• Title/Summary/Keyword: 컴퓨터 활용 교육

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Trial of Educational Computer Simulation Software 'SimRiver' for Assessment of River Water Quality for Environmental Education in Schools (학교 환경교육을 위한 하천 수질 컴퓨터 시뮬레이션 프로그램 SimRiver의 활용)

  • Lee, Jung-Ho;Cheong, Cheol;Kwon, Nan-Joo;Kim, Young-Ju;Park, Hye-Gyeong;Mayama, Shigeki;Katoh, Kazuhiro;Ohmori, Hiroshi
    • Hwankyungkyoyuk
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    • v.24 no.1
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    • pp.40-48
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    • 2011
  • SimRiver, computer simulation software for assessment of river water quality is an educational simulation software created for studying the relationship between human activity and river environment using epilithic diatom communities, The SimRiver program was applied to total seventy eight teachers of elementary, middle and high schools in Korea, and the teachers' reactions were analyzed with the questionnaire survey. Total 79.2% of the teachers estimated the possibility of SimRiver to be applied as a educational material in lessons is high. Especially total 93.6% of the teachers answered that they will use SimRiver in their lessons. The results of the questionnaire survey indicate that SimRiver is an interesting and easy simulator of alternative field exercise for students to understand the relationship between human activity and quality of river water.

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A Study on Elementary Education Examples for Data Science using Entry (엔트리를 활용한 초등 데이터 과학 교육 사례 연구)

  • Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.473-481
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    • 2020
  • Data science starts with small data analysis and includes machine learning and deep learning for big data analysis. Data science is a core area of artificial intelligence technology and should be systematically reflected in the school curriculum. For data science education, The Entry also provides a data analysis tool for elementary education. In a big data analysis, data samples are extracted and analysis results are interpreted through statistical guesses and judgments. In this paper, the big data analysis area that requires statistical knowledge is excluded from the elementary area, and data science education examples focusing on the elementary area are proposed. To this end, the general data science education stage was explained first, and the elementary data science education stage was newly proposed. After that, an example of comparing values of data variables and an example of analyzing correlations between data variables were proposed with public small data provided by Entry, according to the elementary data science education stage. By using these Entry data-analysis examples proposed in this paper, it is possible to provide data science convergence education in elementary school, with given data generated from various subjects. In addition, data science educational materials combined with text, audio and video recognition AI tools can be developed by using the Entry.

A Review of Studies on the Health-adverse effects in using Digital Textbooks (디지털교과서 활용에 따른 건강역기능 고찰)

  • SeoMun, Gyeong-Ae;Kim, Eun-Young;Noh, Won-Jung
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.165-175
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    • 2012
  • The government, Ministry of Education, Science and Technology(MEST) presented a new policy that standardizes digital textbooks as a method to accept the change of education paradigm in 2006. Since 2007, MEST has begun to provide digital textbooks for some elementary schools. MEST proposes to change digital textbooks as a standard in elementary, middle, and high schools in the future. However, the use of digital textbooks has led to concern about the health of students. The purpose of this study was to identify health-adverse effects of the use of digital textbooks on the health of students. Literature reviews regarding digital textbooks including national and international literature were conducted. The literature reviews found the key physical and psychological factors to be considered in using digital textbooks. The physical factors were symptoms and signs associated with eye, musculoskeletal system, general health, and skin. The mental factors were 'burn out of study' and 'stress due to study'.

Analysis of Perception of the Importance of Work Ability and the Final School Contribution Among Health Care Workers' Using IPA (IPA를 활용한 보건의료직 종사자의 업무능력에 대한 중요도와 최종학교 기여도 인식 분석)

  • Min-Seok Ko
    • Journal of the Health Care and Life Science
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    • v.10 no.2
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    • pp.169-178
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    • 2022
  • The purpose of this study was to examine the level of awareness of the importance of work ability and their final school contribution and the difference between them among health care workers', and to explore the direction of the health care training curriculum by analyzing using IPA. As for the analysis data, the response data of a total of 465 health care workers among the original data of the 14th (2020) Youth Panel Survey were used. As a result of the analyzing using IPA, concentrate here area was none, and the keep up the good work area was specialized knowledge, practical knowledge in the field of expertise, communication, ability to cooperate with others, customer response capability, ability to learn for oneself, deliberate lifestyle, ability to adapt to change, good job perspective and business manners, understanding documents. Low priority area was computer literacy, ability to creative problem solving, reading and writing in a foreign language, solving math problems, foreign language conversation, and the possible overkill area was creating a document. Based on the these results, implications for effective curriculum development to cultivate health care workers were suggested.

A Study on Classification of Teaching-Learning Materials in Mathematics Using Computers (교수-학습 자료 분류 체계화 연구 - 수학 교과 분류체계를 중심으로 -)

  • 황혜정;신항균
    • School Mathematics
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    • v.6 no.1
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    • pp.91-118
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    • 2004
  • Since 1998 year, many educational software and its contents have been developed by individuals and public institutes. However, it is not easy to re-use the contents effectively and consistently, because they should be changed and reorganized whenever a curriculum is changed. Therefore, it is important for each subject to establish new system in which the contents or their teaching-learning elements are not changed although new curriculum appears. In this respect, in last year(2003 year), while setting mathematics as a representative subject, KERIS executed a study on developing a system(or method) of classifying teaching-learning materials in mathematics using computers, based on future-oriented curriculum including the current mathematics curriculum. Finally, for this study, the most essential and basic teaching-teaming 'units' were developed and the total number of units were 339. Also, in addition to the development of 'units', the 'elements' were developed for understanding more concrete contents included in each 'unit' and the total number of elements were 1191.

