• Title/Summary/Keyword: 컴퓨터 활용 교육

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A Case Study of e-Portfolio Framework Based K-folio Implementation for Improving College Students' Competency (대학생 학습역량강화를 위한 e-포트폴리오 프레임워크 기반 K-folio 구축 사례 연구)

  • Park, Dong-Jin;Lee, Yun-Jae;Kim, Jin-Gyoung
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.87-95
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    • 2014
  • e-Portfolio is a useful tool that enhances students' learning competency. This paper introduces 'K-folio' which is an e-Portfolio system. K-folio is currently being implemented throughout campus. K-folio is designed to apply the theoretical framework for college level e-Portfolio. We chose RAD(Rapid Application Development) as our development method which we designed to gradually improve system's capability and usability by reflecting and implementing the suggestions of students and instructors. This paper has the following contributions: first, it proposes the e-Portfolio implementation model that is more applicable to the college environment. second, the study identifies RAD as the most suitable method for e-Portfolio development. third, it mentions important technical implications regarding the development and operation for their e-Portfolio.

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A Study on Factors Influencing the Use of Edunet by the Experience of Core Users (핵심 교사 사용자 경험을 통한 에듀넷 사용 영향 요인 분석)

  • Heo, Gyun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.47-55
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    • 2008
  • The purpose of this study is finding factors affecting the teachers' use of Edunet and exploring the developmental direction of Edunet which is a web based comprehensive educational information service system. Based on the technology acceptance model and the results of the previous studies, five external and three internal factors influencing the use of Edunet were extracted. The participants were 100, the group of field-assistants who were expected core users in Edunet, and the response of questionnaire was gathered by online survey system. To analyze the collected data and the hypothesis, multiple regression was employed. The result indicated that "usefulness" and "trust" affected statically to both (a) the use and (b) the future-intention use of Edunet. "Fitness of instruction" and "ease of use" affected to (c) the usefulness of Edunet. (d) The ease of use of Edunet was affected by "self-efficiency", "contents quality" and "the system-performance" of Edunet.

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Analysis of Relationship between PCK and Possibility of Teaching about Informatics Subject of Elementary School Teachers (초등교사의 정보교과 교수내용지식(PCK)에 대한 인식과 교수 가능성과의 관계 분석)

  • Hwang, JunYeong;Kim, JaMee
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.63-73
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    • 2017
  • Software education of 17 hours is essential in the elementary school in the 2015 revised curriculum. Unplugged is recommended as a teaching-learning method. Teachers should have a high level of PCK about Informatics Subject in order to utilize Unplugged. The purpose of this study was to clarify the relationship between PCK and possibility of teaching about Informatics Subject of elementary school teachers. For this purpose, 172 elementary school teachers were surveyed. The results of this study are as follows. First, elementary school teachers confirmed that the PCK level of informatics subject is low. Second, it was confirmed that there is a high correlation between PCK and possible of teaching. This study is meaningful that it suggested a method to increase the level of PCK about informatics subject of elementary school teachers.

Development and Application of a Multimedia Title for Misconception Correction on Electric Current (전류에 대한 오개념 교정을 위한 멀티미디어 타이틀 개발 및 적용)

  • Kim, Ki-Ung;Lee, Sung-Keun;Lee, Choong-Il
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.117-126
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    • 2002
  • Many students have some misconception on electric current, and they are not corrected easily by traditional instruction. In this paper, a multimedia title was developed for misconception correction on electric current, and applied to the students and investigated its effects. The subject of this study consists of 32 students of a middle school. The group is divided into two subgroups. the applied group and the compared group. each of which has 16 students. The achievement is estimated by t-test using SPSS. The result shows that current consumption concept was corrected easily and it had no relation with instruction methods. Educational multimedia title was especially effective in the class to correct the misconception of current distribution concept. It was difficult to correct current independent of resistance concept by the multimedia title.

