• Title/Summary/Keyword: Elementary school computer education

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Exploration of Digital Textbook Adoption and Implementation based on an extended Technology Acceptance Model (확장된 정보기술수용모델(TAM)을 기반으로 디지털교과서 수용 및 활용 탐색)

  • Suh, Soon-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.265-275
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    • 2011
  • The purpose of this study was to identify the factors that determined the adoption of digital textbook among elementary and middle school teachers, and to propose and validate a revised Technology Acceptance Model. The study was grounded in the innovation diffusion theory and the attribute factors proposed in the theory were used in the model. More specifically, observability, compatibility, and subjective norms were proposed as external factors and usefulness, easy of use, intention to use were proposed as internal factors in the proposed model. It was found that (a) observability, compatibility, and subjective norms were the main external factors that influenced the teachers' intention to use digital textbook and (b) the revised TAM was validated.

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Design of a Mobile System Based on Responsiveness to Intervention Model for Learning Disorder Student (학습장애아를 위한 중재-반응모형 기반 모바일시스템 설계)

  • Kim, Chul-Ho;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.241-248
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    • 2009
  • 학생들의 기초 기본학습 능력의 신장이 강조되고 있는 교육상황에 비추어 볼 때 지금까지 간과되어 왔던 학습장애에 대한 재인식과 학습장애아들을 위한 대책이 필요하다. 그 대책으로 최근 특수교육분야에서 기존의 지능-불일치 교육이론에 대한 대안으로 제시되고 있는 중재-반응 (Responsiveness to Intervention : RTI) 이론을 기반으로 학습장애아들에 대한 교육이 보다 효율적으로 적용될 수 있다. 하지만 실제 우리의 교육에 적용을 위해서는 많은 걸림돌들이 존재하고 있다. 실제 교육 현장의 교사들이 RTI 이론 적용의 걸림돌로 제기하는 점들을 해결하기 위한 대안으로 모바일 시스템설계를 통해 실제 현장에서의 RTI 이론 적용 및 실행 가능성을 높이고자 한다. 본 시스템의 특징은 첫째, 실제 국내의 교육현장에서 기존 교사들이 제시한 RTI 이론 적용가능성이 낮은 항목들을 중점으로, 이론 적용의 문제점을 해결하기 위한 설계에 중점을 두고 있다. 둘째, 시스템의 구성을 기존의 행정중심이 아닌 실제 수행자 중심 설계를 위하여 기존의 학교행정가를 제외한 일반교사, 특수교사, 학부모, 학습장애 학생으로 설계하였다. 셋째, 일반교사, 특수교사, 학부모, 학습장애 학생의 의사소통 및 진전도 체크 등을 모바일 기기의 편이성과 결합하여 학습장애아의 학습능력을 향상시키고자 한다.

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Design of A Blended Learning Teaching-Learning Model for the Efficient Use of WiKi WEB-based Debate System (Wiki 웹토론 시스템의 효율적 이용을 위한 블렌디드 러닝 교수학습모형 설계)

  • Woo, Kyung-Hee;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.359-364
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    • 2007
  • Wiki 웹토론 시스템의 목적은 지식을 공유하고 자기 주도적으로 학습을 가능하게 하는 토론을 활성화시키는 데 있다. 그러나 이러한 장점에도 불구하고 가정의 컴퓨터 보급률이라든지 인터넷 사용 등의 제반환경여건에 따라 원활한 수업이 이루어지지 않았다. 따라서 면대면 현장학습뿐만 아니라 온라인 환경과 기술요소에 따른 다양한 학습활동들이 필요하다. 블렌디드 러닝 (Blended Learning)이란 적합한 시간에 적합한 사람에게 적합한 기술을 개인에 적합한 학습스타일에 맞추기 위해 적합한 학습관련의 기술을 적용함으로써 학습목표 성취에 초점을 두는 학습형태이다. 블렌디드 러닝에 있어서 학습은 지속적인 과정이며 오프라인학습공간과 결합하여 학습의 장을 넓히는 것이다. 학습자의 관심을 끌어내어 교육의 효과성을 극대화하며 학습 프로그램의 개발이나 과정실행에서 적절한 방법으로 혼합함으로써 시간과 비용을 최적화할 수 있다. 본 연구에서 제시한 블렌디드 러닝 교수학습모형은 Wiki 웹토론 시스템을 보다 효율적으로 활용할수 있게 하였다. 본 모형의 특징은 첫째, 토론에 앞서 오프라인 학습으로 학습목표확인과 수업안내를 하여 학생들로 하여금 학습목표인지와 수업의 흐름을 보다 잘 파악할 수 있게 하였다. 둘째, 토론 후 교사의 강의가 오프라인 학습으로 이루어지도록 하여 학생들에게 배운 내용을 정리할 수 있는 기회를 제공하여 보다 충실한 수업이 될 수 있었다. 셋째, 토론 후 학습자-교사자 및 학습자 상호피드백이 이루어질 수 있도록 하였다.

