• Title/Summary/Keyword: IT 활용 교육

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A Study on the Change of the Perception of Students' Computational Thinking and Scientific Attitudes in Earth Science Classes Using a Block-based Coding (블록형 코딩프로그램을 활용한 지구과학 수업에서 학생들의 컴퓨팅 사고력에 대한 인식 및 과학적 태도 변화 연구)

  • Han, Shin;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.2
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    • pp.131-140
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    • 2019
  • In this study, a block-base coding that could develop computing thinking was applied to Earth science teaching and learning to identify how the perception of computational thinking and scientific attitude was changed as part of creativity education. Based on the results of the study, the conclusions are as follows: First, an Earth science education program was developed using a block-based coding for elementary school students. The 12-hour program was designed for inquiry activities to encourage students to engage in various thinking by providing them with activity-oriented problems. Second, the Earth science education program using a block-based coding showed significant results in confidence in the use of a computer program, integrated learning with a computer, computational thinking, and problem-solving factors with computational thinking. Third, the Earth science education program using block-based coding showed significant differences in the categories of curiosity, criticism, cooperation, persistence, and creativity. It could be judged that it was effective for students in the process of questioning and trying to solve the problem themselves.

A Study on the Web-based Information Literacy Model Development for University Libraries (대학도서관의 웹기반 정보활용교육 모델 개발에 관한 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.39 no.1
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    • pp.195-217
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    • 2008
  • Providing web-based information literacy is a new turning point in the library instruction. After 2005 many university libraries are adopted to web-based information literacy. However as a result of research found out that initial problems of introduction to web-based information literacy are shown such as the lack of interest and motivation causing factor, the simplicity of providing method and so on. In order to maximize the effectiveness of web-based information literacy, working out in the way how to use library, how to search, demand of information, information ethics are the factors which should be constructed in the overall content aspect of web-based information literacy. Also, understanding and analysis of the tendency of users through the provision of diversity, flexibility of IT technology is based on a secure, and the need to pursue a variety of media are the factors which should be needed the way how to provide.

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Strategy of Information Education Using IT Games (IT기반 게임을 활용한 정보교육 전략)

  • Baek, Sung-Hyun;Han, Sun-Kwan
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.117-122
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    • 2007
  • 게임은 누구나 선호함에 틀림없는 IT가 가져다 준 훌륭한 놀이이다. 그러나 이러한 훌륭한 놀이가 교육적인 측면으로 조직적이고 체계적으로 구현되지 못하고 있다. 본 연구에서는 여러 장르의 게임을 분석하여 교육에의 시사점을 찾고, 특히 게임을 만드는 것이 정보교육에 어떻게 효과적인지를 연구한다. 게임을 만드는 것은 그것을 직접하는 것보다 자기주도적 학습, 창의적 사고력과 과제 집착력을 향상시키는데 큰 도움을 줄 것이다. 게임을 만드는 활동을 기초로 정보교육 시스템을 설계하고자 한다.

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A Study on the Effectiveness of Social Networking Service for the Elderly -Focusing on the use of mentors of the same age- (노인 SNS 활용 능력 증진을 위한 효과성에 관한 연구 -동년배 멘토 활용을 중심으로-)

  • Choi, Ye-Sik;Kwon, Soon-Chul;Lee, Seung-Hyun;Lim, Sung-kyu;Cho, Seung-Won
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.147-155
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    • 2021
  • This study covers the effectiveness of SNS utilization education for the elderly. Participants in the study conducted in-depth interviews with trainees currently participating in education and mentors of the same age who are working as assistive instructors. The study deals with whether SNS utilization education, which is considered difficult, can be a more valid class when an elderly person of the same age becomes a mentor and teaches a class. The results of the study said that it was a fun and rewarding education after using SNS for the elderly, free from fear of difficult devices due to the friendly consideration and empathy of the same age. If a mentor of the same age is used for education on SNS for the elderly, SNS education, which has been considered difficult and burdensome for the elderly, is expected to be activated with more flexible education.

A Study on Educational Uses of Second Life in Elementary Schools (초등학교에서 세컨드라이프의 교육적 활용에 관한 연구)

  • Kim, Da-Jeong;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.197-204
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    • 2009
  • 2003년 미국 IT기업인 린덴랩에서 개발한 3D 가상현실 사이트인 세컨드라이프가 최근 인터넷 서비스 시장에서 큰 주목을 받고 있다. 그 까닭으로는 세컨드라이프가 3D 기반 인터넷 기술과 사용자의 서비스 경향을 충실히 담고 있다는 점과 현실과 밀접히 연결되는 부분을 많이 가지고 있어 현실 세계에 미치는 영향력이 점점 증가세에 있다는 것을 들 수 있다. 최근의 우리나라 교육 현장에서는 다양한 ICT활용 교육을 통하여 학교에서 이루어지는 교과 지도와 생활 지도를 온라인으로 확장하고 있으며, 또한 기술의 발달에 힘입어 모바일 교육과 U-Learning과 같은 새로운 교육 방법과 함께 온라인에서 주목받는 우수한 소프트웨어를 학교현장에 도입하려는 노력을 시도하고 있다. 본 연구에서는 Second Life가 머지않아 교실수업과 인터넷수업을 잇는 매개체로 사용될 것이라 보고 세컨드라이프의 국내외 적용사례를 살펴보고 초등교육에서 활용하기 다양한 방안을 제시하고 장단점을 분석한다.

