• Title/Summary/Keyword: ICT 활용교육

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Analysis of The Information Communication Technology Textbooks For Elementary Schools (초등학교 정보통신 기술 교과서의 분석)

  • Han, Kyu-Jung
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.347-354
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    • 2008
  • Many advanced technologies of computer and internet make the information communication technology education to be changed in elementary schools. The transition from the education of computer utilization to the education of computer science knowledge in ICT education area helps the child to enhance his or her logical thinking and the abilities of problem solving. In this study, we did some analysis of textbooks which have the updated information communication technology education, supporting these features. We collected six textbooks developed according to the guideline of information communication technology education since 2007. The main contents of this study are systematic analysis, quantity analysis and Romey's analysis about six textbooks. Specially, we found that 'Understanding of Information Society', 'Understanding of Information Processing' and 'Various Activity' among the ICT five area in textbooks support student's inquiry activities in elementary schools.

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An Experimental Study on a Network-based Collaborative Learning System for Education of Information Ethics (정보통신윤리 교육을 위한 네트웍 기반 협력학습 시스템에 대한 실험 연구)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.63-69
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    • 2001
  • In this paper, the educational effects of NETCLASS(network-based collaborative learning system) for EICE(education on information communication ethics) were verified by a non-equivalent control group protest-posttest design. We experimented our system on an experimental group (45 learners) and a comparative group (45 learners) respectively with a defining issues test (DIT). The t-value is 5.108 which shows the difference of the mean value between the experimental group and the comparative group, and their average p-mark shows that the difference is statistically meaningful at p<.001 level. Thus, the experiment using NETCLASS and DIT suggests that the morality of the experimental group is higher than that of the comparative group(t(88)=+5.108, p<.001). This paper suggests very strong possibility that the abilities such as creativity, sociality, morality and emotivity can be improved by utilizing ICT(Information and Communication Technology).

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Effect of the Image Training that utilized ICT Learning in the Improvement of Athletic Skills and Attitude in Class (ICT 학습을 활용한 이미지 트레이닝이 운동기능 향상 및 수업태도에 미치는 효과)

  • Lee, Ki-Eun;Yang, Hea-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.10
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    • pp.2837-2845
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    • 2009
  • This study certified that the mentality training that utilized ICT learning has been working as an important base having much effect on learner's basic attitude on physical education class, improvement of bodily exercise function, and class satisfaction, and that the exercise ability was improved in the scope of speed, form(posture), accuracy(shooting success rate), and adaptability(performance ability). It means it is a much more step-forwarded educational method that the advantages of ICT learning and mentality training at the existing learning method were applied to the reality. Regarding the object of this study, it is a little bit unreasonable to generalize its study results in that it wasn't intended for national unit sampling. Therefore, in the future study, it is necessary to continue to advance the study that its representative-ness was supplemented through the balanced sampling between area and area, and between grade and grade.

Using Learning Management Systems for Self-directed Learning of Elementary School Students (초등학생의 자기주도학습을 위한 LMS 활용방안)

  • Lee, Ju-Sung;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.23 no.2
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    • pp.159-167
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    • 2019
  • Recently, a learning management system incorporating ICT technology into learning has helped students improve self-directed learning skills. Self-directed learning using LMS promotes and stimulates learners' participation in learning, focusing on the advantages of efficient use of learning resources and the spread of communication. In this study, we study the impact of self-directed learning using the learning management system on elementary school students' motivation and academic performance. We expect learners will be able to achieve effective academic achievement by learning problems that fit their level through the algorithms of the proposed learning management system. For this study, a total of 16 classes were conducted for eight weeks using the proposed learning management system for 21 elementary school students. Research has shown significant improvement in the learning orientation and interest areas of the learners who participated in the experiment.

Development of Evaluation Indicators and Analysis of Usability on Learning with a Robot for the Elderly - the case of Content using the Humanoid Robot 'LiKU' (장노년층을 위한 로봇 활용 교육의 사용성 평가 지표 개발 및 평가 분석 - 휴머노이드 로봇 'LiKU'의 콘텐츠 사례)

  • Sin, Eun-joo;Song, Joo-bong;Lim, Soon-bum
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.56-63
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    • 2021
  • To solve the digital divide of the elderly, various institutions are educating how to use various smart devices for the elderly. However, it cannot be expected to have a great effect due to the disadvantages of instructor-to-face education and the learning characteristics of the elderly. Accordingly, educational contents using digital devices using robots for the elderly were developed. In this study, Evaluation Indicators were developed to evaluate the usability of digital education using robots. Also, by using usability evaluation based on the developed Evaluation Indicators, we tried to verify the usability of education using robots and to confirm the possibility of expanding the application area. In order to successfully apply the developing robot technology to various fields, it is essential to verify the usability of contents using robots, and this study on Evaluation Indicators and Evaluation methods is expected to serve as a foundation.

