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http://dx.doi.org/10.14352/jkaie.2021.25.2.405

Development and Application of Ethics Education STEAM Projects using DeepFake Apps  

Hwang, Jung (Oh-hyun Elementary school)
Choe, Eunjeong (Pungsan Elementary school)
Han, Jeonghye (Cheongju National Univ. of Education)
Publication Information
Journal of The Korean Association of Information Education / v.25, no.2, 2021 , pp. 405-412 More about this Journal
Abstract
To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.
Keywords
Deepfake; STEAM; Info-ethics; Planned behavior theory; Probject based learning;
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