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Study on the Relationships between Data from Sensors and Basic Actions of Robots for Robot Programming Education (로봇 프로그래밍 교육을 위한 센서 데이터와 로봇 기본 동작의 관계에 관한 연구)

  • Jeong, Inkee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.25-33
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    • 2014
  • Robot assisted programming education has been highlighted because it enhances the involvement of students. Robots are combined with mechanical and program elements. However, in after school Robotics classes, almost all is education for the mechanical elements of robots. On the other hand, education for robot programming is a starting stage. It is difficult for students to programming with sensors. Therefore, in this paper, I researched the relationships between elements from sensors to output devices. And I applied it to Robotics education. As a result, the students can understand robot because they studied the relationships between data from sensors and output devices. We proved it by the survey after the relationship education.

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Computational Thinking Teaching Model Design for Activating IT Convergence Education (IT 융합교육 활성화를 위한 Computational Thinking 수업 모형 설계)

  • Son, Young-Su;Lee, Kwang-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.5
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    • pp.511-522
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    • 2016
  • Breaking down the boundaries between recent study has emerged as a key issue of convergence education to create new knowledge. The core of IT Convergence Education is being made through educational SW, SW purpose of education has been focused on improving the CT(: Computational Thinking). The purpose of this paper is to design a CT teaching model for activating IT Convergence Education. In this study, we designed a CT Curriculum focusing on algorithm and program for the purpose of enhancing non-majors learner's CT ability and software adaptability and being utilized in the majors. It is expected to be utilized to design a CT teaching methods and curriculum in University.

Analysis on the Utilization of History of Science and STEAM and Elementary School Teachers' Perceptions about Design-based STEAM Instruction Applying the History of Science in Science Class (과학사와 융합인재교육의 적용 실태와 과학사를 활용한 설계 기반의 융합인재교육 수업에 대한 초등교사들의 인식)

  • Park, Sangwoo;Chung, Wonwoo;Park, Youngkwan
    • Journal of Science Education
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    • v.40 no.2
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    • pp.166-188
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    • 2016
  • The purpose of this study was to analyze the utilization of history of science and STEAM and the elementary school teachers' perceptions about design-based STEAM instruction applying the history of science in science class. To research the utilization of the history of science and STEAM in elementary science class, educational value of design-based STEAM instruction applying the history of science, the questionnaire was revised based on research conducted by Lee & Shin(2014), Park et al.(2010), Shin & Han(2011) and developed questionnaire a total of 20 questions. It was administered to reply the questionnaire to 201 teachers of elementary school in D and G area. The results of this study were as follows: elementary school teachers did not teach actively the history of science, made it read students by simply introducing himself. They did not teach actively STEAM due to not enough time(busy to take a magnitude). They were difficult to teach, but the most focused on the 'Creative Problem-solving' process. And elementary school teachers perceived positively about the educational value of design-based STEAM instruction applying the history of science. Especially, they perceived that it can help elementary school students find a hint for solving the problem through examples of cases of scientific principles and a scientist. In conclusion, it implicates that it is need to regard elementary school teachers' perceptions on application of the history of science and STEAM, and develop specific design-based STEAM program applying the history of science in order to be applied successfully in elementary school for the STEAM settlement.

RTE System based on CBT for Effective Office SW Education (효과적인 오피스 SW 교육을 위한 CBT 기반의 RTE(Real Training Environment)시스템)

  • Kim, Seongyeol;Hong, Byeongdu
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.375-387
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    • 2013
  • Advanced internet service and smart equipment have caused an environment supporting various online learning anytime and anywhere, which requires learning contents optimized on a new media. Among various on/off line education related to IT, most part if it is office SW. Many oh them cannot make a good education for effective training in practical because many instructors are tend to focus on teaching simple function and use examples of formality repeatedly. In this paper we propose a new office SW education system that make use of LET(Live EduTainer) based on RTE(Real Training Environment) which maximize the effect of learning and it is integrated with GBL(Game Based Learning) which gives rise to interesting in a knowledge as well as simple teaching so that learners are absorbed on it. We'll elaborate a method for teaching and learning required in this system, design and configuration of the system.

A Study on the Current State of Library Assisted Instruction - Through an Analysis of Research Reports of Secondary Schools - (학교도서관 활용교육의 현상에 대한 분석 연구 - 연구학교보고서를 중심으로 -)

  • Kwon, Eun-Kyung
    • Journal of Korean Library and Information Science Society
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    • v.45 no.4
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    • pp.139-164
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    • 2014
  • Analyzing research schools' reports on school library activities, this paper identifies the characteristics and problems of library assisted instruction (LAI), and proposes areas and ways for improvement. Twenty three reports of secondary schools in Edunet were analyzed and their content were categorized into 13 educational activities. Most frequently implemented activities were collection development, reading programs, LAI, and Digital Library System (DLS). The verified positive impact of LAI include enhanced motivation for reading and improved ability for self-directed learning. Areas for improvement include LAI's excessive dependence on DLS and reading activities, insufficient time and library materials which hindered students' information activities. In order for LAI to be more effective in enhancing self-directed learning ability, it is suggested to connect LAI to specific educational experiences and develop customized and detailed content.