• Title/Summary/Keyword: 컴퓨터 활용 교육

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${\lambda}$-calculus (${\lambda}$-연산 소개)

  • Cheong Kye-Seop
    • Journal for History of Mathematics
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    • v.17 no.4
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    • pp.45-64
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    • 2004
  • The lambda calculus is a mathematical formalism in which functions can be formed, combined and used for computation that is defined as rewriting rules. With the development of the computer science, many programming languages have been based on the lambda calculus (LISP, CAML, MIRANDA) which provides simple and clear views of computation. Furthermore, thanks to the "Curry-Howard correspondence", it is possible to establish correspondence between proofs and computer programming. The purpose of this article is to make available, for didactic purposes, a subject matter that is not well-known to the general public. The impact of the lambda calculus in logic and computer science still remains as an area of further investigation.stigation.

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정보통신윤리 확립방안 윤리강령을 중심으로

  • 이수정;김영렬
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.392-407
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    • 2002
  • 컴퓨터의 발달은 정보의 축적, 처리, 분석과 전달능력을 기하급수적으로 증대 시키면서 사회전반의 효율성과 생산성을 획기적으로 향상시켰다. 그러나, 다른 한편으로는 이에 못지 않은 다양한 사회적 병리현상과 이와 관련된 윤리적 딜레마들을 양산하고 있다. 본 논문에서는 최근 정보사회로의 이행과정에서 제기되고 있는 정보통신 윤리상의 문제점 및 대응방안들을 검토하고, 그 중에서 자율적 규제방안의 하나인 윤리강령을 중심으로 다음과 같은 방법을 통해 향후 바람직한 컴퓨터 윤리 체계의 방향을 모색해 보았다. 첫째, 정보통신 윤리의 탄생 배경을 살펴보았다. 둘째, 현재 행해지고 있는 사회적, 제도적 대응 방안들과 그 현실적 한계점들을 검토하였다. 셋째, 그 중에서 자율적 규제방안의 하나인 윤리강령으로 논의의 범위를 좁혀서 현재 윤리강령들의 내용을 분석하고 바람직한 윤리강령의 조건들을 모색하였다. 끝으로 이상의 논의들을 토대로 향후 바람직한 윤리체계의 확립을 위한 종합적인 방안을 제시하였다. 본 논문은 정보통신망에서 벌어지고 있는 다양한 윤리적 문제점들을 극복하기 위해서 다각도로 모색되어야 할 대응방안들을 제시하였다. 또한, 본 논문은 단기적 차원의 법적 규제나 장기적 차원의 교육적 대응을 보완하면서, 동시에 자율적 합의에 의해 윤리적 원칙을 세워 갈 수 있는 윤리강령의 수립과 그 적극적 활용을 강조함으로써, 현재 우리나라의 컴퓨터 윤리 확립을 위한 구체적이고도 효과적인 대응방안을 제시하였다는데 의의가 있다.

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Design and Implementation of Web based System for Improving of English Reading Ability (효과적인 영문 독해능력 향상을 위한 웹 기반 시스템 설계 및 구현)

  • 이원섭;이상희
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.3
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    • pp.58-63
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    • 2000
  • Since some methodologies of using Internet on English reading have been appeared, most of them have just led students to find some articles on the Internet and translate them into their first language. However, these methodologies have been criticized in that they can not provide naturalistic environment for practical English reading. There are some problems in using Internet for practical English reading. First, the level of vocabularies and grammar of articles from the Internet has not been proved to be appropriate for students. Usually, their level is too high for most students. Second, it needs computer using ability as well as English proficiency if a student successfully finds an article which he or she wants to on the Internet in a limited time. Finally, a teacher should be trained to lead students to participate in a classroom discussion to get, appropriate gists of articles. With all these problems, it is difficult only to use articles from the Internet for successful English reading. Therefore, this study tries to find out some critical problems and solve them, and construct English reading courseware system on the Internet.

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Simulation-based Education Model for PID Control Learning (PID 제어 학습을 위한 시뮬레이션 기반의 교육 모델)

  • Seo, Hyeon-Ho;Kim, Jae-Woong;Park, Seong-Hyun
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.286-293
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    • 2022
  • Recently, the importance of elemental technologies constituting smart factories is increasing due to the 4th Industrial Revolution, and simulation is widely used as a tool to learn these technologies. In particular, PID control is an automatic control technique used in various fields, and most of them analyze mathematical models in certain situations or research on application development with built-in controllers. In actual educational environment requires PID simulator training as well as PID control principles. In this paper, we propose a model that enables education and practice of various PID controls through 3D simulation. The proposed model implemented virtual balls and Fan and implemented PID control by configuring a system so that the force can be lifted by the air pressure generated in the Fan. At this time, the height of the ball was expressed in a graph according to each gain value of the PID controller and then compared with the actual system, and through this, satisfactory results sufficiently applicable to the actual class were confirmed. Through the proposed model, it is expected that the rapidly increasing elemental technology of smart factories can be used in various ways in a remote classroom environment.

