• 제목/요약/키워드: Computer Use

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Influence of Computer Attitude on Critical Thinking Disposition

  • Kim, Jung Ae;Kim, Ju Ok
    • International journal of advanced smart convergence
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    • 제9권1호
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    • pp.1-9
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    • 2020
  • This study was conducted to investigate the effects of computer attitudes such as anxiety, confidence, preference, usefulness, and computer literacy on their critical thinking ability, targeting college students at unspecified university universities. The period of data collection was from January 10, 2020 to January 17, 2020. A total of 213 people participated in the study. For data analysis, SPSS 18.0 was used for frequency analysis, Pearson correlation, x2 square, and simple regression analysis. As a result of the analysis, the difference of interests under the statistical significance level among general characteristics was Gender (x2=55.7***, p<0.001), Age (x2=407.5***, p<0.001), Resident (x2=127.5***, p<0.001) Family (x2=289.4***, p<0.001). In the simple regression analysis, computer liking (t=2.102, p<0.05) and computer use ability affected Truth seeking (t=-6.319, p<0.01), computer use ability was affecting analyticity (t=-5.630, p<0.01), computer use ability was affecting systematicity (t=-2.545, p<0.05), computer use ability was affecting maturity under statistical significance (t=-2.583, p<0.05). In conclusion, this study suggests that computer liking and computer use ability affect the sub-factor components of critical thinking disposition, truth seeking, analyticity, systematicity, and maturity, therefore the emphasis of this study is to emphasize that it is desirable to use the computer as a medium of learning based on computer literacy rather than worrying about excessive computer use.

A Study on the Object of the Fraud by Use of Computer

  • Lim, Jong-hee
    • 한국컴퓨터정보학회논문지
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    • 제20권9호
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    • pp.137-145
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    • 2015
  • The Criminal Law of South Korea has needed to cope with new kinds of crimes such as the fraud by use of computer efficiently in a legislative way because the society has witnessed the rapid progress of the industrialization and informatization after established in 1953. As a result, the Criminal Law revised on December 29, 1995, created the regulations of the crimes related to fraud by use of computer, work disturbance, and secret piracy by using information processing units. The regulation stipulated in Clause 347, Article 2 of Criminal Law is the most typical one against the new crimes. However, the new regulation of fraud by use of computer, established and revised to supplement the lacking parts of the current rules of the punishment of fraud, limits its object to "any benefits to property." not to "property" itself, and so cannot achieve the purpose of the revision of the law. This paper aims to suggest a new legislative measure about the object of the regulation of fraud by use of computer to solve this kind of problem efficiently.

유아의 전자게임 이용과 사회성에 관한 연구 (Video and Computer Game Use and the Sociality of Young Children)

  • 조경자
    • 대한가정학회지
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    • 제40권9호
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    • pp.35-46
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    • 2002
  • This study was to investigate whether there are any differences in social competence by the frequency of young children's video and computer game use. Social development was categorized as peer popularity and social competence. The subjects were 215 children(118 boys, 97 girls) aged 4-6 years(M= 63.6 months, SD=6.8) from 3 kindergartens in Chung-Cheong Nam Do. The frequency of children's video and computer game use was reported by their parents. Peer popularity was rated by their classmates and social competence by their teachers with Kohn Social Competence Scale(KSCS). No significant relationship was found between game use and peer popularity. The children who played video and computer games once or twice a week got the highest score on the‘social interest and participation’But social cooperation dimension was not related with the frequency of video and computer game use but with the sex of children.

Factors Influencing Teachers' Use of Technology and PBL in Middle School Science Classrooms

  • LIM, Kyu Yon;LEE, Hyeon Woo;NGUYEN, Hien;GRABOWSKI, Barbara
    • Educational Technology International
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    • 제11권1호
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    • pp.69-92
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    • 2010
  • The purpose of this study is to examine middle school teachers' use of technology and problem-based learning (PBL) in their teaching practice. Factors related to teachers' use of technology and PBL are also investigated including: teachers' computer and Internet skills, feelings of preparedness to use the Internet, attitudes toward the use of web resources, pedagogical beliefs, science teaching efficacy, and the use of general teaching strategies. Twenty-seven middle school science, math, and technology teachers participated in the study. Research results describe the participants as slightly proficient in computer and Internet skills, positive toward use of web resources, and neutral on feelings of preparedness toward use of computer and the Internet. Participants also tended toward constructivist pedagogical beliefs and used various teaching strategies. They, however, reported low science teaching efficacy. Teachers' use of computers and the Internet correlated with pedagogical beliefs and feelings of preparedness toward the use of computers and the Internet. The study also found the relationships between the use of PBL and teachers' computer and internet skills, pedagogical beliefs, and the use of general teaching strategies. Also discussed are meaningful implications for teachers' professional development, especially for the programs designed to facilitate the use of web-enhanced PBL.

