• 제목/요약/키워드: Computer Using Ability

검색결과 980건 처리시간 0.028초

Ability of children to perform touchscreen gestures and follow prompting techniques when using mobile apps

  • Yadav, Savita;Chakraborty, Pinaki;Kaul, Arshia;Pooja, Pooja;Gupta, Bhavya;Garg, Anchal
    • Clinical and Experimental Pediatrics
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    • 제63권6호
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    • pp.232-236
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    • 2020
  • Background: Children today get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail. Purpose: This study aimed to assess the ability of children aged 2-8 years to perform touchscreen gestures and follow prompting techniques, i.e., ways apps provide instructions on how to use them. Methods: We developed one mobile app to test the ability of children to perform various touchscreen gestures and another mobile app to test their ability to follow various prompting techniques. We used these apps in this study of 90 children in a kindergarten and a primary school in New Delhi in July 2019. We noted the touchscreen gestures that the children could perform and the most sophisticated prompting technique that they could follow. Results: Two- and 3-year-old children could not follow any prompting technique and only a minority (27%) could tap the touchscreen at an intended place. Four- to 6-year-old children could perform simple gestures like a tap and slide (57%) and follow instructions provided through animation (63%). Seven- and 8-year-old children could perform more sophisticated gestures like dragging and dropping (30%) and follow instructions provided in audio and video formats (34%). We observed a significant difference between the number of touchscreen gestures that the children could perform and the number of prompting techniques that they could follow (F=544.0407, P<0.05). No significant difference was observed in the performance of female versus male children (P>0.05). Conclusion: Children gradually learn to use mobile apps beginning at 2 years of age. They become comfortable performing single-finger gestures and following nontextual prompting techniques by 8 years of age. We recommend that these results be considered in the development of mobile apps for children.

Maple을 이용한 삼각함수의 이해 (Understanding of the trigonometric function using Maple)

  • 한동승;유흥상
    • 한국학교수학회논문집
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    • 제4권2호
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    • pp.1-9
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    • 2001
  • Since the computer is becoming more and more indispensible tool in every fields of the modern society, it is needed and desirable to utilize the computer as a basic tool from the very early stage of the education process. Recently Maple is gaining its popularity as a comprehensive mathematical software with its power of symbolic calculations and graphics as well as its great numerical computational ability. We demonstrate the suitability of this software as a tool for the mathematical education and presents several examples of the applications of Maple. For the middle and the high school mathematics courses, we give the application examples for the quadratic functions and their graphs, statistics, the three dimensional shapes, algebraic problems. Through the examples, we confirm that mathematical education can be much more effective and simple by using Maple. If we establish computer-assisted mathematical classes, we can draw more attention and excitement from the attendants than traditional classes and eventually improve more rapidly their problem-solving ability On the other hand, the excess of the computer-aided education give to obstacle of psychological, not to be passing over the fact.

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Effect of Health Education Program on the Ego-identity, Social problem-solving ability and Self-leadership of Health college students

  • Choi, Ye-Sook;Oh, Eun-Young
    • 한국컴퓨터정보학회논문지
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    • 제22권9호
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    • pp.141-148
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    • 2017
  • In this paper, we propose that Health Education Program can be a competency strengthening program based on the training of excellent healthcare professional in the future by confirming that this paper is effective in improving social problem solving ability and self-leadership in health college students. Methods: This study was designed using the nonequivalent control group pre-posttest design. Sixty students were assigned either to the experimental group (30 students) or control group (30 students). Data were analyzed with $x^2-test$ and t-test using SPSS/WIN 20.0 program. Results: The experimental group showed significant higher scores for social problem-solving ability (t=2.12, p=.038) and self-leadership (t=2.91, p=.007) compared to the control group 5 weeks after the program finished was supported by significant differences in the scores between the two groups. Conclusion: These findings showed that the Health Education program has a significant effect on improving social problem-solving ability and self-leadership in nursing college students and the program can be used as a tool to promote the social problem-solving ability and self-leadership of Health college students. Further studies are warranted to examine long term effects of health education.

