• Title/Summary/Keyword: computer-related activities

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Types and Characteristics of Primary Teachers' Instructional Expertise Development Activities for Software Education (초등 교사의 SW교육 수업 전문성 개발 활동 형태 및 특성)

  • Ock, Jihyun;Ahn, Seongjin
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.519-533
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    • 2018
  • This study aims to classify the types of instructional expertise development activities of teachers who teach subjects related to software education in primary schools. To this end, the study analyzes their participation in expertise development activities over the recent three years, outcomes from these activities, and forms and characteristics of expertise development activities. In the questionnaire survey conducted for this study, 276 primary school teachers participated. According to the survey, the same largest proportion of them participated in collective job training (96%) and distant job training (96%), followed by consulting, instruction supervision, mentoring, and peer observation (82%), lectures, workshops, and seminars held by related government ministries and the provincial and municipal offices of education (69%), and teachers' study communities (66%). Among informal activities, reading accounted for the highest portion of the activities (88%), followed by the use of information on Websites including YouTude and GitHub (80%), and teachers' expertise development networks (76%). The reasons for their participation in the activities were mostly to improve their instructional expertise (80%). Their participation in the activities had an impact on usefulness to enhance instructional expertise, improvement of job competencies, application to current jobs, sense of instructional efficacy, and positive effect. These results of the study are expected to provide a foundation for preparing continued expertise development plans that can promote the educational value of primary school teachers' instructional expertise development activities for teaching subjects related to software education.

Comparison of Unplugged Activities at Home and Abroad using Semantic Network Analysis (시맨틱 네트워크 분석을 이용한 국내외 언플러그드 활동 관련 연구 비교)

  • Kang, Doo Bong
    • The Journal of Korean Association of Computer Education
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    • v.22 no.4
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    • pp.21-34
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    • 2019
  • SW education is being implemented in all the school due to the application of the 2015 Curriculum. The purpose of SW education is to improve Computational Thinking by using Unplugged Activities, Educational Programming Language, and Physical Computing. Among them, 73 domestic and 85 overseas researches related to 'Unplugged Activities' were compared and analyzed using semantic network analysis techniques. As a result, the research on 'Unplugged Activities' has been started from 1998, and the research has started in Korea since 2006. As the CT is recognized as a core competence for the future society in line with the 4th Industrial Revolution, researches have been rapidly increasing in both the domestic and overseas countries since 2016. In Korean studies, it was analyzed that many main words related to the elemental factors such as 'unplugged activity', 'robot utilization', 'educational programming language' were found. This suggests that future research should move toward research for the promotion of 'CT' which is the purpose of computer science.

Related Factors on Computer Game Addiction, Health Perception and Health Promoting Behaviors in Elementary School Students (초등학생 컴퓨터 게임중독, 건강지각 및 건강증진 행동 관련요인 분석)

  • Jang, Young-Nam;Lee, Moo-Sik;Hong, Jee-Young;Hwang, Hae-Jung
    • Korean Journal of Health Education and Promotion
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    • v.26 no.3
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    • pp.63-74
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    • 2009
  • This study was aimed to assess the degree of addiction on computer games and find factors related to game addiction, health perception and health promoting behavior in elementary school students. A study subjects were 814 students in 5th and 6th grades at 4 elementary schools in a city and a county. The items in questionnaire was consisted of general characteristics, circumstances and habits related to utilization of computer and internet game playing, and degree of addiction, health perception and health promoting behavior. We analyzed data using chi-square test, t-test, ANOVA, and multiple regression analysis. In multiple regression analysis, addictiveness on internet game was significantly related to type of computer utilization, frequency and duration of internet game playing, gender, after-school activities, grade points, economical status, and location of computer in a house. Health perception was significantly related to addiction points, gender, residential area, and grade points. And health promoting behavior was significantly related to addiction points, grade level, grade points, and health perception points. Since health promoting behaviors of children in elementary school are in the way of making, their degree of addiction to computer games can greatly influence their attitude towards health and their future life pattern as adults. Therefore an educational prevention program including counselling on game addiction should be devised. And researches will be needed for developing the Korean standard for measuring degree of addiction and a prevention program for peer group's game addiction.

Ecological Support System for Promoting Youth Culture in a New Millenium Age Adolescents′ leisure Culture and Degree of Leisure Satisfaction (새 밀레니엄에서의 청소년 문화창조를 위한 생태학적 지원체계(VI) 청소년의 여가문화 실태 및 여가만족도)

  • 박미석;이정우;김명자;계선자;김경아;우이란
    • Journal of the Korean Home Economics Association
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    • v.39 no.4
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    • pp.61-78
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    • 2001
  • The purpose of this study was not only to identify adolescents' leisure culture, but most importantly, reseal variables that world improve the degree of leisure satisfaction. A total of 1125 questionnaires were used as for the final data analysis. The study revealed the following results. 1. Adolescents spent leisure expenses, from ten thousand won to thirty thousand won a month on the average, and they mostly preferred computer-related leisure activities. Also, they were found to obtain leisure information from their friends and recognize social obstacles to prohibit leisure activities. Adolescents degree of leisure satisfaction was relatively not very high. 2. Significant differences were partly found in adolescents' leisure cloture according to variables related to individual, school and family. Also, Adolescents showed significant differences according to gender, study load and communication with their mother 3. Adolescents had greater leisure satisfaction when they had much money to spend on leisure, enjoyed sports activities, and recognized leisure obstacles lowly.