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Exploring AI-based Teaching and Learning Activities for Software Education in Kindergarteners to the Second Graders (유치원 및 초등학교 1-2학년을 위한 AI 기반 교수학습활동 탐색)

  • Kim, Sohee;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.413-421
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    • 2020
  • AI(Artificial intelligence) has brought many changes to our living in the Fourth Industrial Revolution. In our daily lives, we can easily access unmanned automatic systems using AI such as unmanned cameras and unmanned delivery boxes. Therefore, AI education has become an important part of daily life in the future. Currently, however, we have very few cases of AI education for young students, such as kindergarten and lower grades in elementary schools. Based on the software education curriculum of kindergarteners and lower graders previously studied, we presented the examples of AI-based teaching and learning activities and presented related AI-based computational thinking by each topic. However, in order for these teaching and learning activities to be applied to public education, it is necessary to secure sufficient class time, improve the educational environment, and actively support teaching activities.

Effect of Software Education Based on Physical Computing on Elementary School Student' Computational Thinking (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Kim, SungJoon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.131-139
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    • 2021
  • In the newly revised curriculum, it is aimed to raise student who has creativity and convergence ability with computational thinking. Based on the analysis of revised curriculum including software education in elementary school, this study proposed educational program that can be applied in actual school field, considering various factors. This educational program using Bitbrick was conducted by 50 students in fifth grade that consist of 23 students in Seoul and 27 students in Gyeonggido during five weeks in 17 periods. The purpose of this study is to verify the effect of application of software education program in terms of computational thinking ability and problem solving ability. The effect was verified after comparing the result of pre-test and post-test through T-test. So, this study obtained improvement of computational thinking and problem solving ability.

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A Design of Digital Portfolio Assessment System in Ubiquitous Computing (유비쿼터스 컴퓨팅 환경에서 디지털 포트폴리오 평가 시스템 설계)

  • Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.1
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    • pp.214-220
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    • 2008
  • This study aims to design a digital portfolio assessment system in ubiquitous computing(DPASUbi). To achieve that goal, the following issues were worked: Review of various theoretical discussions on portfolio and an analysis of existing programs to select elements to be included in the DPASUbi. Educational evaluation scenarios for the DPASUbi were developed based on the elements. The system was designed on reflecting these elements, that is, learning activities, assessment and usage of portfolio, ubiquitous technology and database. This system will provide guidance on what methods and assessment procedures should be applied in the ubiquitous computing environment totally different from the conventional one. Also, The new system will be helpful in indicating what kind of techniques should be required in the real educational evaluation.

A Study of Evaluation Items for Edutainment Contents (에듀테인먼트 콘텐츠의 평가 지표에 관한 연구)

  • Park, Sang-Won;Lho, Young-Uhg;Jung, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.300-303
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    • 2007
  • 에듀 게임 시장은 지난 몇 년간 온라인 게임 시장만큼 많이 발전되고 변화되어 왔다. 과거 지나치게 학습 효과만을 중시하여 소비자에게 외면당했던 교육용 게임들이 온라인과 에듀테인먼트와 결합하면서 새로운 성능과 귀여운 캐릭터 등으로 업그레이드 돼 새롭게 각광을 받기도 하고, 새롭게 주목을 끌고 있는 에듀 게임 사이트들도 대거 등장하였다. 에듀 게임의 대상 연령도 아동이나 청소년에서 일반인으로까지 확대되고 있다. 반면, 에듀 게임으로 학생들 사이에서도 잘 알려져 있으면서도 유료화 및 기타 운영문제로 이용자 수가 급감하여 결국 사이트가 폐쇄된 경우도 허다했다. 이렇듯 수많은 에듀테인먼트 콘텐츠들이 생겼다 사라지기를 반복하는 동안 이들에 대한 명확한 평가 기준이 부족하고 또한 제대로 평가되지 않아 우수한 콘텐츠들이 사라지거나 질적 정보를 얻기가 어려울 뿐아니라 교수 학습활동에서도 우수한 콘텐츠를 선정하고 활용하기가 매우 불편하였다. 이에 본 연구에서는 수요자에게 양질의 에듀테인먼트 콘텐츠 선정 활용을 권장할 수 있는 정확한 정보와 기준을 제공하고, 개발자에게는 품질 평가의 기준을 제시함으로써 에듀테인먼트 콘텐츠 개발의 올바른 방향을 제공하고자 한다.

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Developing an IT Course Utilizing Raspberry Pi (라즈베리파이를 활용한 IT 교과목 개발)

  • Yoo, Hyeon-Joong
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.89-95
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    • 2015
  • IT technologies are closely related to our daily life, and we are experiencing the emergence of new IT devices every day. The ongoing rapid progress of IT technology results in the increasing demand of experienced software & hardware engineers, and leads to the short life cycle of lab kits. However, the normally small to medium sized manufacturers of lab kits usually cannot even afford to support timely update and upgrade of their own kits. In this paper, we propose a way of effectively running an IT course by building a Raspberry Pi based kit. Raspberry Pi has features that allow us to not only timely update/upgrade the kit, but also expose students to various IT fields.