• Title/Summary/Keyword: 컴퓨터 활용 교육

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Development of an Item Based Learning System Using E-mail (전자우편을 활용한 문항 기반 학습 시스템 개발)

  • Choi, Yong S.;Kim, Phil-Sun
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.85-93
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    • 2003
  • This paper proposes an item based learning system using e-mail in order to motivate learners effectively and avoid the bottleneck problem under highly competitive access situations such as the traditional web based learning. The proposed system has th ree features as follows: first, through e-mail, a learner receives test items depending on his/her level, submit an answer sheet, and then identify an assessment with help messages. Secondly, on the web, an instructor easily constructs item database without any other tools and monitors the status of each learner by identifying the learners' record. Finally, an easy-to-use interaction mechanism enhances the inter-activity between learners and instructors, and the usability of Q&A(Question and Answer) service by incorporating e-mail into the web bulletin board.

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The Implementation of Web-based Language Learning System for the Hearing Impaired Children Reflecting their Learning Characteristics (청각장애 아동의 언어학습 특성을 반영한 웹 기반 언어학습 시스템의 구현)

  • Keum, Kyung-Ae;Kwon, Oh-Jun;Kim, Tae-Seok
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.93-102
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    • 2004
  • For children with hearing impairment, unlike the children without hearing impairment who can reconstruct their languages through the process of hearing and uttering, the inherent mechanism for language acquisition do not operate due to the loss of hearing ability. Therefore, to help hearing-impaired children develop their language ability, web-based language learning system should be constructed depending on the special qualities which the children possess in language learning process. When the system is being designed, it is necessary that words or expressions describing actions or situations be animated and that active situation-based language learning system be constructed to help them develop their power of observation. Moreover, the system needs to be developed through the use of alternative thinking strategy, antonyms, and contrastive words, and emphasis on facial expressions. This paper presents web-based language learning system which is suitable for hearing-impaired children in the way to reduce the grammatical errors they make and to improve their language learning.

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A Method to Deal with Free Riding in Team Project (팀 프로젝트 무임승차 방지 방안에 관한 연구)

  • Park, Jong-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.141-147
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    • 2013
  • Teams are used often in the workplace and in educational institute. Despite the advantages of students teams, the two most common problems are social loafing and free riding. I suggest that 'You are fired' method can be used successfully in students team project, especially in our cultural mood. The 'You are fired' method is very simple to execute into business classes using team assignments. Students can fire team members who will not do the necessary work or will not attend meetings with a simple two-step processes. To fire a student of the team must send an e-mail listing specific work that he or she is not doing and/ or meetings he or she is not attending. And a copy of the e-mail must be sent to the faculty member. If the free-rider fails to accomplish the required work, then a second e-mail is sent notifying the student that he or she is fired along with a copy to the faculty member. Data from 257 undergraduate students are analyzed for usefulness of 'You are fired' method. Students are highly supportive of all components parts of the 'You are fired' method. They strongly support the effectiveness of this method to prevent free riding on performing team projects.

Development of PC based flute performance learning software (PC 기반의 플루트 연주 자율학습 소프트웨어 개발)

  • Kim, Jae-Young;Lee, Jung-Chul;Jun, Hee-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.95-105
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    • 2013
  • The music education improves the creative talent, social skills and academic achievement of the students. For the efficient music education, it is requested to develop the collaborative educational learning tools, especially electronic collaborators suitable to the leaner's study patterns and speed. In this paper, we propose a new method to develop a PC-based self learning software for the flute performance using templates and descriptors to make the contents form and substance. Our proposed method can allow user to modify the descriptors to match the contents to his level. We implemented a PC-based self learning software for the flute performance compactly and a feasibility test showed the efficiency of our proposed method to construct a self learning tool to play the flute and the tool can be utilized for the beginner to learn playing flute.

