• Title/Summary/Keyword: 정보통신윤리 행동

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Factors in Information and Communication Ethics Behavior of College Students Majoring in Information and Communication Engineering (정보통신공학 전공 대학생의 정보통신윤리 행동과 관련 변수)

  • Lee, Yoo-Jong
    • Journal of Engineering Education Research
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    • v.13 no.3
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    • pp.68-77
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    • 2010
  • This paper was designed to identify influencing factors and to develop indices for measuring information and communication technology related ethics behaviors of college students majoring in information and communication engineering. Data collected from 288 students surveyed in Busan and Kyungnam area were used and the average of information and communication engineering ethics were below the mid-points meaning 'fairly ethical'. 'Passively violating behavior' showed the highest value (2.77 out of 5) while 'rudeness and insulting behavior' showed the lowest (1.65 out of 5). Second, variables of gender, age, religion, idealism, and relativism were revealed to be meaningful ones. Results can help educators understand the influencing factors in information and communication technology related ethics behaviors of college students as well as develop topics in educating engineering ethics.

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정보통신윤리정립에 대한 이론적 고찰

  • Jeong, Gyeong-Su
    • 정보화사회
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    • s.91
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    • pp.24-30
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    • 1995
  • 윤리란 행위의 옳고 그름이나 선과 악 또는 도덕적인 것과 비도덕적인 것에 관한 판단기준의 체계 혹은 이를 대상으로 하는 학문을 말한다. 또한 윤리는 그 적용대상이 무엇인가에 따라 가정윤리, 사회윤리, 직업윤리, 기업윤리, 정보윤리 등 여러가지로 나누어 볼 수 있다. 여기서 정보통신윤리란 윤리의 문제를 정보통신 또는 정보화사회의 관점에서 조명한 것이라 볼 수 있으며 정보를 다루는데 있어 개인이나 사회구성원들의 행동이나 규범체계로서 그들의 행동이나 태도의 옳고 그름, 좋고 나쁨, 그리고 윤리적인 것과 비윤리적인 것을 판단하게 해주는 기준체계라 할 수 있다.

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Development of a Game Model Based on Virtues Education for Information & Communication Ethics Education (정보통신윤리 교육을 위한 덕 교육 기반 게임 모형 개발)

  • Han, Ji-Hye;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.113-121
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    • 2009
  • 정보화 사회에서의 일원으로 꼭 갖추어야 할 정보통신윤리 덕목들은 기존 산업화 사회에서의 교수-학습방법으로는 부적절하다. 덕 교육 (Virtues Education)은 행위자가 교육의 중심이 되어, 인지 정의 행동의 통합과 공동체주의를 중요시 여겨 학습자 스스로 윤리를 체득하도록 하는 장점이 있다. 본 연구에서는 덕 교육의 장점을 기반으로 학습자가 보다 재미있고 쉬운 학습을 통해 정보통신윤리의 능동적이고 자연스러운 체득이 가능하도록 게임 모형을 개발하였다. 본 게임 모형은 문제 사태를 확인하고, 그에 관련된 규범을 찾고, 규범의 의미와 근거를 찾은 후, 판단을 예측하고, 판단하여 미션을 해결하는 모형이다. 본 모형의 장점 (특징)은 다음과 같다. 첫째, 학습자가 쉽고 재미있게 정보통신윤리 학습을 할 수 있다. 둘째, 게임을 진행하며 윤리의식을 교사가 전달하는 것이 아닌, 학습자 스스로 체득하게 할 수 있다. 셋째, 정보화 사회의 구성원으로서 알맞은 가치관을 확립하여, 정보화 사회의 역기능에 대해 올바르게 판단하고 실천할 수 있다.

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EPL-based Information Ethics Education Program for Execution Power Strength (실천력 강화를 위한 EPL기반 정보윤리교육 프로그램)

  • Kang, Sinhye;Cho, Jungwon
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.25-28
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    • 2018
  • 정보통신 기술의 발달로 정보윤리교육은 더 강조되고 있지만 청소년의 사이버 폭력, 저작권 침해 등 역기능 노출 현황은 전혀 줄어들고 있지 않다. 그 원인 중 하나는 "안다"는 도덕적 인지와 "실천한다"의 도덕적 행동이 불일치한 것으로 볼 수 있으며, 도덕적 인지가 도덕적 행동으로 이어지지 않는 문제점을 해결해야 한다. 또한 2015개정교육과정의 등장으로 SW교육의 중요성이 대두되었지만 여전히 교육 시수는 부족하여 정보윤리교육은 상대적으로 소홀해질 가능성이 높다. 이에 본 논문에서는 선행 연구들을 분석하여 실천력을 강화시킬 수 있는 전략들을 살펴보고 정보윤리의식과 컴퓨팅사고력을 동시에 향상시킬 수 있도록 교육용프로그래밍언어와 정보윤리교육을 연계하여 정보윤리 실천력을 강화시킬 수 있는 EPL기반 정보윤리 교육프로그램을 개발하였다.

