• 제목/요약/키워드: Computer using

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컴퓨터를 활용한 수학학습에 대한 사회문화적 관점 (Sociocultural perspectives on mathematics learning using computer)

  • 박성선
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제5권1호
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    • pp.13-20
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    • 2001
  • Interaction through communication plays critical role in the mathematics learning in the sociocultural perspectives. The communication make the students construct shared knowledge, and also plays a role of mediation in making meaning. So, we have to consider sociocultural eprspectives in design of the mathematics leaning using computer. While Computer Assisted Instruction was the one-directional teaching program which proceed from computer to students, mathematics leaning using computer in the sociocultural perspectives have to consider two-directional instruction that proceed from computer to students as well as from students to computer. This interactional activity is the critical thing in the mathematics learning using computer.

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CAI(Computer Assisted Instruction) 프로그램이 컴퓨터와 과학교과에 대한 학습자의 태도에 미치는 영향 (The Influence of CAI(Computer-Assisted Instruction)Programs On Learner's Attitudes toward Computer and Science)

  • 정진우
    • 한국과학교육학회지
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    • 제12권1호
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    • pp.47-60
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    • 1992
  • The purpose of this study was to investigate studesnts' attitudes toward computers and science subject using CAI(Computer-Assisted Instruction) as an instructional strategy in the elementary school level of science and computer literacy course. The influence of CAI programs on learner's attitudes toward computers and science varied according to the variables of,(l)sex (2)experience by computer learning, (3)learner's attitudes toward computers and science. Eighty nine samples were divided into the two groups.One group(48 studesnts)which is in the experimental group took a science instruction using CAI programs and computer literacy course, another group which is in the control group took only a science instruction using CAI programs. Data were collected and compared the experimental group with the control group. The results indicate as follows:(l) studesnts took science instruction using the CAI programs appeared a positive attitudes toward science. (2) the science attitudes of science instruction using the CAI programs was more effective in the lower group than in the upper group. (3) computer literacy course produced the positive attitude toward computers regardless of the experience by computer learning. (4) students using CAI programs with computer literacy course were more effective than students using CAI program only. (5) science instruction using the CAI programs was not found a meaningful difference by sex.

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고등학생들의 학습목적 컴퓨터 사용과 고3의 주관적 학업성취도 관계 연구 (A Study on the Relationship between Using Computer for Learning and Subjective Achievement in High School)

  • 허균
    • 수산해양교육연구
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    • 제29권1호
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    • pp.180-187
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    • 2017
  • The purpose of this research is to analyze the relationship between using computer for learning and subjective achievement in high school. It is also to explore the relationship among gender, school type, subjective achievement and computer use for learning. We conduct structural equational modeling analyses using Korean Child Youth Panel Study (KCYPS) data with 1st grade middle school students panel. We found these results: (a) Using computer for learning effects on the subjective achievement of 3rd grade high school students. (b) Girls more use computer for the purpose of learning than boys during high school. (c) School type has an effect on using computer for learning in high school significantly. From these results, some strategies and guides are suggested in the use of computer for learning.

초등과학교육과정과 컴퓨터교육에 관한 연구 (A study on the Elementary Science Curriculum and Computer Based Education)

  • 정진우
    • 한국과학교육학회지
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    • 제8권2호
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    • pp.17-22
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    • 1988
  • Computer based instruction in the elementary science curriculum will be played an important role through the fifth curriculum reform from the 1989 school year. This is essential for the science instruction because the strategies on the problem-solvings and inquiry approaches can be utilized for the science classroom. Computer education can be thought as the education about the computer and the education using the computer. Of them the education using the computer means the computer assisted instruction(CAI) what is called all the possible activities using the computer in the classroom. Student achievement as the result of CAI depends on the learning activities of students and the instructional techniques and strategies of teachers using the computer. However, computer based education to enhance the student achievement is pointed out the lacks of the standardized Korean alphabet code and the compatibility of qualified software. These problems will be relieved according to the coding for the Korean alphabet of SUPER PILOT program language.

