• 제목/요약/키워드: Computer Using Ability

검색결과 980건 처리시간 0.03초

Association between the Using Goals of Computer and Self-regulated Learning Ability in Primary School Student Focusing on Gender Differences

  • Sung, Eunmo;Huh, Sunyoung
    • Educational Technology International
    • /
    • 제15권1호
    • /
    • pp.27-48
    • /
    • 2014
  • The purpose of the present research was to examine the relationship between the using goals of computer and self-regulated learning ability on the gender difference. To accomplish this goal, we have analyzed the data of Korea Children and Youth Panel Survey III which is nationally collected from primary school students, currently on the 6th grade in South Korea. 2,219 samples were used in the study excluding missing samples. The participants were 1167 males (49.5%) and 1052 females (50.5%). The mean age was 13.94 years (SD=.25). As results, female students spent more time on using computer than male students did: (1) the male students' time spent on Playing game was significantly larger than that of female students, but (2) on the rest seven using goals of computer including e-Learning/Information retrieval for learning, the female students spent significantly more time than the male students did. Also, in terms of the self-regulated learning ability, using computer for e-Learning/Information retrieval for learning itself gave significantly positive effects on both male and female students' self-regulated learning ability. On the other hand, Playing game gave significantly negative effects on both. Based on the results, some strategies were suggested on the proper use of computer for learning.

중학교 프로그래밍 수업에서 순서도학습이 논리적 사고력과 성취도에 미치는 영향 (Effect of a Flow Char Learning on Logical Thinking Ability and Performance Achievement in Middle School Computer Programming Class)

  • 정은숙;허민;진영학;김영식
    • 컴퓨터교육학회논문지
    • /
    • 제12권6호
    • /
    • pp.11-19
    • /
    • 2009
  • 지식정보사회에 대처하기 위해서는 상황에 맞는 해결방법과 아이디어로 문제를 해결할 수 있도록 창의력, 문제해결력, 논리적 사고력과 같은 고등인지 사고능력을 길러야 하며, 이는 프로그래밍 교육을 통해서 가능하다. 그러나 현재의 프로그래밍 교육은 문법에 대한 기계적 암기나 프로그래밍 언어의 사용법을 익히는데 치중하여 학습자의 인지부담이 크며, 논리적 사고력을 기르는데 적합한 방법이 되지 못하고 있다. 본 연구는 중학생을 대상으로 하여 스크래치(Scratch)를 활용한 프로그래밍 수업의 알고리즘 표현 과정에서 순서도 학습이 논리적 사고력에 미치는 영향을 살펴보았다. 그 결과 중학생의 프로그래밍 교육에서 순서도 작성을 통해 알고리즘을 표현하였을 경우 성취도 및 논리적 사고력이 향상에 유의미한 차이가 발생하였다.

  • PDF

A Study on Programming Ability Assessment Tool Development for the No-Programming Experienced

  • Jun, Woochun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제9권1호
    • /
    • pp.56-63
    • /
    • 2017
  • Programming is very important subject in computer science and similar computer-related areas such as electronics engineering, etc. Programming is also important for information education for elementary, middle, and high school students since programming is one of the most basic subjects in computer science courses and other similar areas. In current information and knowledge society, raising programming ability is a key factor for everyone's competitiveness. With highly-competitive programming ability, one can enjoy his or her daily life abundantly. He or she also can get a highly-paid job, and make money using his or her programming ability. In this paper, a programming ability assessment tool is developed and introduced for the no-programming experienced. It is very difficult to test programming ability for the no-programming experienced with non-programming tools or activities. In this paper, a programming ability assessment tool is developed based on logical thinking ability. Especially the proposed tool consists of 15 questions for test one's logical thinking ability. The tool does not require any computer science or programming background. The proposed tool will be helpful as criteria for entrance examination or job screening examination for programming-related areas or subjects.

컴퓨터 소프트웨어 활용이 유아의 수학능력에 미치는 영향 (The Effect of Young Children's Mathematical Ability Using Computer Software Activities)

  • 김준모
    • 한국컴퓨터산업학회논문지
    • /
    • 제9권5호
    • /
    • pp.191-196
    • /
    • 2008
  • 본 연구의 목적은 컴퓨터 소프트웨어를 이용한 수 표상활동이 유아의 수학능력에 미치는 영향을 알아보는데 있다. 이러한 연구과정을 거쳐 이루어진 본 연구의 결과는 다음과 같다. 컴퓨터 소프트웨어를 이용한 수 표상활동에 참여한 유아들은 그렇지 않은 유아들보다 수학 능력 검사 점수가 사전검사보다 크게 향상된 것으로 나타났다. 실험결과 실험집단의 유아들은 수학 능력의 하위요소인 사물의 규칙성, 수세기, 기하, 측정 영역에서 모두 사전검사보다 수학 능력 점수가 향상된 것으로 나타났다. 본 연구의 결과는 컴퓨터 소프트웨어를 이용한 수 표상활동이 유아의 수학능력에 긍정적인 효과가 있다.