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Problem posing based on the constructivist view (구성주의 관점에서 본 문제설정(포즈))

  • 신현성
    • Journal of the Korean School Mathematics Society
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    • v.5 no.1
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    • pp.13-19
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    • 2002
  • In this experiment we emphasized the cooperative small group learning and the members of my group worked together to succeed and communicate their mathematics ideas freely. The researcher(teacher) became an observer and facilitator of small group interaction, paying attention to the ongoing learning process, Sometimes the researcher suggested some investigation approach(or discovery)being written by computer software or papers. In this experiment we provided 6 activities as follows : (1) changing the conditions in given problem. (2) operating the meaningful heuristics with the problem sets. (3) creating the problem situations related to understanding (4) creating the Modeling situations. (5) creating the problem related to combinatorial thinking in real world. (6) posing some real problem from real world. we could observed several conjectures First, Attitude and chility to interpret the problem setting is highly important to pose the problem effectively. Second, Generating the understanding can be a great tool to pose the problem effectively. Third, Sometimes inquiry approach represented by software or programmed book could be some motivation to enhance the posing activities. Forth, The various posing activities relate to one concept could give the students some opportunity to be adaptable and flexible in the their approach to unfamiliar problem sets.

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An Analysis of the Satisfaction and the Motivation Degree of the Related Programming Course by Extracurricular Programming Study Activities (교과외 프로그래밍 학습 활동을 통한 연계 수업의 만족도와 학습 동기 부여 분석)

  • Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.484-485
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    • 2018
  • 컴퓨터 프로그래밍 수업에 연계된 다양한 교과외 학습 활동들은 학습자들의 맞춤형 프로그래밍 학습에 많은 도움이 된다. 본 연구에서는 튜터링, 교수자 중심의 전공스터디, 학생들의 자발적 스터디 모임 등 다양한 형태의 프로그래밍 중심 교과외 학습 활동들이 연계된 프로그래밍 수업의 만족도와 학습 동기 부여에 어떤 영향을 미치는지에 대해 연구하기 위해, 참여 학생들을 대상으로 설문 조사를 하고 그 결과를 분석해보고자 한다.

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A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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A Comparison of Elementary Science Teaching Materials in the United States and Korea (한국과 미국의 초등학교 자연과 교수 자료의 비교 분석)

  • Kim, Hyo-Nam
    • Journal of The Korean Association For Science Education
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    • v.16 no.1
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    • pp.35-40
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    • 1996
  • Teaching materials are an important aspect to decide the quality of education. Science teaching materials include textbook, workbook, worksheet, OHP materials, posters, computer softwares, experimental equipments, slides, video tapes, and other audio-vidual materials. This comparing research is based on the contemporary teaching materials used in elementary schools of the United States and Korea in 1990s. The results of this study are : 1. The United States has more elementary science teaching materials such as posters, worksheets, computer softwares, OHP materials than Korea. Both countries developed elementary science textbooks, activity books, video tapes, science reading materials, and experimental equipments. 2. The frequancy of using these science teaching materials in Korea is bigger than that in the United States. In Korean elementary science classes, most of instructions are progressed by experimental activities. Korean elementary science textbooks are mostly consisted of science activities, but those of the United States includes science information, science related jobs, STS articles and some portion of science activities. 3. Experimental equipments of the United States are stronger than those of Korea. Various and excellent elementary science teaching materials such as computer softwares, posters, audio-vidual materials, and experimental equipments should be developed and used in elementary science classes for better elementary science education.

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Construct OCR on mobile mechanic system for android wireless dynamics and structure stabilization

  • Shih, Bih-Yaw;Chen, Chen-Yuan;Su, Wei-Lun
    • Structural Engineering and Mechanics
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    • v.42 no.5
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    • pp.747-760
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    • 2012
  • In today's online social structure, people with electronic devices or network have been closely related to whether any of the activities, work, school, etc., is related to electronic devices, intelligent robot, and network control. The best mobility and the first rich media of these products as smart phones, smart phones rise rapidly in recent years, high speed processing performance and high free way to install software, deeply loved by many business people. However, not only for smart phone business aspects of the use, but also can engage in education of the teachers or the students are learning a great help. This study construct OCR-assisted learning software written by the JAVA made, and the installation is provided by the Android mobile phone users.

Contents Development Strategies for Field Trips with Creative Activities Using Smart Devices (창의적 체험활동을 위한 스마트 기기용 콘텐츠 개발 전략)

  • Kim, Hong-Rae;Lim, Byeong-Choon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.139-146
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    • 2011
  • The present study proposes an innovative approach to develop educational contents for the field trip with creative activities. In the study, the field trip with creative activities extends students' learning spaces from not only the classroom but also social circumstances. With the use of the Creative Resource Map (CRM) for students' field trip, students can approach to rich contents whenever and wherever they want. For this, it is necessary to have a variety of curriculum-related contents. For the content development, it is important to enhance mutual cooperation between school and local community as well as to create local capacity for the development of the u-learning contents with smart devices.

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