• Title/Summary/Keyword: edutech

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COVID-19 and IT Service: Challenges and Responses (COVID-19와 IT 서비스: 변화와 대응)

  • Lee, Jungwoo;Kang, Ju Young;Lee, Sang Kon
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.1-9
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    • 2021
  • Since the first confirmed case in January 2020, Coronavirus disease 2019(COVID-19) has brought many changes to our society, and Korea is no exception. Some changes are direct and immediate such as restrictions on overseas travel and social distancing, but the others are indirect and slowly adapted such as lifestyle changes impacting industries and businesses. IT service sector is tremendously influenced by COVID-19. IT service is used extensively in response to COVID-19 taking advantage of its non-face-to-face characteristics. In that sense, the industry is positively affected and in some sense invigorated, giving birth to new kind of services. This special issue focuses on introducing how the IT services are affected, what kind of transformations are undergoing, and how these are expedited after COVID-19. This special issue expands and extends the case research section by collecting new IT service case studies concerning these topics. After competitive review process, 11 studies are selected for this special issue which deals with four different but closely related aspects: (1) evolutions of private IT services, (2) transformations in public IT services, (3) impacts in the hospitality and tourism industry, and (4) changes of people's behavior along with COVID-19. The first set reports on the evolution of private IT services that have created terms such as foodtech and edutech as we enter a rapid non-face-to-face situation. The second set consists of studies dealing with the evolution of public IT services. Evolution and rapid response to non-face-to-face appear to be no exception in the public sector. The third includes studies of hospitality and tourism which is most strongly affected by COVID-19. The last set deals with the behavioral changes of users such as technostress in telecommuting. Lessons learned through best practices and key problems identified in these studies may help us to actively respond to the coming waves of changes incurred by COVID-19 in our society as well as in the IT service industry.

An Analytic Study about the Effect of Flipped learning Class at Universities used for Digital Media Usage Exploration (디지털 매체 활용 탐색을 위한, 대학의 플립드 러닝 효과분석 연구)

  • Choi, Keunho;Yun, Jaeyoung
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.25-34
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    • 2018
  • This study is a literature study that analyzes empirical case study of Flipped learning application which has emerged as a method of future university education in Korea. The purpose of the study is to explore the use of digital media by learners in the Flipped learning applied courses in domestic universities considering current digital-based media environment. For this purpose, we analyzed the measurement variables and statistical significance of the preceding studies and analyzed the media utilization. The most important measurement variables were 'learning achievement' and 'class satisfaction', which were measures of effectiveness on the Flipped learning classes. All studies analyzed used media, but most studies focused on verifying the effectiveness of classroom classes, resulting in separate media utilization measurements in one study and statistically meaningful results for the 'video learning recognition' variable. The qualitative measurement related to the use of media for each study was presented as a separate analysis result. In the future, in order for effective follow-up studies on application of Flipped learning and digital media utilization, there are five main issues that need to be studied, which are securing the necessary treatment period for accurate effect measurement, etc.

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Development of Design thinking-based AI education program (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.723-731
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    • 2021
  • In this study, the AI education program for elementary school students was developed and applied by introducing the design thinking process, which is attracting attention as a creative problem solving process. A design thinking-based AI education program was developed in the stages of Understanding AI, Identifying sympathetic problems, Problem definition, Ideate, Prototype, Test and sharing, and the development program was applied to elementary school students in 4th-6th grade. As a result of pre- and post-testing of students' computational thinking skills to confirm the effectiveness of the program, computational thinking skills increased by grade level, and students experienced a process of collaboration for creative problem solving based on insights gained from sympathetic problem finding. In addition, it was possible to get a glimpse of the attitude of using AI technology to solve problems, and it was confirmed that ideas were generated in the prototype stage and developed through communication between team members. Through this, the design thinking-based AI education program as one of the AI education for elementary school students guarantees the continuity of learning and confirms the possibility of providing an experience of the creative problem-solving process.

How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.3
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

Development of Augmented Reality Based Electronic Circuit Education System (증강현실 기반 전자회로 교육 시스템 개발)

  • Oh, DoBong;Shim, SeungHwan;Choi, HanGo
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.12
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    • pp.333-338
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    • 2020
  • This paper proposes an augmented reality-based electronic circuit education system as a way for electronic circuit education, which is the basis of ICT convergence technology field. It consists of a hardware module that can identify the actual circuit and a mobile educational content that can check the current flow, input, output, and measured value by applying augmented reality technology. An experiment was conducted on image recognition, which is the main performance, for the purpose of stable operation of the system, and as the experimental method the recognition rate was measured by changing the distance between the hardware module and the mobile device to a certain interval. As a result of the experiment, the recognition rate was 100 percent at a distance of 25[Cm] or higher, and it was confirmed that the recognition rate decreased by 12% at a distance below 25[Cm], which can be said to be the effect of an error that results in image loss taken due to close distance. In the future, we plan to apply the education system presented in this paper to classes, which increases the efficiency of classes and improve students' interest and understanding of the subject.