컴퓨터 사용시간이 고학년 초등학생의 신체 발달, 식생활 습관 및 영양 상태에 미치는 영향 (Influence of Computer Use Hours on Physical Development, Dietary Patterns, and Nutritional Status of Higher Grade Elementary School Children)

  • 김혜선;이복희
    • Journal of Nutrition and Health
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    • 제41권2호
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    • pp.165-173
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    • 2008
  • 본 연구는 컴퓨터 사용 시간에 따른 고학년 초등학생의 컴퓨터 사용실태, 신체발달, 식생활 습관, 컴퓨터 사용으로 인한 식생활 습관의 변화 및 영양소 섭취 실태에 미치는 영향을 알아보고자 실시하였다. 조사대상자는 초등학생 4, 5, 6학년 학생 265명을 대상으로 설문지를 배포하여 실시하였다. 컴퓨더 사용시간은 하루 2시간을 기준으로 2시간 이상 사용하는 그룹과 2시간 미만 사용하는 그룹의 두 집단으로 분류하였다. 컴퓨터 사용 시간이 긴 그룹이 짧은 그룹에 비해 주별 기준 매일 이용하는 빈도가 더 높았으며, 양쪽 그룹 모두 '컴퓨터 게임을 위하여' 컴퓨터를 사용하고 있었다 (p < 0.05). 컴퓨터를 사용하는 장소와 시간은 대부분 집에서 방과 후 저녁시간에 이용하고 있었다. 신체발달 지표에서도 컴퓨터 사용시간이 길수록 체중과 %RBW가 짧은 그룹에 비해 높았다 (P<0.05). 전반적인 식생활 습관의 경우, 컴퓨터 사용 시간이 긴 그룹의 식생활 습관이 불량하였으며, 섭취하고 식품의 종류도 기름진 음식, 인스턴트 식품 및 단 음식을 더 많이 먹고 있었다. 컴퓨터 사용으로 인한 식생활 습관 변화여부에서도 컴퓨터 사용 시간이 긴 그룹이 끼니를 거르는 정도, 입맛의 변화, 식사속도, 식사량, 체중감소, 운동빈도 및 수면 등이 더 불량한 것으로 나타났다 (p<0.05). 이상의 결과에서 컴퓨터 사용 시간이 길어질수록 아동의 신체발달, 식생활 습관 및 영양소 섭취 상태에 부정적인 영향을 끼친 것으로 나타났다. 따라서, 장시간의 컴퓨터 사용으로 인한 바람직하지 못한 식생활과 잘못된 식습관의 고착을 예방하기 위해서는 학생들 스스로가 컴퓨터 사용시간에 대한 자율적 조절을 할 수 있는 교육 및 지도는 물론 이와 연계한 효과적인 영양교육의 정착 및 실천이 우선되어야 할 것으로 사료된다.

중.고등학생들의 컴퓨터 사용실태와 VDT 자각증상 연구 (A Study on State of Computer Use and VDT Subjective Symptoms among the Middle and High School Students)

  • 정승희;박인순
    • 한국학교보건학회지
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    • 제16권1호
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    • pp.23-35
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    • 2003
  • This study is to provide basic data regarding prevention of VDT syndrome by surveying the computer usage and understanding the VDT subjective symptoms. Data collection was done using a structured questionnaire among 617 students in middle and high schools in J city, Chonbuk province from 1 April 2002 to 20 April 2002. Modified and adjusted study tools were used which were based on previous studies on the actual computer usage and the VDT subjective symptoms, and the self-assessment tool for VDT syndrome by Moon et al(1991). Collected data were analyzed by SPSS program. The results were as follows: It showed 97.2% of students in middle schools and 97.6% in high schools to hold personal computer, 92.2% of middle school students and 84.7% of high school students commonly used computer at home. Communication was the obvious reason to use computer in 55.8% of middle school students and 71.6% of high school students. The mean of the VDT subjective symptoms among students in high schools showed $1.09{\pm}.69$ which higher than that of $.80{\pm}.59$ among students in middle schools (t=5.666, p=.000). Musculoskeletal symptom was marked the highest in the scoring of VDT subjective symptoms among students in middle and high schools. The higher grade, The more pocket money, The less breaks or exercise taken during computer use, The more they feel harmful about using computer, The actual time of computer longer than 3 hours per use were contributed to the higher score of the VDT subjective symptoms among students. There are suggestions following this study: To establish a systematic preventative program and management regarding the current computer use among students especially in relation to the VDT subjective symptoms. To develop better educational programs for parents regarding time-limit and to create appropriate environment in computer use.

