• Title/Summary/Keyword: 모바일 교육

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Information Communication Ethics Education Program using Digital Storytelling (디지털 스토리텔링을 활용한 정보통신 윤리교육 프로그램)

  • Heo, Saerom;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.333-344
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    • 2015
  • As people increasingly access the internet on mobile, the importance of internet ethics and Information Communication(ICE) Ethics has been gradually emphasized in a global society. Therefore it is needed that young students should learn cyber-ethics at school. However, currently there is almost no appropriate ICE-education program for primary school students in Korea. In this paper, we propose an ICE-education program based on digital storytelling. The proposed ICE-education program makes students to learn ICE naturally through the experiences obtained in the process of making their own digital storytelling about ICE. We applied the proposed ICE educational program to the 6th grade students of an elementary school located in Seoul. The result showed that the most participated students have enhanced their scores in participation, respect and temperance among four key elements of ICE.

A Study on the Teaching Methods of Students' Baseball Team Using the Secondary Record Calculation System (2차 기록 계산 시스템을 활용한 학생 야구부 훈련 지도 방안)

  • Kim, Semin;Lee, Gyujeong;Lee, Jeongwon;Jeon, Byungil;Hong, Ki-Cheon;You, Kangsoo;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.612-614
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    • 2019
  • In this study, amateur baseball team leaders studied ways to train student baseball team players through records management. To this end, a system was developed that could apply the formula for obtaining various secondary records or savermetrics data. The team distributed the information to three leaders of the student baseball team and studied the training guidelines through the target group interface. Through the records, students were able to increase motivation and make sure that all the players were faithful to their roles.

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Augmented Reality-based Programming Tool Analysis for Elementary (초등학생을 위한 증강현실 기반 프로그래밍 도구 분석)

  • Kim, JeongA;Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.93-99
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    • 2021
  • The purpose of this study is to analyze recently developed tools and relevant literature in order to discuss development scheme of augmented reality-based programming tools targeting elementary school students. Literature review draws conclusion that touch mode in the mobile augmented reality is effective, especially in the environment where manipulates commands and it is required to design contents taking class environment and teaching-learning strategy into account. Such research findings indicate that augmented reality-based programming tools targeting elementary school students should be designed to increase their interest in programming in a way that when physical teaching materials or specific space are recognized, the programmed problems will be augmented to allow students to combine the commands in the augmented environment.

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A Study on Education Platform for Automobile Students Using AR System (AR 시스템 기반 자동차 교육 플랫폼 연구)

  • Luo, YIng;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.243-250
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    • 2019
  • With the popularization of online learning, mobile learning and blended learning model, augmented reality technology is increasingly widely applied in the field of education today. This article stresses the necessity of applying augmented reality to education by summarizing the current situation and advantages of augmented reality technology in education. Next, the author proposes a new education system-"AR+E education cloud platform system". Last, the author proposes several inspirations for the design of AR-based education software according to the observation and interview of the behaviors and preferences of the respondents.

The Development of Context-aware Architecture for Intellectual Services (지능형 서비스를 위한 상황해석 구조 개발)

  • Lee, Seung-Chul;Lim, Jae-Hyun;Kim, Chi-Su
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.521-524
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    • 2005
  • 오늘날 컴퓨팅은 모바일과 유비쿼터스 환경으로 변화하고 있으며, 응용과 서비스는 이 같은 동적인 환경을 인식할 수 있고 적응할 수 있어야 한다. 상황해석 서비스를 구축하는 것은 복잡하고 많은 시간이 소요되는 작업이다. 본 논문에서는 동적인 환경에서 응용과 서비스를 개발하는데 필요한 상황해석 구조를 제안한다. 연구의 범위는 교육을 위해 필요한 교실, 연구실, 강의실과 같은 물리공간으로 제한하였다.

