• Title/Summary/Keyword: 교수-학습콘텐츠

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The Effect on Information Communication Ethics of Experience Type Smart Learning Contents Application for High School Information Security Education (고등학교 정보보안단원의 체험형 스마트교육 콘텐츠 적용 수업이 정보통신윤리의식에 미치는 영향)

  • Seo, Hyun-Jeong;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.81-89
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    • 2016
  • As the social and technical circumstance changes rapidly, passive learners who were knowledge-finders not only remember and regenerate about the given information but also critically grasp the phenomena of real life, and then also it became necessary for us to help cultivate the ability to solve the problem creatively in the new form of educational goal, educational content, educational methods and evaluation, educational environment. As a result, this study analyzes the smart learning education, fit the model of smart learning education training in high school information ethics parts, design the lesson that is proposal class of 'Information protection and Security' section, and develop the teaching and experience educational contents, furthermore, It is to investigate the impact on the ethics consciousness about information communications.

Policy directions for parents of students with disability to invigorate smart education in special education (장애아동 부모 관점에서 스마트교육 활성화를 위한 정책적 방향에 대한 연구)

  • Han, Dong-Wook;Kang, Min-Chae
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.63-68
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    • 2014
  • This study show that the policy direction to invigorate smart education for special education based on the view of parents of students with disability through AHP methodology. The result show that development of smart contents, supporting infrastructure, supporting teaching and learning, arrangement for legal basis and building smart education network are relatively important policy ordered by weights. The analysis of weights of sub-factors indicates that various smart contents development considering inability characteristics, the developments of smart devices considering accessibility and preparing legal basis for financial support are important to invigorate smart education for special students ordered by weights.

Satisfaction Analysis of Online Non-face-to-face Classes in the COVID-19 (코로나19 상황에서의 온라인 비대면 수업에 대한 만족도 분석)

  • Jang, Hyon Chol;Roh, Mi Ra;Jeon, Byung Duk
    • Journal of the Korean Society of Radiology
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    • v.15 no.4
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    • pp.519-524
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    • 2021
  • As the COVID-19 situation continued to spread to the local community along with the spread due to influx, each university had to conduct all online classes and partially online classes. The purpose of this study was to investigate the satisfaction of learners with the content and lecture contents by paying attention to online non-face-to-face classes according to the change of the class environment in the Corona 19 situation. Satisfaction survey on online non-face-to-face class major subjects was analyzed using questionnaires from June 1 to June 11, 2021, targeting 2nd and 3rd year students in the Department of Radiology at S University in Daegu. As a result of the study, satisfaction with content and class content was found to be an average of 3.78 ± 0.75 points, and learning satisfaction was found to be an average of 3.00 ± 1.14 points. In addition, when taking online non-face-to-face classes, the correlation between students' class attitude and content and class content satisfaction was the highest (r=0.555, p<0.01), and it was found that there was also a correlation between content and class content satisfaction and learning satisfaction. (r=0.331, p<0.01). I think that satisfaction with non-face-to-face online classes can be improved if the quality of content is improved during non-face-to-face online major classes as well as more active interactions between students and professors.

The development of Metadata Prototype for Educational Game (교육용 게임을 위한 메타데이터 프로토타입 개발)

  • Yoon, Sean-Jeang;Yoon, Tae-Soo
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.3-13
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    • 2008
  • We think that it is important to develop the metadata for educational game. Because they are applicable to game contents, separate learning sources and studying components in the game-based LCMS. But markets of eduainment and educational games are newborn field, so systematic development of metadata is not advanced yet. Therefore in this paper, we first established the design process of educational game metadata, and then according to the rule, we suggested this as a prototype. And we defined the extracted data as metadata for educational game through inspection of an expert group. If these metadata prototype are operated by adopting through standardization stage of public institutes, we can provide the convenience of searching, managing and recycling these metadata to learner, instructor and the developing institute. And we can also expect the prevention of overlapping investment.

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A Study on the Education Program Using Presidential Archives Based on the NIE (대통령기록물을 활용한 NIE 기반 교육프로그램 개발)

  • Lee, Neung Geum;Kim, Yong;Kim, Geon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.2
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    • pp.107-127
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    • 2015
  • This study aims to develop the education program of the presidential archives based on the NIE for social studies. Especially, this study provided an opportunity to develop information processing capacity through newspapers reflecting rapidly changing social environment for users of presidential archives. With the process, it provides an opportunity for users to develop information literacy, which has become a necessity in information society. Through the education program students may have various experiences, wider perspective and diversity with self-directed learning. To perform the goal, this study proposed an education program using presidential archives based on NIE and an applied case.