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Design of Mobile Scaffolding Agent Using Zone of Proximal Development Theory (근접 발달 영역 이론을 적용한 모바일 스캐폴딩 에이전트 설계)

  • Lee, Nam-Ju;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.173-180
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    • 2007
  • 최근 모바일 기기의 활성화에 따라 M-learning (Mobile learning)이 활성화되고 있다. M-learning을 기반으로 한 코스웨어나 모듈 설계 시 학습자의 적극적 참여와 의미 있는 상호작용의 기회 제공과 실제적 환경에서의 교육활동을 지원하는 것에 초점을 맞추어야 한다. 근접발달영역이론 (Zone of Proximal Development : ZPD)이란 독자적으로 문제를 해결함으로써 결정되는 실제적 발달수준과 성인의 안내나 보다 능력 있는 또래들과 협동하여 문제를 해결함으로써 결정되는 잠재적 발달수준간의 거리이다. 한편, 스캐폴딩은 학습자의 근접발달영역을 변화시키며, 학습자가 스스로 학습할 수 있도록 도와주는 구체적인 방식이라 할 수 있다. 또한 스캐폴딩 (Scaffolding)은 학습자가 구조를 조직하고 새로운 지식을 구성하도록 교수자 또는 촉진자가 도와주면서 교수자와 학습자간에 상호작용하는 과정이다. 본 연구에서는 근접발달영역이론을 이용하여 모바일로 교사가 학습자에게 스캐폴딩을 제공하는 수업모형을 제안한다. 본 모형의 특징은 다음과 같다. 첫째, 문제해결을 위한 스캐폴딩만이 아니라 문제 해결 후 격려 스캐폴딩을 제공하여 학습력 강화가 이뤄지도록 하였다. 둘째, 교사와 학습자 사이에 다양한 스캐폴딩을 제공하여 상호작용을 강화하였다. 셋째, 자신에게 맞는 개별학습, 반복 학습이 가능하고 자기 주도적 학습이 강화되도록 하였다.

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Qualitative Exploration on Children's Interactions in Telepresence Robot Assisted Language Learning (원격로봇 보조 언어교육의 아동 상호작용 질적 탐색)

  • Shin, Kyoung Wan Cathy;Han, Jeong-Hye
    • Journal of the Korea Convergence Society
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    • v.8 no.3
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    • pp.177-184
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    • 2017
  • The purpose of this study was to explore children and robot interaction in distant language learning environments using three different video-conferencing technologies-two traditional screen-based videoconference technologies and a telepresence robot. One American and six Korean elementary school students participated in our case study. We relied on narratives of one-on-one interviews and observation of nonverbal cues in robot assisted language learning. Our findings suggest that participants responded more positively to interactions via a telepresence robot than to two screen-based video-conferencings, with many citing a stronger sense of immediacy during robot-mediated communications.

A Study on Cognition about Copyright of Digital Works

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.5
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    • pp.41-49
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    • 2017
  • Digital works such as computer programs, music, photographs, movies and dramas are copyrighted. Even if there were more than 1,000 violations per year for digital works, the punishment was very weak. Especially copyright infringement by teenager is increasing. This study aims to present the direction of future development through questionnaires on the perception and direction of college students about copyright. 157 college students were surveyed about copyright awareness, perception of detailed legal provisions, cost of monthly expenses, copyright violation, and direction of copyright protection. As a result of the questionnaire survey, awareness was high at 69%, but in detailed law was low at 17.2% and 22.3%. In the future direction of copyright policy, 72.6% of them answered that they should be "strengthened" and "more and more strengthened". In order to protect copyrights, enforcement of crackdowns, public relations activities, expansion of the legal market, and technical protection should be done. In order to do this, copyright-related education for elementary, middle, high school and college students are needed more and it is necessary to expand the legal market where high quality contents are traded. More research is needed on copyright protection technological methods.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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Analysis of Menarche Experience and Raising of Need of Menarche Education (성인의 초경경험분석에 따른 국민학생을 위한 초경교육의 필요성 제기)

