• Title/Summary/Keyword: 학교용

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A Case Study on the Educational Utilization of School UCC in SNS (SNS를 이용한 학교현장 제작 UCC의 교육적 활용 사례 연구)

  • Bae, Ji-Hwan;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.449-456
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    • 2013
  • The purpose of this study is to examine how UCC can be prepared in the school environment, to measure the ways it can enhance education and evaluate the many different circumstances it can be used. In this study, the concept of UCC was researched and it was discovered which classifications and features can be created in the school environment. There are four educational uses of UCC; in class lessons, student guidance, school events and counseling for parents. This study suggests ways of implementation which will facilitate using SNS in the school environment.

A Study on the Analysis System of Student's Participation for IT-Gifted Youth Education (정보과학기술 영재교육을 위한 학생 참여도 분석시스템 연구)

  • Joo, Jee-Young;Hong, Seong-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.260-264
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    • 2010
  • 본 연구는 2010년 전국 정보과학기술(IT) 영재교육을 위한 학생 선발 과정을 중심으로 과거의 선발 과정과 차이점을 비교해보고, 정보과학기술에 관심이 있는 교육생을 대상으로 모집된 결과로 부터 성별, 지역별, 학교별 분포를 분석하였다. 분석결과에서 남학생과 여학생의 비율이 1 : 0.29로 나타났는데 이는 남학생보다, 여학생이 정보과학기술을 접하기 어려운 분야로 인식하고 있다는 것이다. 두 번째로, 지역별 분포비율을 조사한 결과 부산지역이 가장 많은 관심 비율을 보이고 있었는데, 이는 부산에 한국과학영재학교를 비롯한 부산광역시 교육청 산하 정보영재교육원과 같은 정보영재교육의 참여도가 많은 학생들이 지원한 것으로 보인다. 세번째, 중학생과 고등학생의 비율을 분석한 결과 중학생이 고등학생보다 약간 우위를 가지는 것으로 확인되었다. 이는 좀 더 일찍 자신의 적성에 적합한 영재교육의 혜택을 경험해보기 위해서이며, 학업의 내용이 학교 교과과정에만 관심이 있는 것이 아니라, 자기계발을 위한 학부모와 학생들에 관심이 높아지고 있음을 알 수 있다. 또한 국가적 IT 브랜드의 위상이 높아지고 IT의 발전이 학생들에게 많은 영향을 주었다고 본 연구에서는 판단된다. 정보과학기술 영재교육의 학생 선발 방식이 새롭게 전환되면서 무엇보다도 전국의 많은 학생들이 IT영재교육원의 교육 혜택을 받게 되었다는 점과, 많은 학생들이 온라인 교육을 통해서 소셜 커뮤니티를 형성하여 창의력과 자기계발 잠재력을 키울 수 있는 계기가 되었다는 점에서 큰 의미가 있다고 할 수 있다.

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Centralized Group Key Management Scheme for Tactical Swarming Drone Networks (전술 군집 드론 네트워크를 위한 중앙집권식 그룹키 관리 기법)

  • Lee, Jong-Kwan;Shin, Kyuyong;Kim, Kyung-Min
    • Journal of the Korea Institute of Military Science and Technology
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    • v.21 no.6
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    • pp.817-825
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    • 2018
  • Recently, drones have been used in various field to overcome time and space limitations. However, single drone still has a lot of restriction on transportation wight and travel time. Therefore many studies have been conducted to increase the utilization by swarm of drones. Many things should be additionally considered in order to operate swarming drones securely. Especially the group key management is a challenging research topic in tactical domain due to existence of adversary that has anti-drone skill. In this paper, we proposed an efficient group key management scheme for tactical swarming drone networks where an adversary equipped with anti-drone skills exists. The group key can be updated with a small number of message exchange compared to other convenience schemes. The numerical and simulation results demonstrate that the proposed scheme manages the group key efficiently and securely.

The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality (교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험)

  • Yu, Jeong Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.419-427
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    • 2012
  • This paper presents the effect of a interactive learning experience and student's response to technological components We develop the interactive learning environment and learning model in lessons relying on educational robots and augmented reality in the school classroom. The developed learning model is based on the problem-based learning model. The experiments of the study conduct with 18 students, the $5^{th}$ and $6^{th}$ graders of an elementary school for 8 weeks using developed system. We find out the interactive learning experiences have an influence on the creative ability of children. We know that students who scored lower on the school exam scored higher on the score of creativity compared to top students through educational robots and augmented reality.

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Content Analysis of Aging in the Textbook & the Development of Instructional Materials about Aging (교과서의 노인에 관한 내용 분석 및 교사용 노인교육 자료 개발)

  • Yoon In-Kyung;Joe Byeong Yeun;Han Jeong-Rahn;Kim Young-Hwan;Jang Myung-Hee;Kim Myeung-Ja;Park Yoon-Myung;Park Gil-Ja;Park Sun-Young
    • Journal of Korean Home Economics Education Association
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    • v.17 no.1 s.35
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    • pp.85-111
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    • 2005
  • This study is to abstract and systemize the essential elements of aging from the elementary and secondary textbooks. instuctional manuals. And the foundation of this. we have an cbject to develop the instructional materials about aging. We had 3 steps. First. we refered to sundry records. For example, the elementary, secondary external textbooks and educational program about older adults and aging. Second. we called the specialist conference. They drew the teaching elements about aging and systemized them. Third. We developed the instructional materials about aging. They were examined by some teachers and applied to the class. Teachers and students predicted the instructional materials avariable.