Suggestion of Digital Technology Application for the Acupoints Education in Korean Medicine (한의학에서 경혈학 교육의 디지털 기술 적용에 대한 제안)

  • Kim, Sang Cheol;Kim, Jae Souk
    • Smart Media Journal
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    • v.11 no.8
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    • pp.55-64
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    • 2022
  • In the recent education market, Edutech technology, in which various digital technologies are grafted into the education, is being actively applied due to the 4th industrial revolution and the development of ICT. In particular, realistic experiential learning contents that can provide realistic and immersive learning in a virtual space are in the spotlight and are being expanded to each field. However, in the field of Korean medicine education, the introduction of ICT is delayed due to the nature of Korean medicine, difficulties in apprenticeship education, quantitative education, and the absence of an objective evaluation system. Therefore, in this study, we propose a digital technology application for acupuncture and acupuncture points, where practice is particularly important in Korean medicine. Various methods of acupuncture and acupoints education using AR, MR, IoT and Touch-Display Table will provide an opportunity to change the paradigm of Korean medicine education and further contribute to the globalization of Korean medicine.

A Study on Factors Affecting Intention to Use Online Collaboration Tools for the Non-Face-to-Face Educational Environment (비대면 교육 환경에서 온라인 협업 툴 사용의도에 영향을 미치는 요인에 관한 연구)

  • Seo, Jay;An, Sunju;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.50 no.3
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    • pp.571-591
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    • 2022
  • Purpose: The purpose of this study is to examine the factors affecting the intention to use online collaboration tools for non-face-to-face educational environment in the perspective of the learners. Methods: For empirical analysis, the survey of this study was administered with data that were limited to experienced learners using online collaboration tools such as Google Docs, Allo, Padlet, and Slido in online education environments such as Zoom, Webex, MS Teams, etc. and valid 400 data were analyzed by SPSS(ver 22.0) and R(ver 4.1.0) program package. Results: The results of empirical analysis showed that performance expectancy were found to have an effect on reliability of system quality, empathy of service quality, playfulness and informativity of content quality among the characteristics of online collaboration tools. On the other hand, it was found that the security of system quality, responsiveness of service quality, and extroversion of user personality characteristics did not affect. It was analyzed that playfulness had the greatest positive effect, followed by informativity, empathy, and reliability. Among the characteristics of online collaboration tools, it was found that the reliability and security of system quality and informativity of content quality had an effect on the effort expectancy. It was analyzed that informativity has the greatest influence, followed by security and reliability. Conclusion: This study is meaningful in that it examines the perspectives of users and learners, who can be said to be the end customers of online collaboration tools. Based on the results of this study, it is expected that not only platform operators that provide online collaborative tools, but also providers that use online collaboration tools will have a significant impact on the development of edutech and infrastructure in the educational environment.

A Study on the Teaching and Learning Method of Digital Literacy (디지털 리터러시 함양을 위한 교수·학습 방법 연구)

  • Lee, Cheol-Seung;Baek, Hye-Jin
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.351-356
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    • 2022
  • The era of the 4th industrial revolution is being built on the digital revolution. In order to understand and properly utilize these technological advances, digital literacy education is emphasized. This study investigated the components of digital literacy and proposed a curriculum & teaching and learning method improvement plan, and instructor digital literacy cultivation method. In order to improve the curriculum, it is necessary to improve the curriculum by expanding the ability to solve digital problems. As a plan to improve teaching and learning methods, it is necessary to present a linkage and convergence educational model based on communication, collaboration, and sharing between instructors and learners through the establishment of an interactive platform. In order to improve the digital literacy of instructors, it is very important to improve the educational environment that can easily design a learner-centered educational model. This study is meaningful in that it presented basic data for creating an educational environment based on communication and collaboration through digital literacy in an environment connected with digital technology.

Research on the Current Status of Public Libraries' Future Competency Programs and Social Awareness Survey (공공도서관의 미래역량 프로그램 현황 및 사회적 인식조사 연구)

  • Youngji Shin
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.151-178
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    • 2023
  • At a time when libraries are attracting attention as institutions and spaces that can foster future capabilities, this study conducts a general survey of the current status of public library programs related to the future capabilities and investigate the social awareness on libraries and future capabilities through big data analysis. As a result, first, programs are being planned and provided with the keyword of future capabilities, but most of them are limited to makerspace programs, edutech programs, and experience programs. Also, the detailed types of programs are limited to 3D print, coding, AR, VR, etc. In addition, current library programs related to future capabilities are not subdivided by each competency, these programs are provided in the comprehensive sense of future competency. Second, in the awareness survey through big data analysis, education, future capabilities, and libraries were found to be highly frequent, and it was seen that library reading, books, culture, and programs were related to strengthening future capabilities. Accordingly, in the future, libraries need to develop and provide systematic programs to cultivate future capabilities, and there is also a need to develop future capabilities improvement programs that take the life cycle into account.

Case analysis study on classes using Digital Contents for students with Physical Disabilities (지체장애학생을 위한 디지털 콘텐츠 활용 수업 사례분석 연구)

  • Janghyun Lim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.65-70
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    • 2024
  • As various digital educational contents for students with disabilities are spreading, a teaching support system for smart education and a utilization plan that takes into account the characteristics of each type of disability must be established. Accordingly, this study analyzed classes using digital content focusing on the case of a special school for the physically disabled and proposed ways to apply the teaching and learning content to the field and improve the support system. Class cases at a special school in Seoul were purposively sampled and analyzed using class video data, class reflection sheets, and in-depth interviews with teachers. Based on the case analysis results, a plan was presented to effectively utilize digital content in special education settings by reflecting the characteristics of students with physical disabilities. A follow-up study was proposed based on the results of this study.