• Title/Summary/Keyword: digital education

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Design of Digital Textbook Functions Based on the PATROL Instructional Model (PATROL 교수학습모형 기반의 디지털교과서 기능 설계)

  • Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.189-196
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    • 2016
  • The PATROL instructional model only uses digital textbooks. PATROL is an acronym for Planning, Action, Tracking, Recommending, Ordering, and Leading. Teachers have a difficult time using current digital textbooks to determine how much time students spend using course materials. This is because current digital textbooks can only show the content of paper textbooks and display additional multimedia materials. In this study, digital textbook functions were designed based on the PATROL model in order to analyze students' learning situations, diagnose problems, and offer solutions. Digital textbook are based on learning analytics named SEE-PAD. SEE-PAD is composed of the following: Social network analysis; Evaluation and assEssment analysis; Predictive analysis; Adaptive learning analysis; and the analysis Dashboard. I drew and showed the use case and sequence diagrams of SEE-PAD to help design digital textbook functions.

A Study on the Strategies for Improving the Accessibility of the Korea Digital Textbook based UDL guidelines (UDL 가이드라인에 따른 디지털교과서 접근성 향상 방안 연구)

  • Jang, Sang-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.13 no.3
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    • pp.65-75
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    • 2010
  • Until now, the ICT have played an important role to overcome various limitations in education. The development of ICT has influenced for the changing methods of teaching and learning such as Computer-based education, Internet-based education, e-Learning. Lately, the expectation of educational evironment's changing is due to developing of the ubiquitous computing technology, it's vigorously going to be studying and implementing digital textbook including the ubiquitous features as mobility, intelligence, personality etc. the UDL is well-known as a strategy for teaching and learning using technology in the USA, first, to try understand the UDL, second, recommand the strategies in order to improve accessibility of korean digital textbook.

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Development of a Web-based On-line Digital Simulator Using ActiveX Control Technology (엑티브엑스 컨트롤 기법을 이용한 웹기반 온라인 디지털 시뮬레이터의 개발)

  • Han, Kyu-In;Kim, Dong-Sik;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.3112-3114
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    • 2000
  • Recently. internet applications for efficient cyber education have drawn much interests. The world-wide web provides new opportunities for cyber education over the internet. In this paper, we developed the internet-based educational simulator for design and virtual experiment of the digital logic circuits. The proposed simulator provides the improved learning methods which can enhance the educational efficiency in digital theory. If the students execute the Digital simulator on the web. they can simulate in digital circuits through simple mouse manipulation. The proposed digital simulator can be used so that the students can easily understand the well-known digital principles.

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A Study on the Current Status and Improvement of Digital Divide for the Disabled in Korea

  • Jun, Woochun
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.141-148
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    • 2022
  • Due to the fast development of information and communication technology, many people are enjoying benefits. However, there are those who do not enjoy the benefits of such information technology due to physical disabilities or economic reasons. This class is classified as an information-vulnerable class with so-called digital divide, and the disabled can be said to be a representative information-vulnerable class. The purpose of the paper is to identify the various causes of digital divide and propose improvement measures for the disabled in Korea. For this purpose, the digital divide data by the national institution over the past four years were analyzed. Through various statistical analysis, it was found that the main cause of the digital divide was insufficient information competency among the three factors diagnosing the digital divide namely, information access, information competency, and information utilization. It was also found that the information utilization activities of the disabled were not productive and consumption-oriented

Policy directions for special education teachers to invigorate smart education using AHP (AHP를 활용한 특수교사 관점에서 특수교육의 스마트교육 활성화를 위한 정책 방향 제시)

  • Han, Dong-Wook;Kang, Min-Chae
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.681-689
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    • 2012
  • This study shows that the policy directions to invigorate smart education for special education based on the view of special education teachers through AHP methodology. The result shows that development of smart contents, supporting for teaching and learning, smart education networking, establishment of legal foundation and supporting for infrastructure are relatively important policy ordered by weights. The analysis indicates that the contents development policy should be strategic direction for smart education in special education.

Development of a Model of Animation Education Contents applied in STEAM (융합인재교육(STEAM)을 위한 애니메이션 교육콘텐츠 모형 제안)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.333-341
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    • 2015
  • The purpose of this research is to study possibilities of animation education in art centered STEAM. We suggest not the animation education contents model of a functional skills of the past but the one for STEAM. In order to suggest the role of animation education, we should first study the convergence values of animation. And this study make a curriculum of animation for the creativity by convergence thinking. Finally, this study build the animation class model applied in STEAM by Fogarty's integrated education method. By studying, we can get the result that animation has the convergence characteristics and it has the effective role of art centered STEAM education for the convergence thinking. Also, it is expected that the results of this study will contribute to education and training of convergence of the global talent with creativity in STEAM.