Enhancing Instruction Queue Efficiency with Return Address Stack in Shallow-Pipelined EISC Architecture (복귀주소 스택을 활용한 얕은 파이프라인 EISC 아키텍처의 명령어 큐 효율성 향상연구)

  • Kim, Han-Yee;Lee, SeungEun;Kim, Kwan-Young;Suh, Taeweon
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.71-81
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    • 2015
  • In the EISC processor, the Instruction Queue (IQ) supporting LERI folding and loop buffering occupies roughly 20% of real estate, and its efficient utilization is a key for performance. This paper presents an architectural enhancement for the IQ utilization with return address stack (RAS) in the EISC processor. The proposed architecture eliminates the RAS corruption from the wrong-path, taking advantage of shallow pipeline. In experiments, a 4-entry RAS reduces the number of IQ flushes by up to 58.90% over baseline, and an 8-entry RAS by up to 61.28%. The experiments show up to 3.47% performance improvement with 8-entry RAS and up to 3.15% performance improvement with 4-entry RAS.

Efficient Mobile Writing System with Korean Input Interface Based on Face Recognition

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.49-56
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    • 2020
  • The virtual Korean keyboard system is a method of inputting characters by touching a fixed position. This system is very inconvenient for people who have difficulty moving their fingers. To alleviate this problem, this paper proposes an efficient framework that enables keyboard input and handwriting through video and user motion obtained through the RGB camera of the mobile device. To develop this system, we use face recognition to calculate control coordinates from the input video, and develop an interface that can input and combine Hangul using this coordinate value. The control position calculated based on face recognition acts as a pointer to select and transfer the letters on the keyboard, and finally combines the transmitted letters to integrate them to perform the Hangul keyboard function. The result of this paper is an efficient writing system that utilizes face recognition technology, and using this system is expected to improve the communication and special education environment for people with physical disabilities as well as the general public.

User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.63-78
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    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

A study on the perception of 3D virtual fashion before and after COVID-19 using textmining

  • Cho, Hyun-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.111-119
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    • 2022
  • The purpose of this paper is to examine the change in perception of 3D virtual fashion before and after COVID-19 using big data analysis. The data collection period is from January 1, 2017, before the outbreak of COVID-19, to October 30, 2022, after the outbreak. Big data was collected for key words related to 3D virtual fashion extracted from social media such as Naver, Daum, Google, and YouTube using Textom. After the collected words were refined, word cloud, word frequency, connection centrality, network visualization, and CONCOR analysis were performed. As a result of extracting and analyzing 32,461 words with 3D virtual fashion as a keyword, the frequency and centrality of fashion, virtual, and technology appeared the highest, and the frequency of appearance of digital, design, clothing, utilization, and manufacturing was also high. Through this, it was found that 3D virtual fashion is being used throughout the industry along with the development of technology. In particular, the key words that stand out the most after COVID-19 are metaverse and 3D education, which are in high demand in the fashion industry.

Exploring the possibility of using ChatGPT and Stable Diffusion as a tool to recommend picture materials for teaching and learning

  • Soo-Hwan Lee;Ki-Sang Song
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.4
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    • pp.209-216
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    • 2023
  • In this paper, artificial intelligence agents ChatGPT and Stable Diffusion were used to explore the possibility of educational use by implementing a program to recommend picture materials for teaching and learning according to the class topic entered by teachers. The average time spent recommending all picture materials is about 6 minutes. In general, pictures related to keywords were recommended, and the letters in the recommended pictures could only know the intention to represent the letters, and the letters could not be recognized and the meaning could not be known. However, further research seems to be needed on the fact that the type or content of the recommended picture depends entirely on the response of ChatGPT and that it is not possible to accurately recommend the picture for all keywords. In addition, it was concluded that it is true that the recommended picture is related to the keyword, but the evaluation of whether it has educational value is the subject of discussion that should be left to the judgment of human teachers.

Analysis of Effectiveness of Programming Learning for Non-science Major Preliminary Teachers' Development of Computational Thinking (비전공자 예비교사의 컴퓨팅 사고력 함양을 위한 프로그래밍 교육의 효과성 분석)

  • Han, Youngshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.41-52
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    • 2018
  • In Computational thinking is emphasized as a basic learning ability to grow into a key talent in the digital society. There is much interest and discussion on computing education nationally, and the Korean government has also included education in the curriculum. As a result of these changes, the level of computer literacy that preliminary teachers need to be imporved, and the role of computational thinking as a leader in digital society is being emphasized by teachers. Therefore, it is necessary to have a curriculum that can understand computational thinking through various programming learning from preliminary teacher education curriculum. In this study, we designed and taught programming curriculum for non-majored preliminary teachers. Through the developed questionnarie, we analyzed the affect of programming education on the preliminary teacher's development of computational thinking ability.