• 제목/요약/키워드: Information Use Education

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Information Technologies as an Incentive to Develop the Creative Potential of the Educational Process

  • Natalia, Vdovychenko;Volodymyr, Kukorenchuk;Alina, Ponomarenko;Mykola, Honcharenko;Eduard, Stranadko
    • International Journal of Computer Science & Network Security
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    • 제22권4호
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    • pp.408-416
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    • 2022
  • The new millennium is characterized by an unprecedented breakthrough in knowledge and information and communication technologies, and the challenges of the XXI century require modernized paradigms of interaction in all spheres of life. Education continues to play a key role in national and global growth. The key role of education and its leadership in developing creative potential, as the main paradigm of the countries' stability, have significantly influenced educational centers. The developers of educational programs use information technologies as an incentive to develop creative potential of educational process. Professional training of the educational candidate is enhanced by the use of information technologies, so the educational applicants should develop technological skills to be productive members of society. Using the latest achievements in the field of information technologies for the organization of the educational process helps to form the operational style of education applicants' thinking, which provides the ability to acquire skills of processing information, that is presented in the text, graphic, tabular form, and increase the level of general and informational culture necessary for better orientation in the modern information space. The purpose of the research is to determine the effectiveness of information technologies as an incentive to develop creative potential of educational process on the basis of the survey, to establish advantages and ability to provide high-quality education in the context of using information technologies. Methods of research: comparative analysis; systematization; generalization, survey. Results. Based on the survey conducted among students and teachers, it has been found out that the teachers use the following information technologies for the development of creative potential of the educational process: to provide video and audio communication process (100%), Moodle (95,6%), Duolingo (89,7%), LinguaLeo (89%), Google Forms (88%) and Adobe Captivate Prime (80,6%). It is determined that modular digital learning environments (97,9%), interactive exercises tools (96,3%), ICT for video and audio communication (96%) and interactive exercises tools (95,1%) are most conducive to the development of creative potential of the educational process. As a result of the research, it was revealed that implementation of information technologies for the development of creative potential of educational process in educational institutions is a complex process due to a large number of variables, which should be taken into account both on the educational course and on the individual level. It has been determined that the using the model of implementation information technologies for the development of creative potential in educational process, which is stimulated due to this model, benefits both students and teachers by establishing a reliable bilateral connection between teacher and education applicant.

Differences in the Use of Heuristics When a Sixth Grader Solves a Problem

  • Park, Hyun-Ju
    • 한국과학교육학회지
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    • 제24권1호
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    • pp.146-156
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    • 2004
  • The purpose of this study is to look at the use of heuristics when a sixth grader solves a problem. Two research questions have been formulated: The similarities and differences in the use of heuristics when a student solves two problems that are science-knowledge-based and not science-knowledge-based, and the different types of prompts. A male sixth grade student participated in this study. All of the information for the study was collected in three interviews. The interviews began with observing the student's solving problems. The student was asked how and why he solved problem that way. There were some interactions between the researcher and the student during the interview procedures. As results of this study, eight general heuristics were used in both solutions: Check examples for support of an idea: check examples for exceptions to an idea: restate the problem: compare to known examples or patterns: make a hypothesis; check the relevance of other information present; use analogy: and recognize patterns/similarity. There seemed to be more similarities than differences in the type of general heuristic that were used in the two problem solutions. The student was systematic and consistent in his use of the general use of heuristics. Five types of interviewer prompts were detected in the two problem solutions, directional cues, modeling, clarity, problem posing, metacognition and validation.

SW교육에 참가하는 학생의 학습 지속의도에 미치는 변인에 관한 연구 (A Study on the Variables Impacting Learning Continuation Intention in Students Participating in SW-Education)

  • 송정범
    • 정보교육학회논문지
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    • 제22권1호
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    • pp.91-102
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    • 2018
  • 이 연구의 목적은 SW교육에 참가하는 학생들의 학습 지속의도에 미치는 변인을 규명하는 것이었다. 이를 위해 기술수용모형에 기반하고 IT 도입 관련 기존 연구를 참고하여 주관적 규범, 활동촉진조건, 프로그래밍 관련 자기효능감, 지각된 용이성, 지각된 유용성을 요인으로 설정하고, 이 요인과 학습 지속의도 간의 구조적 인과관계를 규명하려 하였다. 연구 대상은 SW교육에 참가하는 초등학생 총 204명 대상이며, 1달간 웹 설문조사를 실시하였다. 이 연구에서 설정한 8개의 가설 중 '주관적 규범은 지각된 용이성에 정(+)의 영향을 미칠 것이다.'와 '지각된 용이성은 학습지속의도에 정(+)의 영향을 미칠 것이다.' 라는 2개의 가설은 기각되었다. 연구 결과 특징적인 점으로는 첫째, 지각된 용이성은 학습 지속의도에 직접적인 영향을 주지 않고 지각된 유용성을 매개로 간접적으로 영향을 주는 것으로 나타났다. 둘째, 학습 지속의도를 높이기 위해서는 직접적인 설명력이 가장 큰 요인은 프로그래밍 관련 자기효능감으로 나타났다. 이 연구 결과를 토대로 초등학생 SW교육의 효율적 지원을 위해서는 SW교육의 유용성과 학생들의 프로그래밍 자기효능감을 향상시키는 것이 중요하다는 것을 알 수 있었다.