Study on Social Studies Critical Thinking and Problem-Solving Ability Improvement through Utilizing Digital Textbooks (디지털교과서 활용을 통한 사회과 비판적사고력 및 문제해결력 신장에 관한 연구)

  • Yu, Jeil;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.197-206
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    • 2015
  • The dissemination of smart appliances, along with the development of the latest information and communication technology has an effect on society. Their application can be seen in the smart learning environment, by use of digital textbooks with smart devices in the classroom. Hence in this study, the 4L-ACC activity using digital textbooks was applied in the third grade social studies class to improve critical thinking and problem solving skills of elementary school students. This study compared and analyzed the impact in critical thinking and problem-solving skills using digital textbooks versus standard social studies classes. As a result, in social studies classes that used the 4L-ACC activity compared to common social studies classes, elementary student's problem understanding, critical thinking, problem resolution, reflective thinking, and all lower areas of critical thinking and problem-solving were improved. In conclusion, using digital textbooks enhance student's ability to think critically and problem solve. This should provide learners a more comprehensive learning experience and therefore be integrated into more education environment.

Research on BYOD (Bring Your Own Device) policy guidelines with the extension of the "SMART Education" in Korea based on the analyses of the U.S. cases (스마트교육 확산에 따른 국내 BYOD 정책방안 연구 - 미국사례 분석을 중심으로 -)

  • Lim, Keol;Jang, Yoonho;Lee, Eunhwan
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.21-36
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    • 2014
  • The purposes of the study was to investigate BYOD (Bring Your Own Device) policy since it would be limited to distribute all of the digital devices required for the schools within the budget of the government. First, the concept and characteristics of BYOD were introduced. Then, the pros and cons of BYOD were analyzed according to the case studies of BYOD policies of the U.S. Based on the previous experiences, guidelines of domestic BYOD policies were established. Regarding the institutional aspect, technical issues, usage, damages, digital divide, information security, and resources were discussed. Additionally, conditions of technology, networks, filtering, software were also considered as essential infrastructure. In sum, as an alternative of distributing digital devices in schools, the importance of BYOD should be regarded as top priorities with systematic preparations in launching digital education. It would be expected that this study play a fundamental role in launching domestic BYOD policy by supporting specific strategies.

Pre-service teachers' eliciting student thinking about a long division algorithm: Approximation of teaching via digital simulation (나눗셈 알고리즘에 대한 학생 사고를 예비교사가 도출하기 : 디지털 시뮬레이션을 통해 가르치는 것에 근접하기)

  • Kwon, Minsung;Pang, JeongSuk
    • The Mathematical Education
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    • v.59 no.3
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    • pp.271-294
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    • 2020
  • The purpose of this study was to explore the possibility of digital simulation by which pre-service teachers (PSTs) can approximate the core teaching practice of eliciting student thinking. This study examined PSTs' questions to elicit student thinking, their use of "pause" session and peer feedback, and their reflections on doing a digital simulation. We analyzed a two-hour digital simulation session with 13 PSTs who enrolled in the elementary mathematics methods course. The results showed that PSTs shifted their general questions to more content-specific questions throughout the simulation and made a quick transition to comparing students' strategies. The number of lead PST-initiated "pause" ranged one to four times for various reasons. Their peer-coaches did not voluntarily "pause" the simulation session but actively shared what they noticed from the student work samples and suggested the next teaching moves. Without utilizing the pause session, the dramatic improvement of questioning was not observed. Even though the PSTs felt overwhelmed with interacting with the student-avatars in real-time, they highlighted the benefits of simulations, appreciated the opportunity to learn the core teaching practice, and viewed this digital simulation as "real" and "authentic" experience. The findings of this study provide implications for re-designing a practice-based teacher education program.

Design of Unification Meta-data and Entity-Relationship Model for Educational Digital Content (교수.학습 디지털 컨텐트 통합 메타데이터 및 개체-관계 모델 설계)

  • Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.317-327
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    • 2002
  • The need to support the ICT-using teaching and learning at elementary and secondary schools has led to various digital content service systems. The systems are designed to target the teachers and the students as the major users. The problems involved in them is that they do not provide such services as the integrated search and the systematic use of interface in terms of actual users' use of teaching and learning digital content. It's because they have been created at demands at each time. In an attempt to solve this problem, this study set out to suggest the integrated meta-data items of a teaching and learning digital content, which reflects the Dublin Core Education, the international meta-data standard. It also aimed to design an entity-relationship model to realize the digital content. The results of the integrated meta-data and the entity-relationship model will be utilized as a basic research to help the users to search for various teaching and learning digital contents on an integrated basis and to realize a consistent user interface. Furthermore, they are expected to contribute to the development a service system the teachers and the students can make better use of.

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