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The Delphi Analysis to measure the Information Communication Ethics Consciousness Level of young people (청소년의 정보통신윤리 의식 수준 측정을 위한 델파이 분석)

  • Cho, Seong-Hwan;Kim, Seong-Sik
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.449-457
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    • 2008
  • The goal of the education of Information Communication Ethics(ICE) is to improve the consciousness of young people so that they themselves are able to judge between what's ethically right and wrong and, as a result, to take the right behavior. For this, we need to preferentially identify the primary factors in understanding and diagnosing the consciousness level of young people on the ICE. To solve this problem, in this study, we identified four major indices that consist of the ICE consciousness through the meta analysis of the both domestic and international researches from the past 5 years in the related area and then, they are validated by experts. We also analyzed the factors in assessing the ICE consciousness of young people by using the Delphi technique, which, during its analysis, even considers elements that are qualitative or cannot be objectified, through the help of an expert group that consists of experienced teachers and professors in the related area. As a result we deduced 4 major indices and 45 related factors.

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Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • 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.

Analysis of Factors to Measure Information Communication Ethics of Adolescents Using Delphi and AHP (Delphi와 AHP를 활용한 청소년의 정보통신윤리 의식 측정 요인 분석)

  • Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.1-9
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    • 2008
  • The goal of the education of Information Communication Ethics(ICE) is to improve the consciousness level of adolescents so that they themselves are able to judge between what's ethically right and wrong and, as a result, to take the right behavior. For this, we need to preferentially identify the primary factors in understanding and diagnosing the consciousness level of adolescents on the ICE. To solve this problem, in this paper, we identified four major indices that consist of the ICE consciousness through the meta analysis of the both domestic and international researches from the past 5 years in the related area and then, they are validated by experts. We also analyzed the factors in assessing the ICE consciousness level of adolescents by using the Delphi technique, which, during its analysis, even considers elements that are qualitative or cannot be objectified. Finally we deduced 22 ICE factors given the weight through the AHP of an expert group that consists of experienced teachers and professors in the related area.

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The Development of Web-based Self-directed Learning Contents for Information and Communication Ethics Education (정보통신윤리교육을 위한 웹 기반 자기주도적 학습 콘텐츠 개발)

  • Kim Eun-Ju;Bae Yong-Geun;Chung Il-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.813-816
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    • 2006
  • 정보화 역기능 현상에 대한 근본적인 대처 방안은 사용자의 정보 윤리적 관점에서 다각적으로 침해 사고에 대해 예측하고 평가하여 정보화 사회가 인간 중심의 바람직한 사회가 될 수 있도록 건전한 윤리 의식을 확립하는 것이다. 하지만, 현재의 정보통신윤리교육은 교육 목표와 내용에 있어서 균형성을 상실하여, 역기능 측면에만 치우치고, 학습자인 학생에게 자율적으로 선택하여 행동할 수 있는 능력을 키워주기보다는 일방적으로 설정된 내용을 전수하는 학습 형태를 벗어나지 못하고 있다. 따라서, 본 논문에서는 정보통신윤리교육에 대한 자기주도적 학습 방법을 웹 기반에서 적용될 수 있는 학습 콘텐츠 모형을 구현한다. 이를 위해 웹 콘텐츠를 이용하여 학습자 스스로가 개별 학습을 수행할 수 있고, 학습내용에 대한 보충 심화 반복 등의 자기주도적인 학습이 가능하도록 설계하였다.

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The Instructional Design of Information Communication Ethics Based on Integrated Character of Lickona (리코나의 통합적 인격을 적용한 정보통신윤리 수업 설계)

  • Ryu, Ji-Min;Kim, Kil-Mo;Cho, Seong-Hwan;Kim, Seong-Sik
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.329-339
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    • 2010
  • This study has been pointed out that Information Communication Ethics Education has been mentioned only about a cognitive factor. Then the purpose of this study is verify the effects through the Instructional design of Information Communication Ethics that was compensate the problem. To achieve this, it was included all the cognitive, emotional and active factor of Integrated Character by Thomas Lickona. It has been modified that Information Communication Ethics Test of Lee Chae Young(2009) to be included all the factors of Integrated Character to verify the designed instruction. It has been designed that each steps included the component of Integrated Character using Gerlach & Ely systematic instruction model then, the designed instruction has been applied to the secondary school and verified the effectiveness. As a result, it has been proved that Experimental group is more effective than Control group.

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A Case based Multiplex Teaching and Learning Model to Improve the Educational Level of Information and Communication Ethics in Elementary School (초등 정보통신 윤리수준 개선을 위한 사례 기반 다중형 교수학습모형)

  • Lee, Dae-Ho;Cho, Gi-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.31-39
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    • 2011
  • Information and communication environment includes a lot of dangerous factors to elementary school children who do not establish their own value sense as well as its related knowledge yet. This paper proposes a case based multiplex teaching and learning model which leads students to participate and be interested in, then to improve the educational level of information and communication ethics in elementary school. This model progresses in centric of the conflict situations in information and communication ethics that can be commonly occurred in actual life. To adapt case based approach, three types of teaching and learning models, value conflict, value clarification, and role playing, are applied in a combined form. Along with applying the models, their educational effects have been compared and analysed in time sequence, in the educational level improvement point of view. The verification has been conducted by using surveys and questionnaires, in the four areas; cognitive, affective, behavioral, and then overall. The verification results show that the proposed method is effective to improve the educational level of information and communication ethics in elementary schooll.

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