• Title/Summary/Keyword: 학습자 요구

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Function derived through analysis of educational robot user (교육용 로봇 수요자 분석을 통한 기능 도출)

  • Kim, Myung-Seuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.667-670
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    • 2009
  • The users' needs are expanded because of developing of educational robot market. However, the technology development doesn't fully adopt customer needs. In general, the most products are followed not user needs but technology trajectory. In this paper, we try to define the educational robot functions from analyzing usage propensity and customer needs with Kano model. According to results, there are key functions based on customer needs such as remote student control, Internet search, educational contents search and study planner. If the four key functions are offered, user's positive attitude to robot will be increased.

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A Study on the PBL-based AI Education for Computational Thinking (컴퓨팅 사고력 향상을 위한 문제 중심학습 기반 인공지능 교육 방안)

  • Choi, Min-Seong;Choi, Bong-Jun
    • Journal of the Institute of Convergence Signal Processing
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    • v.22 no.3
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    • pp.110-115
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    • 2021
  • With the era of the 4th Industrial Revolution, education on artificial intelligence is one of the important topics. However, since existing education is aimed at knowledge, it is not suitable for developing the active problem-solving ability and AI utilization ability required by artificial intelligence education. To solve this problem, we proposes PBL-based education method in which learners learn in the process of solving the presented problem. The problem presented to the learner is a completed project. This project consists of three types: a classification model, the training data of the classification model, and the block code to be executed according to the classified result. The project works, but each component is designed to perform a low level of operation. In order to solve this problem, the learners can expect to improve their computational thinking skills by finding problems in the project through testing, finding solutions through discussion, and improving to a higher level of operation.

An Effect of Using Computer Game in Learning Strategies and the Attainment Degree of Studies (컴퓨터 게임의 이용행태가 학습전략과 학업성취도에 미치는 영향)

  • Shin, Soon-Young;Suk, Chang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.79-89
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    • 2002
  • The purpose of this study is to examine the correlations between the computer game strategies that are to be mastered according to the frequency of using games and the learning strategies, and to make sure of if there is any significant difference in their attainment degrees of studies or not. On the whole, a statistically significant difference was found in the relations between the game strategies and the learning strategies, and the study attainment degrees also showed a statistically significant difference. In other words, the computer game can possibly help students improve their study strategies, accordingly, increase their study attainment extents. In case that students successfully use the computer game, it can make an effective influence on their improving the studying strategies.

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Study for Mathematics App development for Senior (스마트 기기 활용 시니어 수학 자료 개발 연구)

  • Ko, Ho Kyoung;Lee, Hyeungju
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.309-333
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    • 2016
  • This study is part of app development research based on user centered design which targets silver generation learners. The mathematical contents provided by Senior math application focus on Numeracy issues. In order to finalize the user interface and the mathematical contents which is for developing the mathematic application, teaching experiment was carried out through 9 senior learners. Also CIPP program evaluation model was used for monitoring the result of this teaching experiment. Factors such as 'educational objectives' 'requirement analysis' 'educational environment' 'curriculum' 'learning content' 'learning matter' 'interaction' 'program administration' 'supporting environment' 'satisfaction' 'study result' 'substantiality of learning' were checked and as a result the Senior Mathematic application was developed through these feedbacks.

Implementaion of a Web-based syllabus framing System (웹 기반 지도안 작성 시스템의 설계 및 구현)

  • Ji, Hyun-Sung;Han, Hyun-Goo
    • Annual Conference of KIPS
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    • 2005.05a
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    • pp.117-120
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    • 2005
  • 21세기는 정보화 사회로서 정보와 지식이 사회를 움직이는 원동력이며 국가 경쟁력의 기반이 되고 있다. 정부에서는 정보 통신 기술(ICT) 교육 지침을 정하여 2001학년도부터 초등학교, 중학교, 그리고 고등학교에서 정보 소양 교육과 각 교과별 교수 학습에 ICT기술을 10%이상 활용하도록 권장하고 있다. 따라서 일선학교에서는 이러한 정보 사회의 교육환경 변화와 요구에 부응하여 ICT활용 교육을 위한 교수 학습 지도안을 여러 가지 방법으로 작성하고 있으나 현재까지 web을 통한 학습지도안 작성은 매우 미흡한 상황이다. 이에 본 연구에서는 ICT활용 학습지도안을 시공간의 제약 없이 작성, 수정, 검색, 그리고 활용이 가능한 학습지도안 작성시스템을 web을 기반으로 설계하여 학습지도안의 공유 및 재활용 등을 용이하게 함으로써 지도안 작성시간을 대폭 줄일 수 있도록 하였다. 또한 학습지도안과 수업자료를 데이터베이스에 저장하여 데이터의 효율적인 관리와 검색이 가능하게 하였으며, 수업활동 종료 후 형성평가 문제의 출제 및 평가 결과가 계속 누적되어 앞으로의 개인별, 수준별 학습활동에 참고자료로 활용될 수 있도록 하였다. 학습자도 시공간의 제약 없이 학습지도안 검색이 가능하므로 학습자의 예습 복습을 용이하도록 하였다.