다문화 교육을 위한 교육용 콘텐츠 분석 및 개선방안 (A study of Analysis and Improvement measures of Educational contents for Multi-cultural Education)

  • 박선주;김태희
    • 정보교육학회논문지
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    • 제15권3호
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    • pp.355-363
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    • 2011
  • 다문화가정 아동들은 학습 부진 및 학습 결손의 누적으로 이미 심각한 교육격차 문제를 안고 있다. 다문화가정 아동을 위해 수준별 교육이 반드시 필요하지만, 교육현장에서는 다문화가정 아동만을 위해 역량을 집중하기 어려운 현실이다. 이를 위해 수준별 개별 학습에 적합한 교육용 콘텐츠를 다문화가정 아동지도에 필요하나, 다문화가정 아동을 위한 교육용 콘텐츠를 새로 개발하면 예산과 시간이 많이 필요하게 되므로 기존의 교육용 콘텐츠를 다문화 가정 아동도 활용할 수 있도록 개선이 필요하다. 그러므로 본 논문에서는 교육용 콘텐츠 평가도구를 기반으로 다문화가정 아동을 위한 교육용 콘텐츠 적절성 평가도구를 개발하여, 사이버가정학습 4~6학년 국어 콘텐츠를 평가해보고 개선방안을 제시하고자 한다.

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교육용 영상 편집기의 기능 설계 (Design of Educational Software for Digital Image Editing)

  • 권오성
    • 정보교육학회논문지
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    • 제10권1호
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    • pp.59-66
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    • 2006
  • 디지털 영상 기기의 사용이 늘면서, 이를 편집하기 위한 소프트웨어 도구의 수요도 증가하고 있으며 학교에서도 컴퓨터 활용 교육 분야의 주 강의 대상으로 인식하고 있다. 본 논문에서는 일반 컴퓨터 사용자를 대상으로 영상편집기를 적용하고 있는 분야, 사용 가능한 기능, 사용 난이도 등의 다양한 활용 상의 특징 등을 설문 조사하였다. 73% 이상의 대상자가 기존의 영상편집 소프트웨어가 어렵다고 답했으며 그 원인으로는 소프트웨어의 기능이 불필요하게 복잡하고 난해하다는 응답이 주를 이루었다. 본 논문에서는 이러한 분석자료를 바탕으로 일선 교육 현장에서도 쉽게 배우고 활용할 수 있는 교육용 영상편집 소프트웨어의 메뉴 체계와 기능 등을 설계하였다.

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Multimodal Interaction Framework for Collaborative Augmented Reality in Education

  • Asiri, Dalia Mohammed Eissa;Allehaibi, Khalid Hamed;Basori, Ahmad Hoirul
    • International Journal of Computer Science & Network Security
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    • 제22권7호
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    • pp.268-282
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    • 2022
  • One of the most important technologies today is augmented reality technology, it allows users to experience the real world using virtual objects that are combined with the real world. This technology is interesting and has become applied in many sectors such as the shopping and medicine, also it has been included in the sector of education. In the field of education, AR technology has become widely used due to its effectiveness. It has many benefits, such as arousing students' interest in learning imaginative concepts that are difficult to understand. On the other hand, studies have proven that collaborative between students increases learning opportunities by exchanging information, and this is known as Collaborative Learning. The use of multimodal creates a distinctive and interesting experience, especially for students, as it increases the interaction of users with the technologies. The research aims at developing collaborative framework for developing achievement of 6th graders through designing a framework that integrated a collaborative framework with a multimodal input "hand-gesture and touch", considering the development of an effective, fun and easy to use framework with a multimodal interaction in AR technology that was applied to reformulate the genetics and traits lesson from the science textbook for the 6th grade, the first semester, the second lesson, in an interactive manner by creating a video based on the science teachers' consultations and a puzzle game in which the game images were inserted. As well, the framework adopted the cooperative between students to solve the questions. The finding showed a significant difference between post-test and pre-test of the experimental group on the mean scores of the science course at the level of remembering, understanding, and applying. Which indicates the success of the framework, in addition to the fact that 43 students preferred to use the framework over traditional education.