퍼지 추론기반 학습평가 시스템 (Learning Evaluation System Based on Fuzzy Inference)

  • 강전근
    • 한국컴퓨터산업학회논문지
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    • 제8권3호
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    • pp.147-154
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    • 2007
  • 각 급 학교에서는 학습이 끝난 후에 실시하는 총괄평가의 결과만으로 학습평가를 하고 있는데 이러한 평가 방식은 학습자의 학습능력의 형성과정을 고려하지 않는 결과위주의 학습평가로 볼 수 있다. 또 기존의 학습평가는 학습 수행능력을 판정하기 위한 진단평가와 학습능력의 향상 정도를 측정하기 위한 형성평가를 각기 개별적으로 수행하여 평가하기 때문에 학습 수행능력을 보다 명확하게 처리하기 곤란한 점이 있다. 따라서 본 논문에서는 학습자의 능력을 보다 객관적으로 평가하기 위한 방안으로 퍼지 추론을 이용하여 진단평가와 형성평가를 통합 평가할 수 있는 학습평가 방법을 제안한다.

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A Study on the Effectiveness of Smart Education Based on Learning Ability

  • Song, JeongBeom
    • 한국컴퓨터정보학회논문지
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    • 제21권9호
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    • pp.165-176
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    • 2016
  • This study developed the learning ability-based smart education program. The effectiveness of the developed materials was investigated using the quantitative-qualitative mixed method, and the process and results of the investigation are as follows. The quantitative investigation was conducted using the non-equivalent pretest-posttest design, in which the smart education method was applied to the experimental group, while the conventional education method was applied to the control group to analyze students' creative problem-solving potential, task concentration, and the variables required for the learning activity. The results showed significantly higher performance in the experimental group over the control group. Regarding data collection in the qualitative investigation, an analysis of the class from the instructor and class consultation logs from the class analyst were collected; the comments on the experience of each class period were collected from students. The results of the analysis of the data suggest that the perception of smart education improved for the instructor, class analyst, and learners as the course progressed.

정보 교육에서 요구되는 창의적 문제해결능력의 인지적 요소 정의 (Cognitive Components Definition of Creative Problem-Solving Ability in Informatics Education)

  • 김종혜;정회강;김한성;김현철;이원규
    • 컴퓨터교육학회논문지
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    • 제11권2호
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    • pp.1-12
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    • 2008
  • 학교의 교과 교육을 통한 창의적 문제해결능력 향상 교육은 중요하다. 특히 정보 교육은 일반적인 문제해결능력 뿐 아니라, 컴퓨터를 이용한 문제해결능력도 중요하다. 본 연구에서는 정보교육에서 요구되는 창의적 문제해결능력의 인지적 요소를 정의하고자 하였다. 정보교육에서 요구되는 창의적 문제해결능력의 인지적 요소는 문제해결능력과 창의력의 구성요소를 교차한 결과를 이용하고, 전문가 집단의 타당도를 이용해 조사하였다. '문제 이해 및 분석' 단계에 적합한 창의력 요소는 정교성, 민감성, 재구성력이 선정되었고, '문제 해결 방안 탐색' 단계에 적합한 창의력 요소는 유창성, 융통성, 독창성이 선정되었다. '문제 해결 방안 설계' 단계와 '구현' 단계에 적합한 창의력 요소는 정교성이 선정되었다. 마지막으로 '평가' 단계에 적합한 창의력 요소는 융통성, 정교성이 선정되었다.

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초등학생 ICT 활용능력 평가를 위한 수행평가 척도 (Rubrics for Assessing the Elementary School Students' Ability to Use ICT)

  • 문외식
    • 한국컴퓨터산업학회논문지
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    • 제4권4호
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    • pp.467-478
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    • 2003
  • 본 논문에서는 초등학교 고학년(4,5,6학년)생들에게 ICT 활용능력을 향상시킬 목적으로 재량활동 시간 또는 특별활동 시간에 컴퓨터 소양 및 활용 수업을 받은 뒤 활용능력 정도를 측정해 볼 수 있는 수행평가 척도표를 개발하여 제안하였다. 제안된 평가 척도표는 각 영역별로 초등학교 고학년생들이 반드시 이수해야할 교육내용들을 먼저 국가수준의 기본 컴퓨터교육과정과 비교하여 정리한 뒤 성취기준과 평가기준을 구별하여 기술하였다. 따라서, 개발된 평가척도표를 이용하면 수행평가를 훨씬 쉽게 해결할 수 있다. 개발된 수행평가 척도표를 이용하여 초등학생들에 대한 컴퓨터 활용 능력을 테스트한 결과 다소 제한적이긴 하지만 만족한 수준의 결과를 얻었다.