  • Kim, Jeong-Eun
    • Women's Health Nursing
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    • v.1 no.2
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    • pp.222-243
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    • 1995
  • The purpose of this study was to develop concrete and in-depth knowledge about menarche and to raise the need of menstrual education. The data were collected from purposively sample 34 women from twenties to forties from April 27 to October 10, 1994. Semi-structured intensive interviews were done and these qualitative data were analysed with "Ethnograph" computer program. The results of the study were as follows : 1. The experience of menarche could be classified into two main groups, which were positive and negative response to menarche. The negative experiences were to be shameful, tearful, scared of the phenomena and thought as a kind of punishment for guilt or confused menarche with other symptoms of diseases. On the contrary, the positive experiences were to be proud of physical maturity and to think that is was wonderful, miraculous and to perceive it as a warm experience. 2. The experience of menarche was influenced by various factors. They were the knowledge about menstruation, the quality and amount of informations, the time of menarche, the environmental factors, the response of significant others toward menarche. The experience of menarche could be positive or negative according to these factors. 3. The previous information sources about menstruation could be significant others, school education and mass-media. The significant others were mothers, sisters, friends and the person in charge of school sex education such as school nurses, home economics, military drill and athletics of teachers. And mass-media included sex education booklets, nursery tales, TV programs, and publicity activities of sanitary napkin companies. 4. The opinions of the subjects about the proper time of menarcheal education could be grossly classified into two groups. The first was active approach toward children when they were in elementary school. The second was passive approach which postponed the time until the child ask about it, because it would be awkward for them to discuss about the topic. 5. The participants thought that the ideal methods of menarche education would be systematic school education programs, open discussion with daughters, audio-visual teachings, or practical education in everyday life. 6. The contents of the menarche education based on the participants' opinions, would be positive details about meanings and functions of menstruation. And it would be desirable if the attitudes of the person in charge of education could be positive, open-hearted, and favorable toward menstruation.

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Development of a Tailored Mobile Application to Improve Elementary School Students' Competencies of Emotional Awareness and Empathy (초등학생들의 감정인식과 공감능력 향상을 위한 맞춤형 모바일 앱 개발)

  • Kim, EunJung;Lee, Yuna;Lee, Sangsoo
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.85-99
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    • 2014
  • Recently youth problems such as school violence and bullying are becoming increasingly lower age. In order to overcome this situation highlights the importance of education and the emotions, which in analyzing the existing mobile app, only the most fun-oriented approach has been made and the information presented. It focuses on the emotion awareness and empathy abilities of learners diagnosis, training, application can be made at the level of educational mobile app prototype was developed. First, self-understanding, self-expression, others-understanding, and empathy of emotional competency derived from review of emotional awareness skills training programs. Second, by analyzing the existing emotion recognition app macro-principles and micro-strategy of mobile app's designs were derived. Third, accordi was conducted on prototype of storyboard and app the completed prototype was completed. The proposed app is a fun and learning by doing, also Depending on students' level of performance can be customized. The proposed mobile app is efficient and effective, engaging learning space as a systematic training in the diagnosis and the emotions through the elementary students will be able to improve emotional awaeness competency.

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Design and Implementation of A Student Information Mining System (학생정보마이닝 시스템의 설계 및 구현)

  • Kong, Hyun-Seon;Kim, Myung
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.55-63
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    • 2003
  • Elementary schools and middle schools currently manage their student data by using the education administration system. One of its sub-systems called 'the academic affairs support system' is especially dedicated to handle school and academic affairs data. By allowing simple data search and statistical data calculations, it helps teachers easily integrate and manage education information resources. However, it is not easy for teachers to analyze the correlations among student data. In this paper, we showed by examples that a lot of meaningful information can be extracted by analyzing the relations among student data. Based on the results, we designed and implemented SIMS as a tool to provide teachers with such services. SIMS makes use of Association Rules for data correlation analyses. SIMS can be used in connection with the academic affairs support system, and is much easier to use than previously developed commercial products for similar services.

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