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Design and Implement an Internet-Based Courseware (인터넷 기반의 코스웨어의 설계 및 구현)

  • Lee, Geon-Jin
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.82-91
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    • 1997
  • The purpose of thesis is to design and implement an efficient Internet-Based courseware which facilitates the problem solving learning. This courseware was developed in order to provide important foundations of learning in open-education environment using WWW. The targeted level is elementary students, To do this, the definition of problem solving, its processes, and advantages or pitfalls of computer-based problem solving learning were examined, with the advantage of using WWW as an educational tool. The theme of implemented courseware was selected from SATIS which is relevant for the problem solving learning. The courseware has three main parts; learning activity module, teaching activity module, and learning tool module. The learning activity module controls courseware flows and was implemented in accordance with the problem-based teaming processes. It: can be proceeded either sequential way or random access by setting linker. The advantage of random accessing method is that it may facilitate student learning because each student can regulate their learning processes which correspond to their own experiences. The teaching activity module provides for teachers useful informations for helping student's learning and it also can be used as an assessment tool for student's achievements, The learning: tool module consists of conversational note, e-mail address, help, and search tool. It is linked with learning activity module and teaching activity module so that teachers and students can actively participate in teaching-learning processes.

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Analysing Differences of Learning Motivation According to Learning Styles in Project-Based Programming Learning (PBL 기반 프로그래밍 수업에서 학습양식에 따른 학습동기 차이분석을 통한 시사점 도출)

  • Kim, Byoung-Wook;Kim, Han-Sung;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.15-27
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    • 2010
  • Project-based learning is an effective teaching method for improvement of academic achievement and problem-solving ability so that is often applied to programming education. However, a strategy of enhancing motivation is required by a course design considering a learning style of students for advantage of PBL to take effect. Yet, studies on considerations with learning style still lack, when designing project-based programming learning courses for improvement of learning motivation. This research aims to address issues for consideration in designing PBL programming course. Accordingly, we analyzed learning motivation's difference between learning style in PBL programming class. We designed PBL programming course focusing ARCS model, where students making simulation The Kolb Learning Style Inventory is used to determine learning preferences. To assess students' motivation, Keller's Course Interest Survey was used in a pre-post-test-design. The result indicates that pre-post students' motivation differed. Also, we found considerations through comparing difference of ARCS model's detailed elements between learning styles.

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사이버교육의 효율적 운영관리

  • 곽덕훈
    • The Magazine of the IEIE
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    • v.28 no.8
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    • pp.75-81
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    • 2001
  • 정보통신기술의 발전에 따라 사회의 각 분야 역시 빠르게 변화되고 있다. 이중에서도 가장 큰 변화가 일어나고 있는 분야 중의 하나가 교육분야라는 데에는 이견이 없어 보인다. 특히 정보통신기술이 교육분야에 본격적으로 접목되면서 나온 사이버교육이라는 새로운 교육 패러다임은 지금 많은 대학이나 공공기관 그리고 기업 등에서 기존의 오프라인 교육을 보완하거나 대체하기 위한 새로운 교육방법으로 자리를 잡아가고 있다. 그러나 이러한 사이버교육이 너무도 빠르게 교육 현장에 도입되면서 장점 못지 않게 많은 문제점 위해서는 현재 제기되고 있는 문제점의 도출과 이에 대한 적절한 대안의 마련이 요구된다고 본다. 본 논문에서는 우리나라 사이버교육의 현황을 살펴보고 현재 사이버교육에서 제기되는 문제점을 경영자 측면, 학습자 측면, 교수자 측면, 운영자 측면, 인프라 측면, 제도적 측면 등에서 살펴보고 각각에 대한 개선 방안 및 발전 전략을 제시하고자 한다.

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Application authoring tool for the use of the efficiency of a literature class (문학수업의 효율성을 위한 애플리케이션 저작도구의 활용)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.423-428
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    • 2013
  • This paper is to suggest how to apply smartphone application making for literature class as a learning tool. New specialists in literature are not satisfied with the traditional learning methods for the acquisition of theoretical knowledge any more. They try to learn the making process of smartphone application using app writing tools to meet their attention and needs. As a result, they can experience "deterritoriatization" of their major. Such a new learning method not only makes the learners build up their literary knowledge, but also plays a part to meet their needs to make it reality as a practical method that satisfies their learning needs. On this basis, there can be a possibility for literature to be the important resource of the contents development for mobile application.

The Mediating Effects of Subordinates' Self-Directed Learning Ability on the Relationship between IT Company Manager's Authentic Leadership and Subordinates' Work Engagement (IT 기업 관리자의 진성 리더십이 구성원의 직무 열의에 미치는 영향: 구성원 자기주도학습 능력의 매개효과)

  • Lee, Hyung Woo;Kim, Man Soo;Kim, Jung Won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.185-193
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    • 2021
  • In order to increase corporate competitiveness in the fourth industrial revolution environment, it is most important to secure and nurture talented people with digital capabilities. In particular, because the knowledge and skills required in the IT sector are newly created or added, enhancing expertise through upskilling and reskilling of IT company members is essential. Thus, this study proposed theoretical discussions and practical implications for strengthening the competitiveness of IT company in terms of human resource development by analyzing the mediating effects of subordinates' self-directed learning ability in the relationship between managers' authentic leadership and subordinates' work engagement. The results of this study were as follows: First, authentic leadership of IT company manager had positive effect on subordinates' work engagement. Second, self-directed learning ability of subordinates' had partial mediating effect on the relationship between IT company manager's authentic leadership and subordinates' work engagement.