• Title/Summary/Keyword: After-school computer class

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Factors affecting maxillary sinus pneumatization following posterior maxillary tooth extraction

  • Lim, Hyun-Chang;Kim, Sangyup;Kim, Do-Hyup;Herr, Yeek;Chung, Jong-Hyuk;Shin, Seung-Il
    • Journal of Periodontal and Implant Science
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    • v.51 no.4
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    • pp.285-295
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    • 2021
  • Purpose: The aims of the present study were 1) to quantitatively evaluate the extent of sinus pneumatization and 2) to determine the factors affecting sinus pneumatization. Methods: Based on implant treatment records, a list of patients who underwent implant placement on the posterior maxilla was obtained. Among them, patients with pre-extraction and post-extraction (before implant placement) panoramic radiographs were selected. After excluding radiographs with low resolution and image distortion, the radiographs before and after extraction were superimposed using computer software. Subsequently, the extent of sinus pneumatization (the vertical change of the sinus floor) was measured. Simple and multiple mixed models were used to determine the factors affecting sinus pneumatization. Results: A total of 145 patients were eligible for the present investigation. The average extent of sinus pneumatization was 1.56±3.93 mm at 176 tooth sites. Male sex, single tooth extraction, extraction of an endodontically compromised tooth, a class I root-sinus relationship, and sinus membrane thickening >10 mm favored pneumatization, but without statistical significance. The maxillary second molar presented the greatest pneumatization (2.25±4.39 mm) compared with other tooth types. This finding was confirmed in the multiple mixed model, which demonstrated a statistically significant impact of the extraction of a second molar compared with the extraction of a first premolar. Conclusions: Maxillary sinus pneumatization was 1.56±3.93 mm on average. The extraction of a second molar led to the greatest extent of pneumatization, which should be considered in the treatment plan for this tooth site.

The Effects of STEAM program using Storyline on Elementary Students' Creative Personality and Science-Related Attitude (스토리라인을 활용한 STEAM 프로그램이 초등학생의 창의적 인성 및 과학태도에 미치는 효과)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.487-496
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    • 2013
  • This study examined the effects of STEAM program using authoring tool on elementary school students' creative personality and science-related attitude. For this study, after analyzing curriculum from the first term of 6th grade and extracting the learning elements and topic, I developed lesson plans and App contents. As a result of applying STEAM program using Storyline to 6th grade elementary school class. dividing two groups-experimental group, comparison group-for this study, tested t-test, the test result of experimental group got a meaningful result statistically. There was positive effect on improving elementary school students' creative personality and science-related attitude.

A Study on the GSP in the Viewpoint of Problem Solving ('문제해결' 관점에서의 GSP활용)

  • Kim, Nam-Hee
    • School Mathematics
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    • v.4 no.1
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    • pp.111-125
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    • 2002
  • In this study, we studied some examples using GSP(Geometer's SketchPad) in the process of problem solving that is explained by G. polya. After reconsidering examples, we tried to show that using GSP can help student's intuitive thinking, investigative activities, reflective thinking. Especially, in the three phase of problem solving(understanding the problem, devising a plan, looking back), mathematics teachers may using GSP in order to helping student's understanding. Besides, we tried to suggest the direction to use GSP more adequately in the teaching and Beaming mathematics. First of all, Mathematics teachers using GSP in their class must have ideas how to use it. And they have to be careful on the didactical transposition of mathematical knowledge in the computer-based learning. They also have to lead students move from activities with GSP materials to carrying out the problem solving plan and reflection activities.

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Case Study for the Application of PBL in Engineering-School : Focused on an Element Design Class (공과대학에서 문제중심학습 적용 사례 연구 : 요소설계를 중심으로)

  • Lee, KeunSoo;Kim, SamKeun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.671-676
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    • 2015
  • The aim of this thesis was to develop PBL(Problem-Based-Learning) problems to supply the problems to classes and to confirm the effectiveness of PBL for PBL applications to element design in engineering schools. Modern industrial society needs competent people with abilities in cooperative learning, self-controlling learning, united knowledge application, and creative problem-solving. Universities need to offer opportunities for improving the problem-solving ability and cooperative learning to learners to train competent people that society demands. PBL activity is a proper learning method for the execution of the above offer. The study subjects were 32 sophomore students in H University who took 'Engineering design 1', which is Element design. Five PBL problems were applied to the class for 15 weeks. They wrote and submitted a reflective journal when they finished the every given PBL activity. In addition, they wrote a class evaluation form after the $5^{th}$ PBL problem's activity ended. The study showed that the students experienced the effectiveness of PBL in many fields, such as the comprehension of the studied contents(71.87%), the comprehension of cooperative learning (87.5%), authentic experience, problem-solving skills (90.63%), presentation skills (96.87%), communication ability, self-directed study ability, and confidence (96.87%). The students realized that PBL learning activities are important because students could develop into future intelligent engineers that modern industrial society demands through PBL learning activities.

