• Title/Summary/Keyword: IT 활용 교육

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Utilization Strategies of Generative AI Platforms for CG Education (CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안)

  • Donghee Suh
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.357-364
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    • 2023
  • Due to the rapid advancement of AI technology, generative artificial intelligence platforms are experiencing innovative applications in various fields. In this paper, it examines research cases involving the utilization of AI in education, explore instances where generative AI platforms are applied in the realm of creative endeavors, and discuss the direction of utilizing generative AI in educational contexts. In the field of computer graphics, this study introduced generative AI platforms that are applicable for image creation, editing, and video editing. It also proposed platforms that can be utilized in the video editing production process. These generative AI platforms not only offer advantages in terms of efficiency, by reducing the efforts of creators and saving time in the production process, but they also present positive aspects in enhancing individual capabilities. It is advocated that their swift integration into education is necessary, considering these benefits. This study aims to provide direction for the expansion of creative education utilizing generative AI platforms.

An Analysis on the UCC Media for STEAM Integrated Education (STEAM 융합교육을 위한 UCC 매체 활용 분석)

  • Woo, Hee-Sun;Yeom, Mi-Ryeong;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.43-48
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    • 2016
  • The purpose of this study was to perform oral health education using UCC media in consideration of middle school students' characteristics, and to investigate the intelligence area related to knowledge conveyance, affective area related to attitude change, and psychomotor area related to behavioral change. As a result, it tried to develop further the strengths of UCC media based oral health education and overcome its weaknesses in order to increase learners' interest and have any behavioral changes. By letting learners have the education at YouTube at any time, rather than use one-time educational medium material it is possible to keep educating learners. In the future, by applying the education to health education programs and health education, it will be possible to convey education contents to learners accurately, give motivation to learners, and thereby increase educational results.

An Analysis of the Relationships between the Usefulness of Information Literacy Education and Life Satisfaction on the Older Adults in Korea (장노년층의 정보화교육 유용성과 삶의 만족감 관계 분석)

  • Kim, Heesop;Lee, Misook;Kang, Bora
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.113-129
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    • 2015
  • The aim of this study is to analyse the relationships between the usefulness of information literacy education and life satisfaction on the older adults in Korea. How the information literacy education impact on the information activities is an additional research question. To achieve these objectives, data were collected through the 227 respondents of over 50-years-old adults in Korea and analysed using AMOS for the structural equation modeling. In this study, information literacy education was measured by it's usefulness aspects, and information activities were measured by it's convenience aspects. The results showed that the information literacy education influences positively both in life satisfaction and in information activities.

A Study on the Effectiveness for Information Literacy Instruction in School Library (학교도서관과 정보활용교육의 효용성에 관한 연구)

  • Lee, Jung-Yeoun
    • Journal of Korean Library and Information Science Society
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    • v.38 no.4
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    • pp.67-85
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    • 2007
  • The types of information literacy in school library is classified into usage instruction of school library, reading education, instructional development o4 courseware with school library and integrated instruction of collaboration with school librarian and teacher. A measure of scholastic achievement on information literacy varies in each school. The cause is rely on the absence of librarians who teach information literacy and lack of understanding on the role of school library in information literacy. Nevertheless, we know that the program based on subject teacher is successful in terms of the effectiveness of the program. It demonstrate that if information literacy will be considered as important course in the curriculum for school librarian, the effectiveness of information literacy can be enhanced dramatically. For the purpose some strategies are required. In this paper, propose three strategies, which are integration of information literacy into curriculum of schools, analysis of the curriculums and a practical method for training school librarian.

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Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

Development of Tutorial for Measuring Gravity Acceleration Using Arduino and Its Educational Application (아두이노를 활용한 중력 가속도 측정과 관련된 튜토리얼 및 교육적 활용 방안)

  • Kim, Hyung-Uk;Mun, Seong-Yun
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.69-77
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    • 2022
  • Physical experiment through MBL has been used in many schools for a long time since students can check the experiment results immediately and conduct the experiment easily. However, conducting the experiment, not knowing the principle of the device or simply concentrating on the derived data has been raised as the problem of MBL experiment. To supplement this problem, this study measured the acceleration of gravity with the picket fence method, which is often used in MBL experiment, utilizing Arduino, calculated the error rate through a comparison to the actual acceleration of gravity and discussed the educational application of the experiment to measure it. As a result of the experiment, the error rate between the acceleration of gravity calculated by the experiment and the actual acceleration of gravity was about 1%, so it turned out that relatively accurate measurements were possible. Also, the sample mean of the experimental value was included in the confidence interval of 95%, so it could be concluded that it was a significant experiment. In addition, this study showed the possibility of the educational application of the experiment to measure it through the following: It can supplement the structural disadvantages of MBL; it can consider the interaction between Physics and Math; it is possible to converge with information course in STEAM education; and it is inexpensive to be equipped with the equipment. Hopefully, the physical experiment utilizing Arduino will further be revitalized in science gifted education based on this study.

Research Trends of Information Literacy Instruction in the Library and Information Science Field (문헌정보학 분야 정보활용교육에 관한 연구 동향)

  • Kim, Soojung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.3
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    • pp.207-239
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    • 2015
  • The purpose of the study is to review research trends of information literacy instruction by analyzing 118 journal articles published in the library and information science field in Korea. The study first categorized the literature by year, journal title, type of library, type of researcher, and topic. Then, it analyzed the contents of the literature by 8 sub-topics. The study found that in terms of types of libraries, school libraries were the most frequently studied, and in terms of topics, program development. Research about public libraries was scarce. Based on the findings, the study proposed future directions of research in the information literacy instruction area.

Domestic Research Trend on Special Education Exploiting New Media and Development of Storytelling Contents to Improve Sociality (뉴미디어를 활용한 특수 교육 국내 연구 동향 및 사회성 증진을 위한 상황이야기 콘텐츠 개발)

  • Lee, Hyunki;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.513-524
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    • 2016
  • New education methodologies exploiting new media technologies are emerging with the development of digital technology. There also have been researches on efficient methods to apply new technologies on special education. In this paper, we analyze 32 researches associated with application of new media technology on special education for research theme, media, and teaching types. The analysis results show that there is few research on intervention contents which consider special education environment and the roll of teacher. This motivates us to develop a social storytelling contents to improve sociality of the children with developmental disability which can be easily useable in special education environment. The basic structure of the contents is designed for a child to make a choice in the meantime of storytelling and experience the different results depending on the choice. The pilot test with a child with mild autism verifies that it draws attention from the child and it is easy to use in a special education environment, which lays down the possibility as an intervention content.

Design and Development a Smart-phone Application for Class Interactions (클래스 상호작용을 위한 스마트폰 응용의 설계 및 구현)

  • Kim, Il-Min
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.721-727
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    • 2014
  • With the advent of smart phones in 2007, smart phones have been used as not only communication device but also important education tools. In this paper, we have developed a smart phone application and its management system for the interaction in the class. The interaction between a teacher and students are important in some large classes. The smart phone application we developed removed the restrictions of interactions in a large class and reduced time need for the interactions. We found that education effects were enhanced, and the time needed for the interaction was reduced.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.