• Title/Summary/Keyword: ICT-활용수업

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Development of Tools to Evaluate the Effectiveness of Smart Education and Digital Textbooks (스마트교육.디지털교과서 효과성 검증 도구 개발)

  • Kim, Jeongrang;Kim, Youngshin;Han, Sungwan;Kim, Soohwan;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.357-370
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    • 2014
  • The purpose of this research was to develop the tools needed to evaluate the effectiveness of using digital textbooks and smart education. We then developed the tools to evaluate the effectiveness of smart education and digital textbook utilization, which were an identification of 1) seven essential 21st century skills, definitions of each, and prerequisite abilities; 2) five 21st century teacher competencies, definitions of each, and prerequisite abilities; To develop the questionnaire, we conducted a literature review in this area, consulted experts, observed classes, interviewed members of focus groups, and met with policy makers from the Ministry of Education and KERIS. The student questionnaire(26 Questions developed) included; creativity and innovation, critical thinking and problem solving, communication, collaboration, ICT literacy, self-directed learning, and adaptability. The teacher questionnaire(24 questions developed) included; 21st Century Skills, ICT Literacy, Rapport building with learners, Instructional design, Evaluation and reflection. The tools we developed will be able to use for evaluating the effectiveness of smart education and digital textbooks.

Analysis of Student Satisfaction Survey on Computer Practice Subject by Applying Blended Learning (컴퓨터 실습 수업에의 블렌디드 러닝 적용과 학생만족도 분석)

  • Kim, Wanseop
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.373-384
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    • 2015
  • Computer education is gradually focusing on a wide variety of areas of expertise such as production of visual media and software development, instead of on the use of ICT like before. Particularly, computer courses related to production of image media require a complex practice procedure and repeated practice, making the future hands-on work difficult. Therefore, this study tried to verify the effect of the change in running methods of the "computer graphic" course from offline to blended learning. This analyzed the students' lecture satisfaction survey results of before and after the change. As a result, blended learning was well received and led to the small variations in the scores of the satisfaction surveys between the lecturers. Additionally, many students responded that the blended learning was more effective in their satisfaction surveys.

A Study on the Method for Managing the Quality of Teaching and Learning Materials (교수·학습자료 질 관리 방안 연구)

  • Kang, Shin-Cheon;Kim, Kyung-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.157-169
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    • 2003
  • Teachers talked about the teaching and learning materials which were many but they were not always useful. Many teaching and learning materials called forth the quantitative expansion of them because of developing and delivering them after activating the education of using ICT. These results gave many teachers many advantages in comparison being in a difficult class because of few them. But, in spite of many good points, many teachers said that there were many materials but they were not useful and they could not find easily the fit material for themselves. These teacher's response based on the delivery method of teaching and learning materials is to be improved and the searching method of them is to be improved. To solve these problem, we proposed a method aobut the system for managing the quality of teaching and learning materials. It gives many teachers the advanced teaching and learning materials and the method for finding them more easy.

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Analysis of Differences in Self-directed Learning According to Longitudinal Pattern of Information Retrieval Ability and Frequency (정보검색 능력과 빈도의 종단적 패턴에 따른 자기주도학습 능력 차이분석)

  • Shim, Jaekwoun
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.551-560
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    • 2019
  • In the advanced information age, learning is an activity in which learners access information resources through computers and Internet to acquire and evaluate information on their own. The emergence of an online learning platform based on the fourth industrial revolution technology is developing into an environment in which elementary and secondary learners learn and study based on constructivism learning theory. In the online learning environment, the researches on the information retrieval ability of the elementary and secondary learners and the self-directed learning ability were found to be highly related. However, it is necessary to analyze the relation between information retrieval ability and self-directed learning ability through a cross-sectional study that is limited to specific curriculum and contents and expands the longitudinal research. In this study, the panel data of the Seoul Education Longitudinal Study collected over 8 years are used to find the difference in self-directed learning ability according to the longitudinal pattern of information retrieval ability and frequency.

Exploring the direction of granular basic-software education considering the major of college students (대학생의 전공계열을 고려한 세분화된 기초SW교육 방향 탐색)

  • Kim, Wanseop
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.329-341
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    • 2019
  • Computer education in universities has been expanded and specialized from ICT-based education in recent years to software education such as computational thinking and programming. Especially, as the 4th Industrial Revolution is emphasized in all fields of society, software education, which is its core, is being applied as an essential liberal arts course in universities. In the case of basic SW education for all students, it is necessary to provide differentiated education that is suitable for students because their special characteristics are different. In this study, we conducted a basic SW course for general liberal arts at A-university in Seoul and analyzed the survey data from 4,927 students for about 3 years, and classified the major series and searched the appropriate education method for each subdivided group. Through the analysis, we were able to find characteristic groups such as business and commerce, art and sports major. Finally, six groups for basic-SW education are presented. Educational directions such as programming language and level of difficulty setting suitable for differentiated education are presented for each group.