Development of Internet Based Problem Solving Learning Model (인터넷 기반 문제 해결 학습 모형 개발)

  • Lee, Chul-Hyun;Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.187-200
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    • 2002
  • In this study, we developed Internet Based Problem Solving Learning Model based on difficulty of internet based problem solving teaching and learning. For these, firstly we developed 7 Steps Problem Solving Model applying ICT-EUS into proper step. Next, we developed Internet Based Problem Solving Learning Model reflecting 7 Steps Problem Solving Model and searched an outline and characteristics of support system to apply the model into instruction. The teaching and learning model is composed of four steps of (1) design (2) preparation (3) teaching and learning execution (4) management, and 7 Steps Problem Solving Model is the core of teaching and learning execution step. The 7 Steps Problem Solving Model and Internet Based Problem Solving Learning Model are not for functional use but for general use. In other words they can be used commonly in all subjects.

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A Study on the R&D Capabilities of ICT SMEs in Yangje District (양재지역 ICT 중소기업의 R&D 역량에 관한 연구)

  • Kim, Dongwook;Kim, Dae Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.265-272
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    • 2017
  • The Seoul Metropolitan Government and the Ministry of Science, ICT, and Future Planning(MSIP) are promoting the creation of "R & CD clusters" in the Yangje area as a base for future growth engines that will lead the fourth industry. The Yangje area has many large enterprise research institutes and ICT SMEs, and is located in the south part of Seoul and has geographical advantages such as traffic, education, and leisure life. As an initial research for the successful cluster of the Yangje area, quantitative analysis was carried out to identify the status of ICT SMEs in Yangje area using the Korean company information DB and contents of "Korea SMTp 2017 DVD ROM". Qualitative analysis conducted a questionnaire from December 8, 2016 to January 7, 2017 to investigate the R & D activities of ICT companies. Finally, implications for strengthening the R & D capacity of ICT firms in Yangjae area were derived.

On Developments of Teaching-Learning Contents and Constructivist Teaching Methods Using Mobile Applications Based on Augmented Reality in Mathematics Education (증강현실 기반 모바일 앱을 활용한 수학 교수·학습 콘텐츠 개발과 구성주의적 수업방안)

  • Kim, Byung Hak;Song, Jinsu;Park, Ye Eun;Jang, Yo Han;Jeong, Young Hun;Ahn, Jin Hee;Kim, Jun Hyuk;Go, Eunryeong;Jang, In Kyung
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.207-229
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    • 2019
  • In the era of the Fourth Industrial Revolution, various attempts have been made to incorporate ICT technology into mathematics teaching and learning, and the necessity and efficiency of classroom instruction using flipped learning, virtual reality and augmented reality have attracted attention. This leads to an increase in demand for instructional contents and their use in education. Therefore, there is a growing need for the development of instructional contents that can be applied in the field and the study of teaching methods. In this point of view, this research classifies the types of teaching-learning, presents the flipped learning instruction and mathematics contents by teaching-learning types using constructivist mathematics education principles and augmented reality-based mobile applications. These methods and lesson plans can provide a useful framework for teaching-learning in mathematics education.

Factors Affecting Information Protection Efforts for Preventing Deviant Behavior of Adolescent in Cyber Space (사이버 일탈행위 예방을 위한 개인 정보보호 노력의 영향요인 연구)

  • Um, Myoungyong;Park, Jin-Hee;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.31-41
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    • 2005
  • The purpose of this study is to identify the determinants of planned behavior of adolescent, toward information security and cyber crime prevention. A survey methodology was used to investigate a proposed model of influence, and regression analysis was used to analyze the results. The hypothesized model was largely supported by this analysis, and the overall results indicate that the intention to actively participate in information security and cyber crime prevention is mostly influenced by the fear for cyber crime and the perceived usefulness of information security and cyber crime prevention activity. In addition, it was found that the perceived easy of use for information-security related ICT skill, fear for cyber crime, and social norm for information security influence the level of usefulness, but that the prior experience with information leaking was statistically insignificant factor to the level of usefulness and fear for crime. Useful suggestions for promoting information security and cyber crime prevention are also provided.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.