A Study on the Characteristics of Academic Achievement in Problem Solving and Inquiry Tasks of Korean Fourth Graders in TIMSS 2019 (TIMSS 2019 문제해결 및 탐구 과제에 대한 우리나라 초등학교 4학년 학생들의 학업성취 특성 분석)

  • Jeom-Rae Kwon
    • Journal of Science Education
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    • v.48 no.1
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    • pp.31-46
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    • 2024
  • This study analyzes the academic achievement characteristics of Korean fourth graders on the problem solving and inquiry tasks (PSIs) introduced in TIMSS 2019. TIMSS 2019 conducted a computer-based assessment in addition to the traditional paper-based assessment. The PSIs were included only in the computer-based assessment, so 30 countries participated in the PSIs of the computer-based assessment. PSIs consist of integrating multiple content and cognitive domains, including 10 or fewer items. Most of the items are constructed in an open-ended format rather than multiple-choice. The analysis results showed that there were differences in student achievement across countries depending on the inclusion of PSIs. Korea's average achievement score decreased by 1 point. The analysis of individual items showed that students' achievement was somewhat low, and the correct answer rate for male students was generally higher than that for female students in many items. Furthermore, item-by-item analysis revealed that there were items where countries such as England and Finland had higher correct answer rates than traditional high-achieving countries, i.e. Singapore, Taiwan, and Korea. Considering the recent emphasis on integrated education, it seems necessary to review the use of PSIs in assessments in Korea as well.

The way of displaying English words to facilitate phonological loops of working memory on the digital screen (디지털 스크린에서 작업기억의 음운고리를 촉진시키는 영어단어 제시 방법)

  • Kwon, Youan
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.99-106
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    • 2014
  • The first purpose of the present study is to investigate the way of displaying English words to facilitate phonological loops on the digital screen, and the second purpose is to test whether or not the more effective display type can increase learning rates equally in both low and high foreign language motivation group. To achieve these aims, two experiments were conducted. Experiment 1 showed that 3 times display condition generated higher performances in recall and recognition test than 1 time display condition did. In Experiment 2, we recruited high motivated group and low motivated group in foreign language learning, and assigned each member into 3 times display condition and self-pace condition. The results of Experiment 2 showed that the performance in the low motivated group was higher in the self-pace condition than in 3 times display condition, while this difference was not found in high motivated group. The present results suggest the display type increasing usage of phonological loops in digital screen environments.

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Personalized Advertisement Service Method Using Web Log Mining (웹로그 마이닝을 이용한 개인화 광고 서비스 기법)

  • Kim, Seok-Hun;Kim, Eun-Soo
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.117-127
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    • 2005
  • Numerous internet pop advertisement are being provided according to the rapid development of e-commercial and a rise in users. However, it has not been based on analysis of users' inclination but just one-sided providing. With that reason, many web-site provider want to advertis e more efficient and distinguished Internet-advertisement as analyzing Server's Log accessed. In this thesis, we have studied and tested relatively simply adoption system to provide personalized advertisement service. In order to influence personal disposition to system as the most effective way, it first of all uses History files as source data and after refining it, it can search not only visitors' inclination but also the others' visit-list on the other server. As a result of it, it can make advertisement more reality and activity.

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The Detection System for Hosts infected Malware through Behavior information of NAC post-connect (NAC 의 post-connect에서 행위정보를 사용한 악성코드 감염 호스트 탐지 시스템)

  • Han, Myung-Mook;Sun, Jong-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.91-98
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    • 2010
  • NAC(Network Access Control) has been developed as a solution for the security of end-point user, to be a target computer of worm attack which does not use security patch of OS and install Anti-Virus, which spreads the viruses in the Intra-net. Currently the NAC products in market have a sufficient technology of pre-connect, but insufficient one of post-connect which detects the threats after the connect through regular authentication. Therefore NAC users have been suffered from Zero-day attacks and malware infection. In this paper, to solve the problems in the post-connect step we generate the normal behavior profiles using the traffic information of each host, host information through agent, information of open port and network configuration modification through network scanner addition to authentication of host and inspection of policy violation used before. Based on these we propose the system to detect the hosts infected malware.

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WBI Courseware Design and Implementation for Learning of Problem Solving on the Subject Science in the Elementary (초등학교 사회교과 문제 해결 학습을 위한 웹 기반 코스웨어의 설계 및 구현)

  • Suh Seung-Hee;Lee Young-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.2 s.34
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    • pp.31-38
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    • 2005
  • The web is expected to cause the lot of its utilizing as a means of computer instructed learning and recently the applying instance on the web is more increasing in the education. From educational perspectives. the web-based instruction is much superior to any other medium in the view of interaction and greater to the amount of transmitted information. The various learning contents of WBI program can make students feel more excited and interested in learning activities. Also the creative talent and application abilities of the learner are able to be developed by mixing various sorts of multimedia materials up such as moving pictures. graphics and sounds. In this study, a WBI courseware learning program for the problem solving was designed and Proposed on the base of the theory of constructivism for the subject of social science in the 6th grade of elementary school. The experimental results showed that the learning accomplishment of an experimental class was much better than that of an existent class.

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A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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