• Title/Summary/Keyword: Computer Understanding

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Using computer software as an instructional tool for enhancing relational understanding of function concept : three case studies (관계적 이해를 위한 수업 도구로서의 소프트웨어 활용에 관한 사례 연구 - 고등학교 1학년 함수 단원을 중심으로 -)

  • 최윤녕;권오남;황혜정
    • School Mathematics
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    • v.1 no.2
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    • pp.637-660
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    • 1999
  • Although ‘to understand mathematics’ is an important educational purpose, most student do not have a relational understanding of the basic concept of mathematics but have a instrumental understanding. This paper will investigate the possibility of using computers for enhancing relational understanding. In the ‘Qualitative case study’, three students who are in the first grade at E-High school took part in 7 activities during four weeks, and were later interviewed and engaged in informal discussion and were observed. This is the result of this study. 1. The three students were passive participants in mathematics problem solving situation at school. Therefore, student B just applied formulas which she had memorized, and student C would forgot the formulas occasionally. These common students needed to participate actively in doing mathematics. 2. The activities utilized two software healing with connection between graphs and function, giving the students the opportunity to plan, practice, and test by themselves. As a result, they understood the mathematical formulas and rules more deeply through their own trial and error, and then they gained thinking abilities necessary for doing mathematics. In addition, the activities boosted their confidence. 3. The understanding type of students was slightly different. Student A who received a high score, understood the most relationally, but student B who received a very high score, understood instrumentally and so couldn't app1y her knowledge to solving problems related to function concept. Student C who received a middle score lacked knowledge of mathematics but thought more creatively. The result is that students need an opportunity to think rotationally regardless of score. Therefore, this study concludes that using computer software will provide a positive effect for relational understanding in loaming function concept.

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A Study on the Understanding Level of Elementary Teachers about the "Comprehension of Information Processing" Field (정보처리 이해 영역에 대한 초등학교 교사의 이해도에 관한 연구)

  • Choi, Mi Seon;Jeong, InKee
    • The Journal of Korean Association of Computer Education
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    • v.11 no.5
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    • pp.1-8
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    • 2008
  • Computers are played an important tole of knowledge-information society in 21C. Computer education have made successful progresses since the 7th curricula have one class of ICT per week. However, public schools have instructed computer literacy education teaching only how to use application software. To give useful knowledges students could use for several decades, we need to have them to concentrate on education to information logical thinking power rather than simple manipulation of application softwares. However, teachers don't understand well about the "Understanding of Information Processing". In this paper, we carried out a survey that how much teachers understand about the information processing comprehension among the information and communication technology guide. We also state problems and propose improvement plan.

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The impact of Computer Game Addiction on Communication capabilities

  • Kim, Jung ae;Lee, Byunghyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.75-84
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    • 2019
  • This study was a cross-sectional descriptive research that investigate the level of addiction and analyzed the impact of computer game addiction from 20 to 30 years old on communication capabilities. The purpose of this study was to investigate the level of game addiction according to general characteristics and to confirm the effect of computer game addiction on communication ability. There were a total of 220 participants in the study. This survey for this study was a self-reporting questionnaire, research tools for this study were developed by Lee (2000) using game addiction and Communication ability developed by Frits et al., (1999). Data analysis was analyzed with frequency analysis, t-test, ANOVA, and Regression using SPSS 18.0. As a result of analysis, the difference between game addiction and communication ability by gender was appeared to be different under statistical significance levels: game addiction (t=-.9.2, p<0.01), subcomponents of communication ability, concentration (t=7.20, p<0.01), understanding (t=6.13, p<0.01), response (t=6.22, p<0.01), memory (t=2.88, p<0.05). The highest level of game addiction was appeared between 28 and 30 years old under statistical significance (p<0.01). Finally computer game addiction affects understanding, a subcomponent of communication capabilities.

Understanding Driver Compliance Behaviour at Signalised Intersection for Developing Conceptual Model of Driving Simulation

  • Aznoora Osman;Nadia Abdul Wahab;Haryati Ahmad Fauzi
    • International Journal of Computer Science & Network Security
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    • v.24 no.3
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    • pp.142-150
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    • 2024
  • A conceptual model represents an understanding of a system that is going to be developed, which in this research, a driving simulation software to study driver behavior at signalised intersections. Therefore, video observation was conducted to study driver compliance behaviour within the dilemma zone at signalised intersection, with regards to driver's distance from the stop line during yellow light interval. The video was analysed using Thematic Analysis and the data extracted from it was analysed using Chi-Square Independent Test. The Thematic Analysis revealed two major themes which were traffic situation and driver compliance behaviour. Traffic situation is defined as traffic surrounding the driver, such as no car in front and behind, car in front, and car behind. Meanwhile, the Chi-Square Test result indicates that within the dilemma zone, there was a significant relationship between driver compliance behaviour and driver's distance from the stop line during yellow light interval. The closer the drivers were to the stop line, the more likely they were going to comply. In contrast, drivers showed higher non-compliant behavior when further away from stop line. This finding could help in the development of conceptual model of driving simulation with purpose in studying driver behavior.