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스마트디바이스를 활용한 인지 능력 훈련 기능성 게임 개발 (The Development of Serious Game for the Cognitive Ability Training using Smart Device)

  • 양영욱;임희석
    • 한국게임학회 논문지
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    • 제11권6호
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    • pp.23-31
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    • 2011
  • 인지능력은 뇌가 담당하고 있는 기능을 의미하며, 실생활과 밀접하게 연관되어 있다. 인간이 노화하면 뇌의 기능이 저하되며, 그것은 인지능력의 상실을 의미한다. 하지만 뇌의 가소성이라는 특성으로 훈련을 통해 뇌 기능의 회복과 저하를 도모할 수 있다. 이러한 훈련 작업을 두뇌 훈련 또는 인지능력 훈련이라고 한다. 인지능력 훈련은 주기적으로 해주어야 한다. 하지만 인지 능력 훈련은 반복적인 수행을 요구하기 때문에 사용자는 일반적으로 따분함을 느끼기 쉽다. 본 논문은 스마트디바이스 기반의 기능성 게임을 제안한다. 제안하는 기능성 게임은 인지능력 훈련을 반복적으로 수행할 수 있도록 게임적인 요소를 활용하여 사용자의 참여와 집중을 유도하였다. 수집된 데이터의 분석을 통하여 주의력과 인지적 유연성의 효과성을 확인할 수 있었다.

Remote Sensing Image Classification for Land Cover Mapping in Developing Countries: A Novel Deep Learning Approach

  • Lynda, Nzurumike Obianuju;Nnanna, Nwojo Agwu;Boukar, Moussa Mahamat
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.214-222
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    • 2022
  • Convolutional Neural networks (CNNs) are a category of deep learning networks that have proven very effective in computer vision tasks such as image classification. Notwithstanding, not much has been seen in its use for remote sensing image classification in developing countries. This is majorly due to the scarcity of training data. Recently, transfer learning technique has successfully been used to develop state-of-the art models for remote sensing (RS) image classification tasks using training and testing data from well-known RS data repositories. However, the ability of such model to classify RS test data from a different dataset has not been sufficiently investigated. In this paper, we propose a deep CNN model that can classify RS test data from a dataset different from the training dataset. To achieve our objective, we first, re-trained a ResNet-50 model using EuroSAT, a large-scale RS dataset to develop a base model then we integrated Augmentation and Ensemble learning to improve its generalization ability. We further experimented on the ability of this model to classify a novel dataset (Nig_Images). The final classification results shows that our model achieves a 96% and 80% accuracy on EuroSAT and Nig_Images test data respectively. Adequate knowledge and usage of this framework is expected to encourage research and the usage of deep CNNs for land cover mapping in cases of lack of training data as obtainable in developing countries.

A Study on the Effectiveness of a Robotics curriculum based on "Bee-Bot"

  • Nam, Ki-won;Kwon, Un-jou;Han, Seung-chul
    • International Journal of Advanced Culture Technology
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    • 제7권3호
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    • pp.79-85
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    • 2019
  • This study examined the effects of a robotics curriculum based on "Bee-Bot" on the scientific problem-solving ability on 5-year-old children. A robotics curriculum was also designed to enhance their scientific problem-solving ability. This study examined a 4-week robotics curriculum was conducted 12 times for 4 weeks. For this study, 14 children in kindergarten A in Korea were set up as a treatment group and 18 children in kindergarten B in Korea as a control group. It was found that children in the treatment group who engaged in the robotics curriculum using "Bee-Bot" performed better on scientific problem-solving tests. This finding indicates that an enhanced planning experience using "Bee-Bot" was beneficial for improving young children's scientific problem-solving ability. The implications for designing appropriate curricula using "Bee-Bot" robots for kindergarteners are addressed.