• Title/Summary/Keyword: 컴퓨터 활용 교육

Search Result 2,130, Processing Time 0.03 seconds

Exploration of Predictive Model for Learning Achievement of Behavior Log Using Machine Learning in Video-based Learning Environment (동영상 기반 학습 환경에서 머신러닝을 활용한 행동로그의 학업성취 예측 모형 탐색)

  • Lee, Jungeun;Kim, Dasom;Jo, Il-Hyun
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.2
    • /
    • pp.53-64
    • /
    • 2020
  • As online learning forms centered on video lectures become more common and constantly increasing, the video-based learning environment applying various educational methods is also changing and developing to enhance learning effectiveness. Learner's log data has emerged for measuring the effectiveness of education in the online learning environment, and various analysis methods of log data are important for learner's customized learning prescriptions. To this end, the study analyzed learner behavior data and predictions of achievement by machine learning in video-based learning environments. As a result, interactive behaviors such as video navigation and comment writing, and learner-led learning behaviors predicted achievement in common in each model. Based on the results, the study provided implications for the design of the video learning environment.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.11
    • /
    • pp.67-74
    • /
    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

Development and Application of a Multimedia Title for Geometry Learning (기하 학습을 위한 멀티미디어 타이틀의 개발과 적용)

  • Jo, Seong-Chuon;Chung, Jong-in
    • The Journal of Korean Association of Computer Education
    • /
    • v.4 no.1
    • /
    • pp.99-107
    • /
    • 2001
  • One of the main objects of geometry in mathematics education is to improve students' geometric intuition capability and logical reasoning capability based on them. A visual element related to intuition plays an important role in teaching and learning of geometry. Therefore, in this research, we focus on the development of multimedia title available to dynamic operation about visual elements and verify of effect of its application. This title for the learning of "the Pythagorean theorem and its practical use" in the third grade of middle school is designed and implemented by an authoring tool, Toolbook. And it enables learners to study mathematics individually and can be applied to the educational field, too. And we taught two groups, the applied group and the compared one of the second grade of middle school and surveyed Questions and evaluated study achievement. We calculated study achievement of two groups on t-test using SPSS. As the result, we knew that the applied group is higher than the compared one in the study achievement and provision of dynamic operation possibility on visual elements make students know very high learning effect and help improvement of intelligent capability.

  • PDF

Research on an Effective Plan for Data Association Among Administrative Organizations for College Information Disclosure (대학정보공시를 위한 관리기관간 자료연계 내실화 방안 연구)

  • Lee, Gwang-Su;Ahn, Seong-Jin;Park, Jin-Sub
    • The Journal of Korean Association of Computer Education
    • /
    • v.13 no.2
    • /
    • pp.71-80
    • /
    • 2010
  • This study has its purpose on analyzing the problems of data connection between general management institution and itemized management institution shown through the college information disclosure project and presenting the plan to substantialize data connection between general management institution and itemized management institution. To make close inquiry into the related problem and induce plans for substantialization, this study analyzed the previous related research data as well as the connection status of information disclosure item of Korea Foundation for the Promotion of Private School, the itemized management institution, to induce problems; induced substantialization plan for data connection of itemized connection institution. As for the substantialization plan based on such, plan to integrate schools and department codes, plan to automatize data connection and plan to secure reliability of information were established. It is anticipated that the plan to substantialize data connection between management institutions reckoned through the result of this study would be used as the basic data for information disclosure project providing various reliable information from Ministry of Education, Science and Technology, General management institution, itemized management institution and college.

  • PDF

An Integrated C Programming Environment for Novices Based on Visuals (프로그래밍 초보자를 위한 비주얼 기반의 C 프로그래밍 통합 환경)

  • Kim, Haeng-Im;Park, Eun-Kyoung;Kim, Hyun-Ju;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.6
    • /
    • pp.111-120
    • /
    • 2013
  • Programming novices have various difficulties when they learn C language for the first time. Novices have a large burden for understanding of a C language grammar, and have a tendency to focus on the grammar rather than problem solving. Moreover, it requires programming domains to arouse student's interest for software development. This paper presents a programming environment for C languages education focusing on a problem solving. To this end, this paper defines Tiny-VPL that is a simple visual programming language for NXT robot programming and presents robot programming environment using Tiny-VPL. This paper also presents an environment for NXT robot programming using Mini-C language which is a subset of C language. For the purpose of helping to understand the C syntax and semantics, the visual and interactive conversion system of Tiny-VPL to Mini-C is provided. Our programming environment can arouse student's interest through robot programming and can be used effectively for C language education focusing on problem solving with graphical and interactive conversion of the visual language Tiny-VPL to the textual language Mini-C.