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응시 위치 추적 기술을 이용한 인터페이스 시스템 개발 (Computer Interface Using Head-Gaze Tracking)

  • 이정준;박강령;김재희
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1999년도 하계종합학술대회 논문집
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    • pp.516-519
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    • 1999
  • Gaze detection is to find out the position on a monitor screen where a user is looking at, using the image processing and computer vision technology, We developed a computer interface system using the gaze detection technology, This system enables a user to control the computer system without using their hands. So this system will help the handicapped to use a computer and is also useful for the man whose hands are busy doing another job, especially in tasks in factory. For the practical use, command signal like mouse clicking is necessary and we used eye winking to give this command signal to the system.

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인공생명기반의 웜 바이러스 모델링 및 시뮬레이션 방법론 (Worm Virus Modeling and Simulation Methodology Using Artificial Life.)

  • 오지연;지승도
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2005년도 추계학술대회 및 정기총회
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    • pp.171-179
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    • 2005
  • Computer virus modeling and simulation research has been conducted with focus on the network vulnerability analysis. However, computer virus generally shows the biological virus characters such as proliferation, reproduction and evolution. Therefore it is necessary to research the computer virus modeling and simulation using Artificial Life. The approach of computer modeling and simulation using the Artificial Life technology Provides the efficient analysis method for the effects on the network by computer virus and the behavioral mechanism of the computer virus. Hence this paper proposes the methodology of computer virus modeling and simulation using Artificial Life, which may be contribute the research on the computer virus vaccine.

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트랜스퓨터를 사용한 피라미드형 병렬 어레이 컴퓨터 (TPPAC) 구조 (Transputer-based Pyramidal Parallel Array Computer(TPPAC) architecture (Prelimineary Version))

  • 정창성;정철환
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1988년도 전기.전자공학 학술대회 논문집
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    • pp.647-650
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    • 1988
  • This paper proposes and sketches out a new parallel architecture of transputer-based pyramidal parallel array computer (TPPAC) used to process computationally intensive problems for geometric processing applications such as computer vision, image processing etc. It explores how efficiently the pyramid computer architecture is designed using transputer chips, and poses a new interconnection scheme for TPPAC without using additional transputers.

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국내 실내건축 관련학과의 설계관련 컴퓨터이용과목 개설현황에 관한 조사연구 (A Study on the Investigation of the Current Situation Computer-using Subjects for Design in Department of Interior Architecture-related)

  • 정지석
    • 한국실내디자인학회논문집
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    • 제20권4호
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    • pp.126-135
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    • 2011
  • This study is investigation into the number of major subjects and computer-using subjects in department of interior architecture-related in 2008 & 2010 year. We arranged and analyzed collected data by searching homepages of subjects to survey and was able to reach conclusions as follows : Firstly, the number of department of interior architecture-related has decreased in colleges and universities at the same time in 2010 than 2008. Secondary, computer-using subjects tended to open lower grades than higher grades, so students used to control computer softwares easily. Thirdly, the purposes of computer-related subjects divide to four parts, 2dimensional-drafting, 2dimensional presentation, 3dimensional design, 3dimensional presentation(modeling and rendering included). Fourthly, from average 4.7 to 4.3 subjects have opened each the two year(2008, 2010) in college and from average 4.7 to 2.5 subjects in universities. and each 4(or5) subjects in college and 2(or 3) subjects in universities are opened mostly. Fifthly, Computer-related subjects tend to decrease the number of opening those subjects in universities, however it is necessary to be opened four computer-related subjects at least in order to design by using computer softwares.

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
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    • 제15권1호
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    • pp.27-48
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    • 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.

랩톱 컴퓨터 스탠드의 목 자세 개선효과 분석 (The Effect of the Laptop Computer Stand to Maintain the Good Posture of Neck)

  • 오임석;이재현;지영준
    • 대한의용생체공학회:의공학회지
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    • 제38권6호
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    • pp.291-294
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    • 2017
  • It is known that laptop computer stand is helpful to maintain the good posture while using laptop computer on the desk. But the quantitative validation of its effect has not been reported. Using the wearable neck posture tracker, the forward flexion angle of the neck can be measured in daily life. In this study, the forward flexion angles of the neck while using the laptop computer with and without laptop computer stand were compared. From the posture data of 10 subjects for 6 hours, the average of the forward flexion angle was 0.9 degree with laptop computer stand and 16.3 degree without laptop computer stand. As the conclusion, laptop computer stand can decrease the forward flexion angle which is known as forward head posture while using the laptop computer on the desk.