerning the posting in real time without the need for accessing a relevant website, through the installation of a necessary application which makes it possible for learners to interact at any time in any place on a smart phone. The developed program is used as an intermediate tool for real-time communications so as to aid in solving the task of learners, and it was made to boost academic achievement as well as interest in learning through real-time interactions and feedback. Furthermore, the program was designed in such a way that an instructor actually helps learners by closely identifying their levels based on accumulated data.

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A Design and Implementation of a Smartphone App Providing the SCAMPER Method (SCAMPER 기법을 제공하는 스마트폰 앱의 설계 및 구현)

  • Lee, Hye-Joo;Jung, Eui-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.29-37
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    • 2011
  • This paper reports on a design and implementation of a Smartphone App providing the SCAMPER method. The SCAMPER method is an efficient method of creativity, which is a way of encouraging uniqueness, promoting change in things, and evoking or triggering new or varied possibilities. The Smartphone users analyzed the effectiveness and shortcomings of the Smartphone App. The results showed that the developed Smartphone App is effective in terms of the value, use, content, and component. The Smartphone App is also efficient to use anywhere, anytime and to express, share, actively communicate with others through the App. In addition, several improvements of the App were suggested for Smartphone users to develope and enhance their creativity by adopting the SCAMPER method.

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A Study on the Development of u-Learning System for Field Trip (현장학습을 위한 u-Learning 시스템 개발에 관한 연구)

  • Park, Min-Ku;Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.221-229
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    • 2006
  • Information communication technology ultimately pursues ubiquitous environment where people and devices are connected in networks and exchange of information are possible. However there have not been sufficient studies on the technology in spite of higher enthusiasm about education and remarkable educational potentials of ubiquitous technology. In order to effectively utilize the ubiquitous technology, this thesis explored field trip through a constructivism approach and examined ways how to use and integrate ubiquitous technology in developing educational model and system.

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The Effects of STEAM-Based Integrated Subject Study on Elementary School Students' Creative Personality (STEAM 기반 통합교과 학습이 초등학생의 창의적 인성에 미치는 영향)

  • Kwon, Soon-Beom;Nam, Dong-Soo;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.79-86
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    • 2012
  • The purpose of this study is to improve creative personality of elementary school students with integrated subject study program based STEAM education. On this study, I analyzed integrated subject study and STEAM, developed contents using educational robot applied integrated subject study program model. And analyzed result after applied to elementary school students. After dividing two groups-experimental group, comparison group-for this study, tested t-test. Finally I got a meaningful result statistically. There was an postive effect to improving elementary school students' creative personality by appling STEAM-based integrated subject study program.