• Title/Summary/Keyword: 컴퓨터 활용 교육

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Design of Driver License Simulation Model Using 3D Graphics (3D 그래픽을 적용한 운전면허 시뮬레이터 설계)

  • Won, Ji-Woon;Hong, Jinpyo
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.169-176
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    • 2013
  • Recently the construction of simulation environment is an important issue in all fields. In case of the training for operating machines such as airplanes or spaceships which cause a huge cost, simulators could be helpful to reduce the costs and training efforts by simulating real situations. When people get a driver's license, too many trainees have to wait for their turns because of the limited number of cars and the small space of training sites. To solve this problem, we have designed and developed the basic design for the simulators. We suggest the Computer 3D Simulation Model for a driver's practice. The concept of this simulator is from a 3D Racing-game which suits for a driving exercise. We provide users with handle-controlled simulation settings to let users feel reality as if they drive in real through this simulator. We also use a 'force-feedback' system which gives handle vibration when users collide against obstacles or exceed lanes. Users can be absorbed in the simulation program and feel the sense of the real. This paper is the study about modeling the driving exercise model of 'computer 3D simulation', and producing and utilizing the simulator through this modeling.

Result Verification Scheme Using Resource Distribution Information in Korea@Home PC Grid Systems (Korea@Home PC 그리드 시스템에서 자원 분포 정보를 이용한 결과검증 기법)

  • Gil, Joon-Min;Kim, Hong-Soo;Choi, Jang-Won
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.97-107
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    • 2008
  • The result verification that determines correctness for the work results calculated in each PC is one of the most important issues in PC grid environments. In this literature, voting-based and trust-based schemes have been mainly used to guarantee the correctness of work results. However, these schemes suffer from both waste of resource utilization and high computation delay because they can not effectively cope with dynamic computational environments. To overcome these shortcomings, we introduce the distribution information of PC resources based on credibility and availability into result verification phase. Using this information, we propose a new result verification scheme, which can determine the correctness of work results by each PC resources' credibility and cope with the dynamic changing environments by each PC resources' availability. To demonstrate the efficiency of our result verification scheme, we evaluate the performance of our scheme from the viewpoints of turnaround time and resource utilization, utilizing resource distribution information in the Korea@Home that is a representative PC grid system in domestic. We also compare the performance of our scheme with that of other ones.

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An Internet Addiction Self-Diagnosis Technique based on Formal Concept Analysis (FCA) (형식개념분석을 활용한 인터넷중독 자가진단)

  • Kang, Yu-Kyung;Lee, Hyun;Park, Jung-Ho
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.39-47
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    • 2013
  • In the case of a weak self-control youth, young students easily tend to fall into addiction by using the Internet as a sensation seeking and an alternative to escape the reality. Until now, internet addiction self-diagnosis techniques such as Internet addiction scale have been developed and used to solve this kind of internet addiction issue. However, traditional methods do not assess the correlation of addiction and the effects of the environment systematically because they are simply composed of redundant addiction scale criteria and questionnaire forms of the diagnostic methods. Thus, in this paper, we propose a new internet addiction self-diagnosis technique based on Formal Concept Analysis (FCA) and implement a self-diagnosis system in order to make a systematic internet addiction self-diagnosis system. In addition, we analyze the correlation of the measured data based on different perspectives such as home environment, family relationships, peer relationships, school life, and so on.

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Analysis of WBI Effects in Learning Poem (WBI가 시 학습에 미치는 효과 분석)

  • Kim, Dong-Hwan;Chung, Jae-Yeul
    • The Journal of Korean Association of Computer Education
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    • v.5 no.4
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    • pp.99-109
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    • 2002
  • The purpose of the research undertaken for this paper was to demonstrate the effects of WBI on students' achievement and their reactions. WBI was adapted for use on the lesson Theme of Poems in Korean textbook for Middle School second graders. Hypothesis 1 was that there would be meaningful differences in students' achievement between the experimental group using WBI and the controlled group in a traditional instructive class. And the statistical calculations showed that the experimental group produced larger numbers in terms of both the average and standard deviation. Hypothesis 2 was that there would be the more highly rated outcomes from the experimental group applying WBI for students' interest, understanding, and concentration. The responses to a Questionnaire concerning stated items showed significant differences in favor of WBI class. Based on these analyses, this thesis represents an effort to potential application of WEI to learning of Poems, in light of research evidence that reveals its respective effect to further students' achievement and interest.

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A Study on Factors Affecting Users' Satisfaction Level in Using PMP for Learning Purpose (학습목적의 PMP사용자에 대한 만족도 영향요인 분석)

  • Um, Myoungyong;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.77-88
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    • 2007
  • More flexible learning models are needed, and learning environments that operate through mobile technologies such as portable multimedia players(PMP) provide useful tools in implementing these learning models. The main attractant of PMP is often their versatility: being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage and acceptance of the PMP for study, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, perceived ease of use, flow and perceived enjoyment are the major determinants for users to play PMP for study purpose. Factors, including ease of use, contents-credibility are shown to determine the level of perceived usefulness; additionally, perceived usefulness, ease of use and perceived enjoyment are shown to directly affect the level of flow. Based upon the statistical results, some useful guidelines for developing learning contents are also provided.

