• Title/Summary/Keyword: 통신교육

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Implementation of IoT training system for piano practicing (피아노 학습을 위한 IoT 훈련시스템 구현)

  • Ryu, Sungryong;Yu, Gangeun;Kim, Dayeong;Park, Hyung-kun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.526-528
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    • 2022
  • In this study, through the capstone design project, an IoT based piano training system was developed after identifying problems in piano learning. The piano training system recognizes sheet music through image processing technology and checks whether the correct keyboard is struck through FFT transformation during piano practicing. By providing a visual effect and score display function using a rhythm game, it was possible to arouse interest in boring piano practice and increase the effect of piano learning.

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A Teaching-Learning Model for Cultivating Consciousness of Information and Communication Ethics by the Establishment of Ego Identity on Cyberspace (사이버 공간상의 자아정체성 확립을 통한 정보통신윤리 의식 함양 교수-학습 모형)

  • Sin, Mi-Jin;Lee, Jae-Woon;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.97-107
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    • 2006
  • The deviant behaviors on cyberspace in Korea are increased recently because of the unbalanced development between the social ethics and the technological improvement on information and communication technology. To overcome this, educations on information and communication ethics are executed in school. However most of the educations is to deliver the knowledge on the disfunction of informationization and rules of netiquette without the analysis of the psychological characteristics on the cyberspace. Therefore, educations on information and communication ethics, in which the changes of social behaviors and value attitude are essential, is ineffective by making the students as passive and enervated users. In this research, we developed a teaching-learning model for cultivating consciousness of information and communication ethics by the establishment of ego identity on cyberspace and then proved the effectiveness by the experiment in school. Students can raise their abilities on active dealing with the given situation and context according to this teaching-learning model.

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Current Status and Problems of the ICT In-service Training for Teacher Based on the Operating Guide and Skill Standard of ICT (정보통신기술교육 운영지침과 활용능력기준에 기초한 교원정보화 연수 현황 및 문제점 분석)

  • Kim, Jong-Hye;Kim, Yong;Lee, Won-Gyu
    • Journal of KIISE:Software and Applications
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    • v.34 no.9
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    • pp.848-856
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    • 2007
  • The curriculum for teacher ICT in-service training has several problems in terms of running and managing training content. The majority part of the program consist of teaming software application manual. Additionally, the program is not organized and some contents overlap. Furthermore teachers are not obliged to participate in training. Especially, it needs to be revised because it is many difference between revised ICT curriculum and 'ICT skill standard for teacher(ISST)'. This study investigates the current curriculum for teacher ICT in-service training, analyzes problems in running and managing training content, and suggests need for revising the curriculum for teacher ICT in-service training.

Physical Computing Learning Model for Information and Communication Education (정보통신기술 교육을 위한 피지컬 컴퓨팅 학습모델)

  • Lee, Yong-Jin
    • Journal of Internet of Things and Convergence
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    • v.2 no.3
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    • pp.1-6
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    • 2016
  • This paper aims to present the physical computing learning model applicable in teaching the information and communication technology for technology and engineering education. This model is based on the physical computing and deals with the information creation and information transfer in one framework, thus provides students with the total understanding and practice opportunity about information and communication. The proposed learning models are classified into the client-server based model and the web based model. In the implemented learning model, the acquirement and control of information is performed by sketch on Arduino and the communication of information is performed by the Python socket on Raspberry Pi well known as an education platform. Our proposed learning model can be used for teaching students to understand the concept of Internet of Things (IoT), which provides us with world wide control and communication of information.

Analysis and Suggestions on the Present Levels of ICT Utilization Ability of Preservice Teachers' in College of Education according to ISST (교원정보활용능력기준(ISST)에 따른 사범대 예비 교사의 정보통신기술활용능력 수준 현황 분석 및 개선방안)

  • Jeon Mi-Yeon;Kim Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.837-840
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    • 2006
  • While great efforts are being exerted on the reform of teacher training to provide integrated use of ICT in a teaching-learning process with educational informatization, it is still indicated that a teachers' training school fails to prepare leachers for incorporating information Communication and Technology (ICT) properly into an instructional process. Based on this awareness, this study aims at examining and analyzing the ability level of In utilization training for preservice teachers and thus at providing basic data to perform ICT utilization teaching-learning according to the seventh curriculum in a school. For this purpose, a survey was conducted with preservice teachers (seniors) in a college of education, Kongju National University and the collected data were analyzed using a Statistical Package for the Social Science (SPSS) 12.0 program.