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Arduino Compatible Modular Kit Design for Educational Purpose (모듈 기반 교육용 아두이노 호환 키트 설계)

  • Heo, Gyeongyong;Jung, Jaewoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1371-1378
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    • 2018
  • With the curriculum revision by the ministry of education in 2015, informatics was required to be included in the secondary high school curriculum, and applied to elementary and high schools in order. In response to this trend, universities are also emphasizing programming education. Arduino is one of the famous tools for programming education, and the usefulness of it has been proven through various case studies. However, existing Arduino-based kits are not easy to use with limited hardware knowledge. It is also difficult to expand the kits in a way other than that given in the original design. In this paper, proposed is a new kit design that can solve the problems mentioned above. The proposed design is superior to existing ones in usability and scalability, and can be used in various ways according to the amount of prior knowledge. The proposed design is registered as a patent and development of a kit based on it is underway.

Development and Validation of Inventory of Peer Relation for Middle and High School Students (중·고등학생용 또래관계 검사 개발 및 타당화)

  • Kim, Sung-Geun;Ham, Kyong-Ae;Choi, Hee-Suk;Cheon, Seong-Moon
    • Journal of vocational education research
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    • v.30 no.4
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    • pp.143-159
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    • 2011
  • The purpose of this study is to develop and validate Inventory of Peer Relation for middle and high school students. First of all, in Study 1, 113 preliminary test questions were developed after reviewing of precedent studies in order to develop the Inventory of Peer Relation for Middle and High School Students. In Study 2, for the factor analysis, the survey was conducted for 600 students in three middle schools and three high schools in Busan to develop a final test, and finally 42 questions of them were selected. In Study 3, correlation analysis with another two inventories of peer relation was conducted to validate the developed Inventory of Peer Relation. The Inventory of Peer Relation developed through this study can be said reliable and valid. We made some suggestions for future studies.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

The Microbiological Assessment and Identification of Food Utensils and Food Service Facilities in School (학교 급식설비 및 집기류의 미생물학적 위해요소 분석)

  • Hong, Seung-Hee
    • Journal of Food Hygiene and Safety
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    • v.29 no.3
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    • pp.189-194
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    • 2014
  • This study was conducted to evaluate microorganism contamination of food utensils and service facilities in school and to prevent hazards by food poisoning occurrence. As a result, the highest number of microorganism growth plate ($12.3{\pm}2.6$) was detected in total bacteria test plate, and also observed $10.3{\pm}3.9$ growth plates in Staphylococcus aureus test plate and $9.5{\pm}3.9$ growth plates in E. coli and coliform bacteria test plate. But we could detect to the lowest number of growth plates ($1.5{\pm}1.0$) in Vibrio test plate. We also assessed that floors were appeared to the highest microorganism contamination rate in food utensils and service facilities. Therefore, $4.5{\pm}0.6$ growth plates was detected in pre-operation floor and $4.3{\pm}1.0$ growth plates in floor. And high level of microorganism contamination also observed in tables as $3.3{\pm}1.0$ growth plates in cooking table and $3.0{\pm}0.0$ growth plates in dining table. The level of microorganism contamination of food utensils such as kitchen knife, cutting board, and food tray were lower than that in food service facilities. We analysed microorganism contamination according to purpose of use in kitchen knifes and cutting boards. The microorganism contamination rate in fish kitchen knife ($2.0{\pm}0.8$) and fish cutting board ($1.3{\pm}1.5$) were slightly higher than that of others purpose of use. As a result of microorganism identification, various strains of microorganism were contaminated in food service facilities and some strains could detected more than two times. Especially, Staphylococcus aureus was repeatedly identified in cooking table, trench, and kitchen knife. Bacillus cereus was identified in kitchen knife, and then Pseudomonas fluorescens and Pseudomonas aeruginosa were also detected in food utensils and service facilities as known to food spoilage microorganisms. Klebsiella pneumoniae was detected four times repeat, which widely distribute natural environment as normal bacterial flora but sometimes cause acute pneumonia. These results suggest that food utensils and service facilities are contaminated with not only major food poisoning microorganisms such as Staphylococcus aureus, but also food spoilage microorganisms. Taken together, strict personal hygiene control and efficient food service facilities management will be needed to enhance food safety in school feeding and to improve student health.

A Study on the robot program application education through project study (프로젝트 학습을 통한 로봇 프로그램 활용 교육에 관한 연구)

  • Jeong, Dong-Gyu;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.83-88
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    • 2006
  • 세계 최정상의 IT기술과 산업용 로봇 시장을 바탕으로 지능형 로봇 기술(RT: Robot Technology)을 확보하기 위하여 국가적 노력이 경주되고 있고 이러한 지식 과학 기술 확보를 위해서는 무엇보다도 과학적 인재 양성이 시급하다. 이에 초등학생의 과학에 대한 동기 유발과 창의력 신장에 적합한 로봇 프로그래밍이 각광을 받고 있다. 하지만, 국가적으로 중등 대학교육에서는 과학 인재 양성을 위해 많은 노력을 기울이고 활성화 되어 있으나 초등학교에서는 교육 환경의 미비로 그 한계를 보이고 있다. 따라서, 본 연구는 초등학교에서의 로봇 프로젝트 학습을 구안하여 초등학생의 창의력을 신장하기 위한 로봇 프로그램 활용 교육에 대하여 연구하여 보았다. 이러한 연구를 통한 실험, 공작 중심의 로봇 탐구교육은 학생들의 컴퓨터 과학에 대한 흥미와 선호도를 높이며, 탐구 활동을 통해 논리적 사고력과 창의력을 함양하는데 많은 도움이 될 것이다.

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