Empirical Research on the Interaction between Visual Art Creation and Artificial Intelligence Collaboration (시각예술 창작과 인공지능 협업의 상호작용에 관한 실증연구)

  • Hyeonjin Kim;Yeongjo Kim;Donghyeon Yun;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.517-524
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    • 2024
  • Generative AI, exemplified by models like ChatGPT, has revolutionized human-machine interactions in the 21st century. As these advancements permeate various sectors, their intersection with the arts is both promising and challenging. Despite the arts' historical resistance to AI replacement, recent developments have sparked active research in AI's role in artistry. This study delves into the potential of AI in visual arts education, highlighting the necessity of swift adaptation amidst the Fourth Industrial Revolution. This research, conducted at a 4-year global higher education institution located in Gyeongbuk, involved 70 participants who took part in a creative convergence module course project. The study aimed to examine the influence of AI collaboration in visual arts, analyzing distinctions across majors, grades, and genders. The results indicate that creative activities with AI positively influence students' creativity and digital media literacy. Based on these findings, there is a need to further develop effective educational strategies and directions that incorporate AI.

A Design and Implementation of the Web-based Project Learning System (웹 기반의 프로젝트 학습을 위한 시스템 설계 및 구현)

  • Kim, Eun-Jeong;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.53-63
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    • 2002
  • The purpose of this thesis is to design and implement an efficient Web- based Project Learning System(WPLS) in particular for the interactive of an elementary school children. The WPLS in this paper has four main parts ; user interface, learner module, administrator module and database. This system was implemented in accordance with the project themes solving learning processes. So the learner module consists of five steps ; project theme proposal, project plan, project execution, web-publishing, and project test. WPLS can improve student`s ICT using ability and academic achievement.

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The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.

Analysis of Computational Thinking Level Through the Scratch Project Analyzation (스크래치 프로젝트 분석을 통한 컴퓨팅사고력 수준 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.661-669
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    • 2018
  • As SW education has become essential since 2018 due to the revised curriculum in 2015, researches on SW education are actively being carried out. In order to understand the level of pre-service teachers' computational thinking level, we analyzed a correlation of CT element scores with each year and each grade based on the calculated Scratch project by years using the analysis tool Dr. Scratch, which was targeted for 325 students in K National University of Education who passed the scratch course from 2016 to 2018. The result indicated that there is a positive correlation between all the CT related factors and both the year and the grade. Conclusionally, it is crucial to have students undergo revising process by using an automated evaluation tool such as Dr. Scratch and cultivate ability to create and utilize required materials. Furthermore, it is necessary to educate students to utilize logical thinking elements such as complex conditions and logic operations.

A Comparative Study of Actuality of Elementary and Middle School Teachers' Perception on Cyber Home Learning System (사이버 가정학습체제에 대한 초중등 교사의 인식실태 비교연구)

  • Jung, Ju-Young;Kim, Hyang-Sook
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.339-347
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    • 2007
  • Along with developments of information and communication technologies, internet has spread not only all over the society, but also our everyday life deeply. Recently, requirements for e-learning using internet in the educational aspect have a great influence on the changes of school educations. Cyber Home Learning System, in particular, has been implemented throughout the nation for the purpose of reducing private expenditure for education and promoting substantial improvements in quality of public education. However, there have been exposed many problems with respect to quality of operations and managements of the system comparing to its quantitative growth, and so, at this point in time, researcher conducted analysis of actuality of perceptions of both elementary and middle school teachers with a focus on the case of S System in K province. To test this, total 278 participants were sampled from the elementary schools (139 teachers) and the middle schools (139 teachers) located in K province and were asked to complete a survey and the results therefrom were analyzed accordingly. Results from the analyses revealed that elementary school teachers responded more positively than other respondents in the most areas, including supply of a variety of learning contents of S System, quality of contents, and providing for helps insomuch as to complement school works, etcetera. In addition, researcher has found out that, to make the system become all the more efficient, it shall be required to establish a strategy in order to induce students' interest in the system, as well as to construct infrastructure for facilitating the use of computer. And that there are also needs for continuous supports from both the school and the education authority concerned, and for method of flexible operation of curriculum.

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