Microservice Identification by Partitioning Monolithic Web Applications Based on Use-Cases

  • Si-Hyun Kim;Daeil Jung;Norhayati Mohd Ali;Abu Bakar Md Sultan;Jaewon Oh
    • Journal of information and communication convergence engineering
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    • 제21권4호
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    • pp.268-280
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    • 2023
  • Several companies have migrated their existing monolithic web applications to microservice architectures. Consequently, research on the identification of microservices from monolithic web applications has been conducted. Meanwhile, the use-case model plays a crucial role in outlining the system's functionalities at a high level of abstraction, and studies have been conducted to identify microservices by utilizing this model. However, previous studies on microservice identification utilizing use-cases did not consider the components executed in the presentation layer. Unlike existing approaches, this paper proposes a technique that considers all three layers of web applications (presentation, business logic, and data access layers). Initially, the components used in the three layers of a web application are extracted by executing all the scenarios that constitute its use-cases. Thereafter, the usage rate of each component is determined for each use-case and the component is allocated to the use-case with the highest rate. Then, each use-case is realized as a microservice. To verify the proposed approach, microservice identification is performed using open-source web applications.

개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향 (The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency)

  • 이경님
    • 대한가정학회지
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    • 제42권4호
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

학교보건업무 전산화에 대한 서울시 양호교사의 태도 분석 (Analysis of Nurse Teachers대 Attitudes toward School Health Computerization)

  • 권미옥
    • 대한간호학회지
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    • 제25권4호
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    • pp.729-740
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    • 1995
  • The purpose of this study is to provide basic data for school health computerization by investigating the nurse teacher's attitudes toward school health computerization. For this study, the questionnaires were given to 559 nurse teachers from 3. March to 17. March, 1995. Among them, 338 were returned and included for the analysis. The results of the study were as follows : 1. In general characteristics, the results showed average of 38.6 years in age ; and average of 11.1 years in education experience. In distribution of school, the result showed 47.0% in elementary school, 30.5% in middle school and 22.5% in high school ; 75.4% national and public school vs 26.4% private school. 2. In attitudes of computerization, the score was varied from 19 to 76 point. The attitudes was generally positive with the average of 60.23±7.63(SD) score. The respondents are willing to participate in computer education(the highest score, 3.69), they worry about electromagnetic waves by computer (the lowest score : 2.30). 3. 92.6% of the respondents want to participate in computer education. The major reason the respondents have not yet learned computer is that they had little chance to learn. While 58.0% of them answered that they had an experience of computer use in school health works, few schools had computer in dispensary. In computer use, nurse teachers in public school have more experience than ones in private school. Word processing was the major function that the most respondents can do(62.7%). They answered that they have little knowledge of computer (84.0%). 4. Computer can be utilized in school health works as follows in order : message from school to home, reports, annual plan and statistics. 65.4% of them answered that computer can be used in 10 items of 13 items. 5. The attitudes of computerization showed differences in the following variables career, age, existence of computer in school health clinic, experience of computer use, intention to participate in computer education, computer knowledge, frequent computer use, ability of computer use, school health computerization areas, experience of computer education. Among there variables, age, existence of computer in school health clinic, intention to participate in computer education, ability of computer use, school health computerization areas showed significant explanation(28.3%) for the attitudes of computerization in multiple regression analysis The younger. the higher degree of intention, the more functions they can perform, the more school health computerization areas, and the more computers in school health clinic, the more positive attitude on school health computerization. In conclusion, to achieve the successful computerization of school health works, the positive attitudes of nurse teachers should be encourged for school health computerization. For this purpose, the chance of computer education should be given as many times as possible. And administerial as well as financial support are essential for enlarging the knowledge and ability of computer.

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중학교 1학년 교과서 기하 단원에 제시된 컴퓨터 활용에 대한 분석 (Analysis on Application of Computer in Geometry Unit of Middle School Mathematics Textbooks)

  • 심상길
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제25권3호
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    • pp.577-591
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    • 2011
  • 본 연구는 학교수학에서 컴퓨터를 활용한 교수 학습 자료 개발에 대한 시사점을 알아보기 위해 중학교 1학년 교과서 기하 단원에 제시된 컴퓨터 활용에 대한 내용을 분석하였다. 교과서에 제시된 컴퓨터에 관련된 내용 중 자세한 설명을 통해 실습이 가능한 내용도 있지만 교과서에 제시된 설명만으로 실습이 가능하지 않은 경우도 있었다. 수학 수업에서 컴퓨터를 교사가 직접 조작하거나 학생들의 활동을 목표로 한다면 그 내용은 가능한 자세히 소개되어야 한다. 컴퓨터의 활용 측면에서는 단순히 읽을거리나 수학적 사실을 시각적으로 확인하는 차원에서 벗어나 본 연구에서 소개한 방법과 같은 활동을 통해 수학적 사실을 이해하고 더 나아가 탐구하는 수준까지 단계적으로 안내하는 것도 필요하다.