  • PDF

K 대학 신입생의 수학학습 실태와 기본 수리 능력과의 관계: 간호·치과보건계열과 컴퓨터·공학계열을 대상으로 (A study on the relationship between the mathematical learning status and basic mathematical ability of K university freshmen: for nursing, dental health, computer, and engineering departments)

  • 권순석;이태희
    • 대한치과기공학회지
    • /
    • 제45권1호
    • /
    • pp.21-29
    • /
    • 2023
  • Purpose: This study attempted to collect basic data to improve the basic repair ability of university freshmen in a world where the usage of advanced medical devices related to computer programs is now common. Methods: The collected data from 280 university freshmen enrolled in nursing, dental, and health degrees or computer and engineering degrees at K university of Gangwon-do were analyzed using the t-test, ANOVA, correlation analysis, and linear regression analysis using the IBM SPSS Statistics ver. 21.0 (IBM). Results: The mathematical learning status and the detailed factors of basic mathematical ability had a positive (+) correlation. The factors of basic mathematical ability, psychology of learning (p<0.001), method of learning (p<0.001), and propensity to learn (p<0.05) were found to be statistically significant, and the model's explanatory power was 40.0%. Conclusion: As a result of this study and considering that advanced medical devices such as computer-aided design/computer-aided manufacturing and three-dimensional printers are becoming more common and up-to-date in clinical settings, it is determined that nursing and dental health students require education to improve their repair skills.

The impact of Computer Game Addiction on Communication capabilities

  • Kim, Jung ae;Lee, Byunghyun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제11권1호
    • /
    • pp.75-84
    • /
    • 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.

유아의 정보능력에 영향을 미치는 요인탐색 (An Analysis on the Factors of Information Literacy Ability for Young Children)

  • 권정심;강상;신지혜
    • 한국보육지원학회지
    • /
    • 제6권2호
    • /
    • pp.1-15
    • /
    • 2010
  • 본 연구의 목적은 컴퓨터 활용을 통한 유아의 정보능력에 있어 가정에서의 컴퓨터 사용유무, 유치원에서의 컴퓨터 교육 경험 및 교육의 형태, 부모의 컴퓨터 활용교육에 대한 찬부(贊否)가 유아의 정보능력에 어떠한 영향을 미치는지를 알아보기 위해 전주시에 소재한 5개 유치원에 재원중인 4세 유아 118명을 대상으로 하였다. 교사 평정에 의한 유아 정보능력 측정 도구를 사용하여 유아의 정보능력에 영향을 미치는 요인들을 파악하였다. 자료 분석의 결과, 가정에서의 사용유무의 차이는 유아의 정보능력에 커다란 영향을 미치지는 못하였으나, 유치원에서의 컴퓨터 교육 경험 및 교육의 형태, 부모의 컴퓨터 활용교육 찬부(贊否)에 따라 유아의 정보능력에 차이가 있는 것으로 나타났다. 연구에서 얻어진 결과를 토대로 시사점과 제안점이 논의되었다.

The Improvement Effectiveness of Computational Thinking through Scratch Education

  • Shin, Soo-Bum
    • 한국컴퓨터정보학회논문지
    • /
    • 제20권11호
    • /
    • pp.191-197
    • /
    • 2015
  • Recently, it has been activated the software education or coding education for the improvement of the Computational Thinking (CT) ability at home and abroad. Also the CT has influence on courses of Computer Science in the college levels. It has been introduced and the number of cases of using it to general K12 education has increased. However, the research on the software education's influence on the CT was still lacking. So In this paper, we proposed this study has been conducted on how Scratch education in the elementary school level influenced the ability of the CT. And we proposed software education can improve the ability of CT. First, we provided the theoretical base of the software education and evaluation process through analysis of computational thinking ability. A core analysis content of the CT is broader than algorithmic thinking and can be achieved without using computer. It includes abstract, algorithmic, logical, and measurable thinking. Second, we made efforts to improve the characteristics of the software education with categorization. Finally, we have managed the software education using Picoboard with Scratch and flowchart within 15 weeks based on these theocratical research. An examination of the effectiveness was committed to understand, analyze, and develop strategies of problem solving. It is designed as a strategy of problem solving before and after the software lesson. The result of the software education has improved authentically in all areas without the need to design a strategy for problem solving.

Development of Science Subject Program based on Programming Learning to Improve Computational Thinking Ability in middle school

  • Lee, Hye-Young;Lee, Tae-Wuk
    • 한국컴퓨터정보학회논문지
    • /
    • 제20권12호
    • /
    • pp.181-188
    • /
    • 2015
  • In this paper, we propose a Science subject program based on programming learning to improve computational thinking ability in middle school. As the necessity of software education rises recently, the subject of information was designated as the mandatory subject in elementary, middle and high schools. In order to cultivate the ability that enables the leaners to search the knowledge in need by themselves and raise troubleshooting method, not the existing indoctrination, his thesis was willing to improve Computational Thinking ability and improve the ability of considering and thinking the matters by using scratch language. For that, this thesis developed and suggested science subject program that utilizes the programming learning.

인공지능에 의한 MAP 네트워크의 성능관리기 개발 (Development of MAP Network Performance Manger Using Artificial Intelligence Techniques)

  • 손준우;이석
    • 한국정밀공학회지
    • /
    • 제14권4호
    • /
    • pp.46-55
    • /
    • 1997
  • This paper presents the development of intelligent performance management of computer communication networks for larger-scale integrated systems and the demonstration of its efficacy using computer simula- tion. The innermost core of the performance management is based on fuzzy set theory. This fuzzy perfor- mance manager has learning ability by using principles of neuro-fuzzy model, neuralnetwork, genetic algo- rithm(GA). Two types of performance managers are described in this paper. One is the Neuro-Fuzzy Per- formance Manager(NFPM) of which learning ability is based on the conventional gradient method, and the other is GA-based Neuro-Fuzzy Performance Manager(GNFPM)with its learning ability based on a genetic algorithm. These performance managers have been evaluated via discrete event simulation of a computer network.

  • PDF