• Title/Summary/Keyword: Smartphone education

Search Result 362, Processing Time 0.039 seconds

An Internet Ethics Training Method by exploiting Smartphone (스마트폰을 활용한 인터넷윤리 교육 방법)

  • Kim, In-Hwan;Bae, Ji-Hye;Lee, Hyun;Park, Jung-Ho
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2012.04a
    • /
    • pp.1359-1361
    • /
    • 2012
  • 현실세계의 기본이 되는 사회규범 및 윤리교육이 있듯이 인터넷 기반의 사이버 세계에서도 윤리교육을 필요로 하는데, 이에 대한 교육 및 대처가 많이 부족하다. 특히, 국내외의 경우, 반복적인 학습이나 다양한 매체를 통해 일괄적으로 제시하는 방법을 통해 인터넷윤리교육을 진행하고 있으나, 체계적인 방법론을 제시하고 있지 못하고 있다. 따라서 본 논문에서는 스마트폰 기반의 스토리텔링 기법을 통한 새로운 인터넷윤리 교육방법을 제시하고자 한다. 특히, 기존 방법과 달리 새로운 인증프로그램, 수준별 맞춤 교육기법, 양방향 커뮤니케이션 기법, 유해정보 인증 방법 등 M-learning 기반으로 적용하여 효율적이고 구체적인 교육방법을 제시하였다.

A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
    • /
    • v.10 no.4
    • /
    • pp.273-277
    • /
    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

Context-aware Smartphone Inferring Activity according to User Emotion (사용자의 감정에 따라 행동을 추론하는 상황인지 스마트폰)

  • Ryu, Yunji;Lim, Sooyeon;Kim, Sangwook
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2010.11a
    • /
    • pp.542-545
    • /
    • 2010
  • 모바일은 사용자의 여섯 번째 감각의 도구로써 신체의 일부가 되고 있으며 사용자의 감정이나 행동패턴 등의 상황 정보를 분석하여 사용자의 의도나 요구사항을 예측할 수가 있다. 본 논문에서는 안드로이드를 기반으로 사용자의 감정을 포함한 다양한 상황을 인지하고 감정과 상황에 따른 사용자의 행동을 추론할 수 있는 상황인지 스마트 폰을 제안한다. 상황인지 스마트폰은 카메라에서 입력된 사용자의 얼굴 영상을 통해 감정을 인지하고 감정에 따른 행동과 그 때의 상황정보를 조합하여 히스토리 DB에 축적된다. 또한 현재의 감정과 상황 정보에 따라 과거의 히스토리DB를 비교 분석하고 현재의 행동을 추론한다. 이것은 사용자에게 고차원적인 서비스를 제공해줄 수 있다. 상황인지 스마트폰은 감정을 인지하는 감정인지 매니저와 상황 정보를 수집하고 관리하는 컨텍스트 매니저, 행동을 추론하는 추론 매니저로 구성된다.

Augmented Reality Based Computer Structure Education Application using Smartphone (증강현실을 이용한 컴퓨터 구조 교육 어플리케이션)

  • Lim, GyuHyun;Park, HanGook;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2011.11a
    • /
    • pp.1526-1528
    • /
    • 2011
  • 증강 현실이란 가상 세계와 현실 세계를 혼합하여 어떠한 정보를 제공하는 기술로 최근에 들어 증강현실을 스마트폰에 접목한 다양한 연구가 이루어지고 있다. 교육 분야에 있어서도 증강 현실을 활용하여 시각적인 학습 효과를 제공하기 위한 다양한 연구가 활발히 진행되고 있다. 이에 본 논문에서는 증강현실을 이용하여 효과적으로 컴퓨터 구조 교육을 실시할 수 있는 애플리케이션을 제안한다. 이를 통해 사용자들은 카메라 촬영만으로 컴퓨터를 구성하는 각 부품에 대한 상세한 정보를 시각적으로 제공받을 수 있다.