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A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

Distance E-learners' Motivation, Perception, and Learning Behaviour in Vocational Training Environment (이러닝 직업교육훈련에 대한 학습자 수강동기, 인식, 학습행태 조사연구)

  • Lee, Sookyoung;Park, Yeonjeong
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.499-508
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    • 2017
  • With the recent advance of IT technology and the change of education paradigm, vocational training has been also evolved. In the background of mobilization of learning, increase of bite-size contents, and the agility of just-in-time learning, this study surveyed the online learners' motivation, perceptions, and learning behaviour. Total 4,021 learners from 6 distance learning institutions revealed that learners take the e-learning courses due to more for their self-development than the company's supports and policy. Also, they perceived the subject matter in contents are the most important. The results from this study suggest that the development of contents should focus on the subject matter that can be utilized for their jobs immediately. Lastly, the study confirms that learning space and time has been changed in the flexible way to use their spare time between work and life. Irregularity of learning and hasty preparations were one of major characteristics in the aspect of learning behaviour.

2004년 1분기 디지털콘텐츠 대상- 콘텐츠의 미래 우리가 책임질께요

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.5 s.132
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    • pp.63-69
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    • 2004
  • 정보통신부가 주최하고 한국소프트웨어진흥원과 한국데이터베이스진흥센터가 공동으로 주관하는 2004년 디지털콘텐츠 대상 1분기 수상작이 결정됐다. 디지털영상, 온라인게임, 교육용콘텐츠, 무선콘텐츠, 웹정보콘텐츠 등 4개 부문 총 5개 작품이 선정된 이번 1분기 디지털콘텐츠 대상 수상작들은 전분야에 걸쳐 우수한 작품들이 제출되 심사과정에서도 고민이 있었다는 후문이다. 수상작들을 살펴보면 디지털영상 분야에서는 이매진하이의 트라이킹덤이 수상의 영예를 안았고, 온라인 게임 분야에서는 재미 인터렉티브의 '트라비아 온라인'과 엔트리브소프트 '팡야'가 공동으로 선정됐다. 교육콘텐츠에서는 와이즈캠프닷컴의 '와이즈캠프'가 수상했고, 모바일콘텐츠분야에서는 엔텔리젼트의 '삼국지 무한대전'이 차지했다. 이와 함께 웹정보 콘텐츠 분야에서는 북코스모스의 '국내외 북다이제스트'가 대상을 차지했다. 이번 디지털콘텐츠 대상 수상업체들은 향후 정보통신부의 해외 진출과 마케팅을 위한 각종 활동에 우선적으로 참가하는 혜택을 누릴 수 있으며, 연말에 열리는 디지털콘텐츠페어 2004전시회에 참가하고, 대통령상 후보에 오르는 자격을 얻게 된다.

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Authentication of the smart wallet based on One-time password (일회용 패스워드 기반의 스마트 지갑 인증)

  • Choi, Yo-Han;Seo, Hee-Suk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.739-742
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    • 2011
  • 스마트폰의 보급과 함께 등장한 스마트지갑은 스마트폰을 이용한 지불 시스템이다. 스마트지갑을 이용하여 결제를 수행하기 위해서는 결제단말과 스마트폰의 페어링 과정이 필요하다. 페어링을 통해 결제가 이루어지는 만큼 페어링 과정의 보안이 중요하다. 하지만 현재의 페어링과정에 적용되는 보안절차는 이미지 비교, 바코드, 사운드 등의 원시적인 차원의 보안절차만이 적용되어 있는 수준으로 보안강도가 낮다. 본 논문에서는 일회용 패스워드를 이용하여 기존의 페어링의 취약점을 보완하려고 한다. 일회용 패스워드를 이용하기 위해서는 사용자의 모바일ID를 검증하는 인증서버가 필요하다. 인증서버와 사용자 인증을 수행하는 단말사이의 통신은 해시 값을 이용하여 통신함으로 보안성을 높일 수 있다. 또한, 일회용 패스워드 기반의 스마트 지갑은 지불 서비스 이외에도 출입인증수단으로 이용될 수 있다.