대학생 개인정보보호 인식조사를 통한 교육 개선방안 연구 (Improvement Method of Education for Personal Information Protection through Survey on Perception in College Students)

  • 김주연
    • 한국정보통신학회논문지
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    • 제23권3호
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    • pp.349-355
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    • 2019
  • 개인정보의 수집과 사용이 지속적으로 증가하고 있는 추세에서, 개인정보를 보호하기 위한 법적 근거가 마련되고 각종 정책과 제도가 시행되고 있지만, 개인정보보호에 관한 교육과 그 효과에 대한 분석이 부족한 상황이다. 이에 본 연구에서는 대학생들의 개인정보보호에 인식정도와 실제 인지수준에 대해 분석하고, 개인정보보호 교육의 만족도를 조사하였다. 분석결과에서 학생들의 개인정보보호에 대한 관심이나 개인정보 노출 염려는 매우 높은 편이었으나, 실제 개인정보보호를 위한 노력이나 개인정보보호를 위한 권리 및 제도에 대한 인지수준은 매우 낮은 것으로 분석되었다. 또한 정보보호 교육을 받은 경험 및 만족도도 매우 낮은 것으로 조사되었다. 학생들은 개인정보보호 교육의 필요성은 크게 공감하였고, 일회성 교육보다는 정기적이고 지속적인 교육을 선호하는 것으로 분석되었다.

오픈코스웨어의 지속적 사용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Influencing on Continuous Usage Intention of Open Course Ware)

  • 이재모;김광용
    • 한국IT서비스학회지
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    • 제15권2호
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    • pp.93-106
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    • 2016
  • Recently, Open Course Ware service area which offers free lecture materials has been steadily growing. This change comes from a paradigm shift of education service caused by the progress of ICT and a role change of consumers. Knowledge creation from higher educational institutions is slow compared to change of society. Therefore, consumers escape from one-sided education, and perform a new role of knowledge generation. Nevertheless, there is not much of academic research of Open Course Ware. Consequently, the paper is dedicated to empirical study on effect of perceived value, information system quality and brand trust on intention to continuous use. As implications for the research, as a practical point of view, the results-an economic side that offers contents for free of charge, a contents side that is fresh, various and substantial, a systematic side that makes customers to use the system easily, a service side which takes charge of customers support and brand trust affect satisfaction and intention to continuous use - can be used for establishment of executive strategies.

Predicting Online Learning Adoption: The Role of Compatibility, Self-Efficacy, Knowledge Sharing, and Knowledge Acquisition

  • Mshali, Haider;Al-Azawei, Ahmed
    • Journal of Information Science Theory and Practice
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    • 제10권3호
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    • pp.24-39
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    • 2022
  • Online learning is becoming ubiquitous worldwide because of its accessibility anytime and from anywhere. However, it cannot be successfully implemented without understanding constructs that may affect its adoption. Unlike previous literature, this research extends the Unified Theory of Acceptance and Use of Technology with three well-known theories, namely compatibility, online self-efficacy, and knowledge sharing and acquisition to examine online learning adoption. A total of 264 higher education students took part in this research. Partial Least Squares-Structural Equation Modeling was used to evaluate the proposed theoretical model. The findings suggested that performance expectancy and compatibility were significant predictors of behavioral intention, whereas behavioral intention, facilitating conditions, and compatibility had a significant and direct effect on online learning's actual use. The results also showed that knowledge acquisition, knowledge sharing, and online self-efficacy were determinates of performance expectancy. Finally, online self-efficacy was a predictor of effort expectancy. The proposed model achieved a high fit and explained 47.7%, 75.1%, 76.1%, and 71.8% of the variance of effort expectancy, performance expectancy, behavioral intention, and online learning actual use, respectively. This study has many theoretical and practical implications that have been discussed for further research.

전국단위(全國單位) 교육행정정보체계(敎育行政情報體系) 구축사업(構築事業) 적용(適用)을 위한 실험적(實驗的) 교육시설현황관리(敎育施設現況管理)시스템 개발(開發)에 관한 연구(硏究) (A Study on the Development of the Experimental Educational Facility Management Information System based on the Nationwide Development Plan of the Educational Administration Information System)

  • 옥종호;안병환
    • 교육시설
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    • 제9권2호
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    • pp.5-13
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    • 2002
  • The main objective of this research is to develop an experimental educational facility management information system that will be used for maintaining existing educational facilities in the elementary, junior high, and high schools. The development is based on the nationwide development plan of the education administration information system. The system developed is accomplished by use of Map-application Information System(MAPIS), an applied commercial software that combines Geographic Information System(GIS) with existing Information and Communication Technologies(ICT) such as Database system, Multimedia methodology, and Internet system. In order to figure out the features to be improved in the system developed, the research interviewed the educational facilities management in the Ministry of Education and P Local Education Authority. The authors suggest the functional improvement of the system based on the interview results.