Android's Mental Arithmetic application gesture based input development (제스처 입력 기반 안드로이드 암산 애플리케이션 개발)

  • Oh, Cheol-Chul;Hyun, Dong-Lim;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2011.01a
    • /
    • pp.241-246
    • /
    • 2011
  • There are many discussions nowadays about utilizing smartphones to create a mobile computing educational environment. The purpose of this study is to develope an application which addresses the growing importance of mental arithmetic maps in lower elementary grades. Considering current theories on developmental characteristics for the target levels I decided that a gesture based input interface increase the users concentration and interest. Students using this application will learn and reinforce the basics of the addition, subtraction, multiplication, and division of natural numbers. By removing the limitations of time and space as afforded by the convenience of a smartphone and utilizing a gesture based input interface we can combine an application which increases users mental arithmetic speed and precision with the enjoyment of a game.

  • PDF

A Study on Relationship between Smoking Habits, Eating Habits and Lifes Satisfaction of the High School Male Students (고등학교 남학생들의 흡연 정도가 식습관, 음주습관 및 생활만족도에 미치는 영향)

  • Lee, Jeong-Sill
    • The Korean Journal of Food And Nutrition
    • /
    • v.29 no.6
    • /
    • pp.878-888
    • /
    • 2016
  • The purpose of this study was to examine the relationship between the smoking and eating habits of high school students. We also presented the basic data for the effective smoking cessation and smoking prevention programs, and proper nutrition education programs. We surveyed 304 high school male students in Sokcho city. The results were as follows ; a total of 23.7% of the subjects were smokers, the smokers spent more pocket money than the non-smokers and they also spent more time on the internet or smartphone. The smokers had lower awareness of the dangers of smoking than that of non-smokers. They started drinking alcohol earlier than the non-smokers. Their water intake was higher and they preferred consumption of high-protein foods like fried chicken, but were not inclined to vegetables and sour tasting foods. These results imply that smoking habits of the subjects affected their eating and drinking habits. A matter of concern was the low intake of vegetables and sour tasting foods, which could lead to a deficiency of nutrients such as vitamins, minerals and dietary fibers. The smokers were less satisfied with their school life than the non-smokers. There was a negative correlation with the degree of awareness of the dangers that smoking can cause. Conversely, the amount of smoking and drinking habits were positively correlated. To reach a healthy adulthood, it is crucial to quit smoking and participate in smoking prevention education along with nutrition education and abstinence education for the adolescents.

Development of Digital Textbook for Middle School Career and Vocational Education of Basic Curriculum (기본교육과정 중학교 진로와 직업 교과 디지털 교재 개발)

  • Ryu, M.O.;Moon, S.J.;No, J.A.
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.9 no.3
    • /
    • pp.203-208
    • /
    • 2015
  • In this study, a digital textbook was developed for effective career and vocational education of students with disabilities. The contents of developed digital textbook consisted of 'lesson 15: Sale(1)' of middle school career and vocational education of basic curriculum. It progresses six periods and each topic activities are composed of open learning, learning activity 1, learning activity 2, and organized learning in order. NamoPubTreeEditor Program was used to develop the text book in the study, digital textbooks were designed to be compatible with various devices including smartphone of android operating system, Tablet PC, the iOS system, iphone, ipad, etc. In addition, it was designed to offer a variety of learning materials such as sale multimedia materials, glossary, evaluation questions, and linked data related to sale, supported self-motivated learning. allowed students to evaluate their study for the learning of students with disabilities.

  • PDF

Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.12 no.2
    • /
    • pp.345-352
    • /
    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.

Design and evaluation of STEAM Teaching Material which uses a sensor in a smart device (스마트기기 센서를 활용한 STEAM 수업자료 설계 및 평가)

  • Yang, Yun-jeong;Kim, Eui-jeong;Kim, Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.271-274
    • /
    • 2013
  • Considering the recent trend highlighting the importance of STEAM education, the purpose of this study is to develop scientific research activities and STEAM technology material using the smart device sensor. Drawing a picture on a map with GPS drawing application which contains elements such as IT, geographic information, sports and arts, we intent not just to install a smartphone application but also to get synergic effects and help with real cartography and geographic classes which are not experienced in the middle school curriculum, by using the functions of a smart device. Through the development of STEAM teaching material, we intended to provide a clear direction towards advancement by developing creative teaching data and teaching models which encourage students to improve their interest and creativity in science, technology, engineering, art, and mathematics.

  • PDF

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
    • /
    • v.22 no.2
    • /
    • pp.219-228
    • /
    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.