Deep Learning Based Tree Recognition rate improving Method for Elementary and Middle School Learning

  • Choi, Jung-Eun;Yong, Hwan-Seung
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.9-16
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    • 2019
  • The goal of this study is to propose an efficient model for recognizing and classifying tree images to measure the accuracy that can be applied to smart devices during class. From the 2009 revised textbook to the 2015 revised textbook, the learning objective to the fourth-grade science textbook of elementary schools was added to the plant recognition utilizing smart devices. In this study, we compared the recognition rates of trees before and after retraining using a pre-trained inception V3 model, which is the support of the Google Inception V3. In terms of tree recognition, it can distinguish several features, including shapes, bark, leaves, flowers, and fruits that may lead to the recognition rate. Furthermore, if all the leaves of trees may fall during winter, it may challenge to identify the type of tree, as only the bark of the tree will remain some leaves. Therefore, the effective tree classification model is presented through the combination of the images by tree type and the method of combining the model for the accuracy of each tree type. I hope that this model will apply to smart devices used in educational settings.

An Analysis of the Difference of Perception on IT Convergence Learning after the Smart Device based Robot Programming Education According to Elementary Gifted Students' Level (스마트 기기 기반의 로봇 프로그래밍 교육 이후 초등 영재들의 수준에 따른 IT 융합 학습에 대한 인식 차이 분석)

  • Yoon, Il-Kyu;Jang, Yun-Jae;Jeong, Soon-Young;Lee, Won-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.161-169
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    • 2015
  • In this paper, we propose an smart device based robot programming education program and analyzing students' perceptions such as satisfaction, Expectancy-Value of IT convergence learning after the robot education program according to elementary gifted students' level. Smart device based robot programming education program designed based on schematic of the convergence suggested by WTEC and consist of creative phase, integration/fusion phase, innovation phase, outcome phase for learning practical process of the IT convergence. We are conducting a smart device based robot programming education class to consist of 126 gifted students and analysing the difference of perception. According to analysis of the result, core and advanced students' perception on satisfaction score shows also high. However, advanced level students' satisfaction score shows higher than core students' satisfaction score. Also, advanced level students' expectancy-value score on IT convergence learning shows higher than core students' score.

Research on Engineering & Technology Education for Elementary School Student by using F1 in Schools Program (F1 in Schools 프로그램을 이용한 초등학생 대상 공학 기술 교육에 관한 연구)

  • Park, So-Ra;Nam, Hyun-Wook
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.85-100
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    • 2008
  • The purpose of this study is development of 'F1 in Schools Program' for elementary school student and validation of the program. Fifteen students were originally chosen from the W elementary school in Cheongju, Chungcheogbuk-Do. The children were tested on their understanding of science and 'F1 in Schools Program'. After developing the 'F1 in Schools Program', it was used in the classroom to evaluate applicability and to examine the responses from students, parents and schools. The program consists of 60 classes and the time of each class is 40 minutes. This study was conducted for 10 days from January 22nd, 2007 to February 2nd, 2007. CAD(Computer Aided Design), CFD(Computation Fluid Dynamics), CAM(Computer Aided manufacturing) and CNC Machine were used in this study and proved to be good materials for students in that they increased the students' participation and imagination. However, the children's cognitive and creative abilities as well as manuals written in English hampered the process. Most students, parents, schools seemed to be satisfied with use of the program. However, the schools showed that there was not enough understanding of the program as a whole. The processes with which students build and inspect using the $CO_2$Model Car not only improves the processing of the model but also enhanced the students scientific understanding related to the car speed.

Implementation and application of music appreciation instruction system in elementary schools (초등학교 음악 감상 학습 시스템 개발 및 적용)

  • Kim, Dong-Il;Park, Sun-Joo
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.42-52
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    • 2002
  • For an effective listening to music, a repeated listening to music should be possible without any restriction of time and space as well as to music for a music class and the various multi-media learning materials for listening to music is required. However, an individualized and repeated listening is difficult and an individualized listening materials are lacking. To solve these problems, learning system for listening to music in elementary school sharing learning materials required for it and including learning factors of listening to music is required. Therefore, this study analyzes learning factors of listening to music in elementary school and the learning system for listening to music is designed and developed to make elementary students have their own active listening to music and feel achievement and confidence by teacher's evaluation of their writings after listening to music and experience a joyful musical activity. And it is applied to elementary school.

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A Case Study on the Development of a Serious Game "Happy Class" for Preventing Cyber Bullying (사이버불링 예방 기능성 게임 "해피 클래스" 개발사례 연구)

  • Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.45-60
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    • 2020
  • Cyber bullying is increasing these days and becoming a serious social problem that gives rise to issues such as school violence and cyber crimes. We had developed a serious game-based education program for teenagers who are familiar with computer games. After pilot test the educational effect was also found to be high. I have found the followings in this case study. Serious game is effective media for cyber bullying prevention education. Second, cooperation between content experts and game development experts is essential to develop educational games.

The Effects of the Robot Based Art Instruction on the Creativity in Elementary School (초등학교에서 로봇활용 미술수업이 창의성 신장에 미치는 효과)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.277-285
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    • 2011
  • This research examines the effect of robots for improving creativity in elementary art classes. A creative art program with robot was developed based on research of robots and their effects on creativity, and an elementary art curriculum analysis. The program ran for 16 class periods. In this research, fifty seven 4th grade students participated, and an analysis of covariance was carried out based on before and after creativity tests. The research result shows that students who used the robot program achieved a significant improvement in their creativity over students who did not use the robot program in art classes. It proves that robots can be effective tools for improving creativity in elementary art classes.

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