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Online-Offline 혼합학습 형태의 Blended Learning에서 지식 창출활동 촉진을 위한 협력적 지식 창출 모형 탐색 : 초.중등교육을 중심으로

  • Park, Seon-A
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.521-536
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    • 2006
  • The Blended Learning of K-12 education can he complimented to exceed the limits of the traditional face-to-face instructional method and can help learners have experiences with both various interactions and different learning experiences. Specifically, in K-12 education blended learning has a strength in being able to integrate on-line instruction with off-line instruction and actively help learners emerge with a breadth of knowledge gained collaboratively.<중략>For the objective of the study, that is, an investigation by a literature review process, the mode) of the process of collaboratively emerging knowledge as well as the alternative model of the concept can be applied as a developmental research method, which can improve practical procedure, process, and prescription. For overcoming the model and the real situation, this study was applied with Checkland(1999)'s soft system methodology, using$\square$the comparison of the model and real situations$\square$part and$\square$defining the alternatives$\square$of Checkland(1999)'s methods. In conclusion, analyzing the conceptual model and real situation helps in the development of a model which can minimize the discrepancy between the conceptual model and the real situation within K-12 education.

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Authoring Tool of Courseware based on Crossword Puzzle Game for Vocabulary Learning (크로스워드 퍼즐게임을 기반으로 하는 어휘학습 코스웨어 저작도구)

  • Park, Su-Ja;Jung, SoonYoung
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.157-164
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    • 2003
  • To enhance the effect of learning in vocabulary learning, it is important first of all for learner to take active learning and be interested in learning, not cramming education. Due to this background, the instructor sometimes takes advantage of the game concepts in producing the courseware for vocabulary learning. But because of overwhelming overload in making the game-based courseware, it have been not made practical application to vocabulary learning. In this research, we study on the strategy for making practical application of the game concept to producing the courseware for vocabulary learning. And, based on the strategy, we design and implement the authoring tool of courseware for vocabulary learning based on crossword puzzle game. This tool enables instructor to produce the courseware based on crossword puzzle game easily and quickly and to make efficiently the courseware for vocabulary learning with level.

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Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

A Student Grouping System for Cooperative Learning in Small-Groups (소집단 협력 학습을 위한 학생 그룹핑 시스템)

  • Jang, Hyowon;Kim, Myung
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.15-24
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    • 2005
  • The success of cooperative learning in small groups heavily depends on how the small groups are set up. When small groups are formed, the factors such as the objectives and characteristics of the work and the capabilities and interests of the group members should be considered to maximize the interaction among the group members. However, it is not easy for teachers to manually divide their class to small groups to satisfy such conditions. In this work, we developed and implemented a student grouping system that divides the class as appropriate as possible, when given multidimensional student data and a set of conditions for forming small groups. The grouping conditions can be heterogeneous, homogeneous, and both. The grouping system can easily be used by teachers since the system can be accessed by clicking a menu button embedded into Microsoft Excel. The system has also a wide range of application areas where object grouping by various conditions is needed.

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A Development of Android Based Debate Learning System for Divergent Thinking Cultivation (확산적 사고력 함양을 위한 안드로이드 기반 토론학습 시스템 개발)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.137-146
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    • 2011
  • Edward de Bono's six thinking hats is effective to increase the excellence of the thinking and cultivate divergent thinking. In particular, this method is effective in finding a reasonable solution through analyzing issue from a variety of perspective. In this paper, we developed the system for an effective debate learning that student's own ideas based on six thinking hats are shared and expressed in speech and images through Android devices sensors. We analyzed the tools and guidelines by making design structural model for system design. The developed system was evaluated by the teacher through demonstration and practice and we analyzed through evaluation results the effectiveness and the improvement of the system. The evaluation results were analysed that the developed system is more effective improve motivation and debate ability than web based debate learning system.

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Design of the Prediction Model for Information Ethics Behavior of Adolescents (청소년의 정보윤리행동 예측 모형 설계)

  • Kim, Kil-Mo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.23-31
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    • 2012
  • The most adolescents have become themselves perpetrators and victims unknowingly about variety illegal behaviors of the Information Ethics(IE) in the Information-oriented society. To solve the problem, in this paper, we developed the IE Behavior Prediction model through various social psychology theories. And then, we analyzed the relationship between the factors influencing about the adolescents's behavioral intention to perform the Information Ethics by using regression analysis. As a result, 'Attitudes toward the behavior', 'Subjective norms', 'Perceived behavior control', and 'Past behavior' about behavioral intention of the Information Ethics have performed positively. And also they have statically significant. Especially, 'Attitudes toward the behavior' gave the larger effect than the other 3 factors about the Information Ethics Behavior. This result would provide the useful guideline to develop the educational resources, counsel materials, and test items for Information Ethics Behavior.

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