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Information Culture Index Analysis from the Perspective of the Internet.Cell-Phone Addiction (10대 청소년의 인터넷.휴대폰 중독 관점에서의 정보문화지수에 대한 고찰)

  • Ko, Young-Min;Kim, Hyung-Chul;Park, Chan-Jung;Hyun, Jung-Suk;Kim, Cheol-Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.13-23
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    • 2011
  • Information Culture Index (ICI) is the quantitative value that represents people's information literacy levels. Also, it diagnoses the people's knowledge, ethics, emotion, and practice synthetically. As the Internet and cell phone addiction have been increasing when people access information on the web recently, it is necessary to analyze the meaning of the ICI from the Internet and cell phone addiction perspectives and to confirm if it goes well in the right direction. In this paper, we analyze the characteristics of the people who have high ICIs. At the same time, we perform the statistical analysis combining ICIs with the Internet and the cell-phone addiction levels. In particular, the meaning of the Information Practicing factor, which is one of the ICI factors, is examined. By doing these, we confirm if the current ICI works correctly or not, and propose a better way for measuring ICIs. In order to do these, we survey and analyze data with basic statistical methods and structural equation model.

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Dropout Prediction Modeling and Investigating the Feasibility of Early Detection in e-Learning Courses (일반대학에서 교양 e-러닝 강좌의 중도탈락 예측모형 개발과 조기 판별 가능성 탐색)

  • You, Ji Won
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.1-12
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    • 2014
  • Since students' behaviors during e-learning are automatically stored in LMS(Learning Management System), the LMS log data convey the valuable information of students' engagement. The purpose of this study is to develop a prediction model of e-learning course dropout by utilizing LMS log data. Log data of 578 college students who registered e-learning courses in a traditional university were used for the logistic regression analysis. The results showed that attendance and study time were significant to predict dropout, and the model classified between dropouts and completers of e-learning courses with 96% accuracy. Furthermore, the feasibility of early detection of dropouts by utilizing the model were discussed.

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The Development of Evaluation Tools for Web Electronic Textbooks (웹 전자교과서 평가 도구 개발)

  • Lee, Don-Eon;Kim, Eui-Jeong
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.53-64
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    • 2001
  • As the question patterns have been created in the point of a programer's view, the research for evaluating the internet learning material has been made with the primary consideration to the reliability of information and the plan of interface. Then, the convenience and usability of learners has not been regarded most. As this research is for realizing the recent problem and solving it, this research was made an effort to create the evaluation method for using it practically by teachers and students. In this research, when people design the class with using the Internet and students surf on the Internet for searching for learning materials, 80 items of evaluation standards for E-textbook on Web were prepared. Then, the result of this research will be used to evaluate E-textbooks being made indefinitely later. And Electronic textbook evaluated with the 80 items will be offered meaningful to students and teachers and help to increase the students' learning ability.

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Design and Development of a Constructionist Based Field-Trip Support System (구성주의 기반의 현장학습 지원 시스템의 설계 및 구현)

  • Ahn, Seong Hun;Son, Chan Hee
    • The Journal of Korean Association of Computer Education
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    • v.11 no.5
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    • pp.33-45
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    • 2008
  • Field study improves students' capacity for studying and thinking about their surrounding environments. It also develops further interest academic study by allowing them to learn curriculum related materials from actual experience. Moreover, students acquire the capacity for independent and self regulated learning in the course of making efforts to solve problems they face in the environment. Our efforts arc directed at designing and developing a RFID based support system-based on the constructionist's learning theory to help students perform field study more efficiently. The field study support system can be implemented not only in museums but also in botanical gardens, zoos, art galleries, and science centers. Based on the results of the verification at the sample museum we will expand the target locations to implement the field trip support system. We expect that our field study support system will be a catalyst for improving learning in the fields.

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Development and Application of Problem Bank of Problem Solving Programming Using Online Judge System in Data Structure Education (자료구조 수업에서 온라인 자동평가용 문제해결 프로그래밍 문제은행 개발 및 적용)

  • Kim, Seong-Sik;Oh, So-Hee;Jeong, Sang-Su
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.11-20
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    • 2018
  • This study is to propose a problem bank of problem solving programming using Online Judge System as one of the ways to motivate learners and increase for immersion to students who take Data Structure lecture that is the basis of problem solving ability using information science. In order to do this, we developed a question bank for each major topic in the Data Structure, by developing 70 problem solving programming problems suitable for the main topics of the Data Structure. By mounting it on an Online Judge System and applying to actual classes, and by analyzing the motivation for learning and the degree of immersion according to the result after the application of the lesson, we propose a teaching-learning contents and usage for problem solving programming and Data Structure classes at the teacher training university which give motivation for learning and immerse in problem solving programming.