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Types of Special Educational Technology Contents for Children with Disabilities (장애아동을 위한 특수교육공학 콘텐츠 유형 탐색)

  • Kwon, Choong-Hoon;Kim, Hun-Hee
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.207-214
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    • 2007
  • The special educational technology is the combination term of special education and educational technology. These days, the applications of educational technology in special education field is very increasing through the development of IT and the progress of teaching methods. The development of IT bring out the applications of assistive technology. The various development and operation strategies of the individualized educational program have promoted the advancement of teaching methods for the children with disabilities. The purpose of this paper is to inquiry and to present the applicable contents of special educational technology for the children with disabilities. The important study problems of this study are to examine the differences between educational technology and special educational technology, to categorize special educational technology in the view of application and to develop the contents of instructional design and assistive technology device. Finally it is to suggest the progress tasks for the development of the special educational technology.

인트라넷(intranet)을 이용한 경영모의게임(Business Simulation Game)의 활용 및 효과

  • 김광용;이재호;이승렬
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1997.10a
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    • pp.68-70
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    • 1997
  • 본 연구의 목적은 정보산업의 발달로 급변하고 있는 교육환경하에서 인트라넷(intranet)을 활용한 경영모의게임(Business Simulation Game)의 활용방안을 제시하고, 이러한 수업이 갖는 장점 및 수업효과에 미치는 영향을 조사하였다. 즉, 학생들이 팀을 이루어 게임을 하는데 있어 남녀별, 직장경험별, MBTI의 특성 별, 팀 구성원의 수의 차이에 따른 게임 성과 및 수업효과와의 상호관계를 실증적으로 비교, 연구하여, 궁극적으로는 한국교육실정에 맞는 인트라넷을 이용한 경영 모의 게임의 개발을 그 목적으로 하고 있다. 근래에 정보 및 통신기술의 발전과 인터넷 사용의 보편화로 여러 가지 학문 분야에서 정보화 및 국제화가 많이 이루어져왔다. 특히 인터넷과 관련된 여러 가지 기술(technology)들을 적극적으로 통합, 활용하고자 하는 인트라넷(intranet)의 발전은 정보기술의 여러 학문 분야에서의 활용가능성을 더욱 높이고 있는 실정이다. 그러나 이러한 인터넷, 정보 및 통신기술의 교육현장에서의 활용 방안에 대한 많은 연구들은 실질적으로 그 이론적 배경 및 효과에 대한 깊은 연구없이 종래의 교육방법에 대한 대안 또는 보조 역할로서의 가능성만 제시하고 있는 형편이다. 따라서 본 연구는 첫째, 경영모의게임과 정보통신기술의 활용을 위한 학술진흥방안의 하나로서 인트라넷을 이용한 경영모의게임 과목의 구축및 수행에 관한 구체적인 절차를 제시한다. 즉 경영모의게임 구성은 어떤 모듈들이 어떻게 인터넷상에서 사용되었으며, 도한 게임의 운영은 어떻게 하는것이 바람직한가 등에 관한 연구이다. 둘째, 성별, 직장경험별, MBTI 특성별, 팀의 크기별로 게임성과 및 수업효과에 관한 실증적 연구를 함으로써, 게임 이론의 경영마인드 형성 및 정보화에서 예견 될수 있는 여러 가지 문제점 및 가능성을 지적하여, 한국문화 및 현실에 맞는 정보화를 이용한 경영모의게임 교육방안을 제시한다. 셋째, 본 연구는 의사결정지원 시스템(DSS), 전문가 시스템(ES), 전자우편(E-mail)등과 같은 정보기술의 교육현장에서의 활용방안 및 그 교육적 효과도 점검하였으며, 마지막으로 본 연구는 당면현실로 다가온 정보화 및 세계화의 기업환경에서 예견되는 몰입(committment)의 약화에 대한 치유방안으로서, 정보화된 경영모의게임의 기업 교육훈련 시스템(Business Training System)으로의 발전 가능성을 제시한다 하겠다.

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