The Influences of Computer-Assisted Instruction Emphasizing the Particulate Nature of Matter and Problem-Solving Strategy on High School Students' Learning in Chemistry (물질의 입자성과 문제 해결 전략을 강조한 컴퓨터 보조 수업이 고등학생들의 화학 학습에 미치는 효과)

  • Noh, Tae-Hee;Kim, Chang-Min;Cha, Jeong-Ho;Jeon, Kyung-Moon
    • Journal of The Korean Association For Science Education
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    • v.18 no.3
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    • pp.337-345
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    • 1998
  • This study examined the influences of computer-assisted instruction(CAl) upon high school students' conceptual understanding, algorithmic problem solving ability, learning motivation, and attitudes toward chemistry instruction. CAl programs were designed to supply animated molecular motions for emphasizing the particulate dynamic nature of matter and immediate feedbacks according to students' response types at each stage of four stage problem-solving strategy(understanding, planning, solving, and reviewing). The CAl and control groups (2 classes) were selected from a girls high school in Seoul, and taught about gas law for four class hours. Data analysis indicated that the students at the CAl group scored significantly higher than those at the control group in the tests on conceptual understanding and algorithmic problem solving ability. In addition, the students at the CAl group performed significantly better in the tests on the learning motivation and attitudes toward chemistry instruction.

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Neural computer systems (뇌세포형 컴퓨터 시스템)

  • 김성수;우광방
    • 제어로봇시스템학회:학술대회논문집
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    • 1988.10a
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    • pp.552-555
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    • 1988
  • In this paper, the authors introduce the concepts of neural computer systems which have been studied over 25 years in other countries. And also we illustrate the models of neural networks suggested by researchers. Our fundamental hypothesis is that these models are applicable to the construction of artificial neural systems including neural computers. Therefore we assume that neural computer systems are abstract computer systems based on the computational properties of human brains and particularly well suited for problems in vision and language understanding.

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Design of an Admission Counseling Chatbot (입시 상담 챗봇 설계)

  • Lee, Se-Hoon;Lee, Sang-Min;Im, Hong-Gab
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.429-430
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    • 2017
  • 본 논문은 챗봇을 활용하여 반복적인 입시 질문을 응답하는 시스템에 설계하였다. 1회성 응답 대신 문맥을 기억하여 사용자의 의도를 파악하고 자세한 응답을 제공한다. 또한, 한글 처리와 입시 관련 데이터베이스 연동을 통해 일반화 할 수 있는 유연성을 갖는 구조이며, 반복적인 질의응답을 챗봇으로 대신할 수 있을 것으로 기대된다.

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Research on Understanding of Game Information for the Elderly (중.노년층의 컴퓨터 게임이용과 인식에 대한 연구)

  • An, Jeong-Shin
    • The Korean Journal of Community Living Science
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    • v.19 no.2
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    • pp.235-244
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    • 2008
  • The purpose of this study was to examine the elderly generation's understanding of game information and for recognition of computer based games as a recreation activity for the mid-to late adults. This study investigated game use and personal thoughts about the influences of computer games on each generation. The study was conducted by survey with the subjects being 242 adults aged 40 to 72 living in Busan and Kyung-nam area. Findings indicated that 43.5% of adults used computers to access games. The purposes for computer use were: business, searching portal sites, and games. 44.8% of adults knew about game information education. 67.4% of adults who had someone as a game information resource reported that their children provided the game information. Most adults used arcade games and recognized the influences of game information as positive to adults and the elderly but negative to children and adolescents. Finally, the adults aged "after mid-life" who knew about game information education showed higher ego-integrity and psychological well-being. These findings have implications for the development of elderly education programs aimed at promoting quality of life for older adults.

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The Architectural Simulation for Kenjeongjun of Kyungbok Palace Using Computer Graphics (컴퓨터 그래픽을 이용한 경복궁 근정전 건축 시뮬레이션)

  • Lee, Kang-Hoon;Lee, Hang-Chan
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.269-276
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    • 2008
  • Recently, the concerning about cultural heritages has been increased. As a result, the protection, repairing and restoration of cultural assets have been actively in progress. The biggest project of cultural asset reconstructions is the restoration of Kyungbok Palace and it has been in proceed step by step since in 1989. The actual sizes of these traditional buildings have been measured and recorded for future maintenance. In this paper, the 3D computer graphic technique is used to help understanding the inner structures of the traditional buildings as well as their construction processes. In other word, the construction simulation of Keunjeongjun which is the center building of Kyungbok Palace have been produced using 3D computer graphic techniques. The purpose of this project is aiding people in understanding the process of traditional palace architecture in Korea.

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Stationary Distribution for the Mobilities in Catastrophe Rescue Scenario

  • Wang, Yong;Peng, Wei;Dou, Qiang;Gong, Zhenghu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.2
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    • pp.308-326
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    • 2013
  • Mobility Model has drawn more and more attentions since its critical role in Mobile Wireless Networks performance evaluation. This paper analyzes the mobility patterns in the catastrophe rescue scenario, and proposes the Random Waypoint with Base Point mobility model to model these characteristics. We mathematically analyze the speed and spatial stationary distributions of the nodes and derive explicit expressions for the one dimensional case. In order to keep the stationary distribution through the entire simulation procedure, we provide strategies to initialize the speed, location and destination of the nodes at the beginning of the simulation. The simulation results verify the derivations and the proposed methods in this paper. This work gives a deep understanding of the properties of the Random Waypoint with Base Point mobility model and such understanding is necessary to avoid misinterpretation of the simulation results. The conclusions are of practical value for performance analysis of mobile wireless networks, especially for the catastrophe rescue scenario.