Predicting the Effect of Fusion of Artificial Intelligence Education and Maker Education Using System Dynamics (시스템 사고를 활용한 인공지능 교육과 메이커 교육 융합 효과성 예측)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.117-120
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    • 2020
  • 본 논문은 인공지능 메이커 교육과 관련한 요소를 논문 네트워크 키워드 분석과 다양한 빅데이터를 종합하여 핵심용어를 선정 후 인공지능 메이커 교육을 시스템 다이내믹스의 Vensim프로그램으로 인과지도(Casual Loop Diagramming)를 구조분석(모델의 구조)하여 예측 결과를 토대로 향후 미래 상황 추출 및 정책 결정 연구에 영향을 기여한다. 연구 결과 인공지능 교육 정책은 추후 인공지능 교육과 메이커 교육을 융합한 교육 관련 산업이 증대할 것으로 예측되며 교육 경쟁력 향상과 창의적 인재 양성, OTT를 이용한 인공지능 교육 콘텐츠 향상으로 학습에 활용성이 증대하게 된다. 또한 인공지능 교육 정책은 프로그래밍 교육으로 연결되어 성장기 학습자들의 사고력과 정서 발달에 도움 되며 다양한 교재 및 기기 등장으로 인한 학습에 다양성 역시 증가할 것으로 예측된다. 학교 차원에서는 교수·연구 지원 활동이 증가하여 수업 전문성을 가진 교사가 늘어나 학교 교육의 질은 확대되고 학부모는 인공지능 교육 정책에 긍정적으로 된다. 시스템 다이내믹스는 구조가 형태를 결정짓는다는 세계관에 기초하여 피드백 루프와 동태적 형태 유형을 파악하며 다양한 가능성이 존재하게 된다. 이는 추후 다양한 연구를 통해 인공지능 교육 정책 인과지도의 확대로 연결될 수 있음을 암시하며 본 논문을 통해 인공지능 교육 연구 확산에 시발점이 되었으면 한다.

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Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.96-106
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    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

The Liberal Arts Education Class Development for Collective Intelligence Establishment Based on Online Collaborative Learning (온라인 협력학습 기반 집단지성 구축을 위한 교양수업 개발)

  • Bae, Sang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.740-751
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    • 2021
  • To overcome the drawbacks of existing classes, this study developed a liberal arts education class model based on online-collaborative learning under the cloud based class environment. That will be the comprehensive model for classics reading, discussion education and foreign language education. This study started from the need of developing the college classes for embodying the collective intelligence. This course must be effective to maximize the educational effects and mutually interdisciplinary progress. Therefore, the offer of the applicable model will be able to establish collective intelligence and extend the educational effects. This study presented the proposed comprehensive model effects as follows: 1) this comprehensive model could create the learning environment so that individual intelligence may be converged into collective intelligence. 2) regarding their intellectual inquiry and the contents of thought, this model could activate the learners' participation in the discussion by mutually exchanging the feedbacks between teacher-learner and learner-learner. 3) cloud based online-collaborative learning environment could reduce learners' affective burden and overcome the drawback of offering the offline limited data. Thus, given these results, this model can be expected to allow us to draw the positive results in overall education fields along with liberal arts education, discussion education and foreign language education.

A Study on the Possibility of Cyber Art Education : Focusing on a Drawing Course (사이버 미술교육의 가능성 연구 : 드로잉 수업을 중심으로)

  • Jue, Juliet
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.663-668
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    • 2017
  • This study was conducted to examine the possibility of developing a drawing course in online education and to assess the satisfaction and dissatisfaction of students. The drawing class consisted of a conceptual understanding of the drawing, learning actual techniques and performing drawing tasks. This course was rated on the content satisfaction scale and the course evaluation scale when it was developed in 2014 and partially modified in 2016. Both the content satisfaction and lecture evaluation showed similar scores to the average for all subjects in the school. Specifically, 'organization of content' received good reviews, while 'interaction' received a low rating in the content satisfaction scale. Additionally, 'enthusiasm' and 'response sincerity of teacher' received high ratings, but 'overall satisfaction' was low in the course evaluation scale. Finally, the self-assessment of students was also low. These results indicate that students want more practice and more active interactions.

Designing Effective Prototypes for Establishing an e-Learning Center (이러닝 센터의 구축을 위한 효과적인 모형 설계)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.145-153
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    • 2010
  • E-learning is cyber-education that gives open education to everyone by providing various contents through Internet and IT technologies, and it has been spreading rapidly. In this paper, we describes an effective prototype design scheme for establishing e-Learning center, centered on the case of A University, in order to overcome a lot of shortcomings related to cyber-education and to settle down efficient and systematic on-line realtime cyber education. For this purpose, we first analyzed the current status concerning e-Learning at A University. Learners and lecturers then participated in a survey so that we could find some problems on current e-Learning and prepare their solutions. We finally designed e-Learning center prototypes, and selected the prototype 2 as a best one and designed it in more details. The prototype made in this paper would be very useful to other institutes who want to establish a new e-Learning center.