  • PDF

A Study of Way guide System Design for a Visual Handicapped in School (교육기관 내 시각장애인 목적지안내 시스템 디자인 연구)

  • Lee, Joong-Yeu;Cho, Wan-Sup
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.4
    • /
    • pp.75-82
    • /
    • 2010
  • At this time, our country's social welfare system for the handicapped is switching to increase independence, education is the most important. This study increases the quality of Visual handicapped people's life which have limit to learn and reduces their inconvenience which may occur during their independent school life through the development of the system which helps them safely to reach their destination by themselves using IT technologies in an educational institute which helps their ability to get information and be independent. This study supports Visual handicapped people to move safely by using cell phone which is necessary items for most modern people, RFID tags and white canes with antenna and reader which read the information installed in the raised blocks outside of school buildings and in the hall or aisle inside of buildings and inform the path by voice and vibration.

Development of Evaluation Items for Self and Peer Assessment of Team Members in Cooperative Learning (협동학습에서 팀 구성원의 자기 및 동료평가를 위한 평가문항 개발)

  • Boo, Sung-Mi;Park, Chan-Jung
    • The Journal of Korean Association of Computer Education
    • /
    • v.6 no.4
    • /
    • pp.1-10
    • /
    • 2003
  • There are various kinds of instructional models in the 7th national curriculum. Among them, cooperative learning is given to students in some schools. In cooperative learning, the items for assessing the team members are required in order to evaluate the individual activities for problem solving, and to know the way of objective thinking each student does. Web-based environment is good for cooperative learning. In this paper, as a previous research work of web-based cooperative learning, we propose new assessment items which are based on the outcome D belongs to the set of 11 student learning outcomes design attributed framework developed by ABET EC-2000 and the cognitive categories defined by Bloom's taxonomy. These assessment items consist of self and peer assessment. The self assessment items include the evidence of the students' thought and their own assessment. On the other hand, the peer assessment can give the students the opportunities to participate in their activities enthusiastically, to offer interactive individual feedbacks, and to develop potential through various experiences.

  • PDF

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.1
    • /
    • pp.61-68
    • /
    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

  • PDF

Implementation and Analysis about Technology Knowledge Education Program for Pre-service Teacher based on the TPACK Model (TPACK 모형에 기반한 예비 교사의 테크놀로지 지식 교육 프로그램 적용과 분석)

  • Choe, Hyun-Jong;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.2
    • /
    • pp.231-239
    • /
    • 2015
  • This study aimed to design and apply the technological pedagogical and content knowledge(TPACK) model to pre-service education program, and to analyze its results for attending student's questionnaire. At first, a lecture that designed to elevate one's technological knowledge was studied and implemented. To perform this study, TPACK survey instruments were distributed to pre-service teacher group A who took the designed lecture and group B who took ordinary ICT literacy lecture. The results showed that TK, TCK, TPK, and TPACK improved significantly in group A, and significant positive corelation shows among 7 subcategories of TPACK. Based on the result of this study, we suggested that pre-service teacher education should consider the combination of pre-service education program and technology knowledge in TPACK model.

Designing Effective Prototypes for Establishing an e-Learning Center (이러닝 센터의 구축을 위한 효과적인 모형 설계)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.9
    • /
    • pp.145-153
    • /
    • 2010
  • E-learning is cyber-education that gives open education to everyone by providing various contents through Internet and IT technologies, and it has been spreading rapidly. In this paper, we describes an effective prototype design scheme for establishing e-Learning center, centered on the case of A University, in order to overcome a lot of shortcomings related to cyber-education and to settle down efficient and systematic on-line realtime cyber education. For this purpose, we first analyzed the current status concerning e-Learning at A University. Learners and lecturers then participated in a survey so that we could find some problems on current e-Learning and prepare their solutions. We finally designed e-Learning center prototypes, and selected the prototype 2 as a best one and designed it in more details. The prototype made in this paper would be very useful to other institutes who want to establish a new e-Learning center.