• Title/Summary/Keyword: ICT 활용 교육

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Evolution of corporate social contribution activities in the era of the Fourth industrial revolution (4차 산업혁명 시대의 기업사회공헌 활동의 진화)

  • Kim, Minseok;Cho, Youngbohk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.1
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    • pp.85-95
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    • 2019
  • Recently, studies on the fourth industrial revolution have been actively conducted in the areas of government, business, and academia. Corporate business models that utilize the major agendas of the fourth industrial revolution such as robots, artificial intelligence, Internet of things (IoT), and block chains have been created, and various changes have occurred in not only business, education, and living environments but also in international relations. In this study, we looked at changes in social contribution activities from the perspective of a company facing impacts of the fourth industrial revolution. This study examines the definition and activities of corporate social contribution and how we can contribute to society through corporate activities. 'AT Educom', LG Uplus 'Social Contribution through IoT', KT's anti-infectious disease prevention platform and cases of Intel using IoT. In addition, we have presented what we need to do in the future to promote corporate social contribution activities that will make more meaningful impacts on how corporate social contribution activities will change according to technology development. The first, measuring the performance of corporate social contribution activities needs a standardized methodology and social contribution activities through platform business and ICT should be actively pursued. Lastly, social contribution activities between companies and sectors will increase.

Paradigm Shift of Digital Divide and Intellectual Digital Divide (정보격차의 패러다임 전환과 지적 정보격차)

  • Lee, Seungmin
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.91-114
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    • 2020
  • Due to the settlement of the ICT environment and the widespread dissemination of Net media, the quantitative digital divide based on access to information has evolved into the formation of a qualitative digital divide. In the current information environment where enormous amounts of information exist on the Internet, there is a deeper intellectual digital divide that is different from the existing quantitative and qualitative digital divide. This study identified the changes in digital divide resulted from the evolution of information environment and empirically verified the formation of the intellectual digital divide. It also demonstrated that the intellectual digital divide is not distinct from the existing quantitative and qualitative digital divide, but from differences in the intellectual capacity of the information based on the factors of the existing digital divide. In particular, it was confirmed that the educational and economic levels, which have been the key factors of the traditional digital divide, still form the quantitative and qualitative digital divide, and also act as the key factors in the formation of the intellectual digital divide.

Realtime Tidal Flat Modeling using Procedural Generation Method (절차적 생성 방법을 이용한 실시간 갯벌 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.5
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    • pp.947-956
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    • 2021
  • As an interest in metaverse increases, there are many studies to apply virtual reality to indirect experiences. Virtual reality is increasingly being used not only for entertainment such as games but also for educational content. A key technology of indirect experience is modeling an object to provide a realistic experience to the user. Natural environments such as tidal flats change with time, and many living things also live there. In this paper, we propose a method for creating experiential content that accurately models the ecological environment of tidal flats. The proposed method explains how to naturally model the temporal change of tidal flats. We also explain how to model a crab, a creature that inhabits the tidal flat, in the forms of an NPC using the behavior tree. Implementation results show that the proposed method uses simple algorithms but expresses the shapes of tidal flats well.

Analysis of Regulatory Sandbox Usage by IT Companies (IT기업의 규제샌드박스 활용 분석)

  • Seokju Song;Daihwan Min;Hanjin Lee
    • Journal of Information Technology Services
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    • v.22 no.5
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    • pp.109-124
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    • 2023
  • This study aims to apply the concept of regulatory stringency to the regulatory sandbox with a fresh perspective. The regulatory sandbox is a system that gives opportunities under certain conditions to new technologies or businesses that have not been launched due to inadequacy or insufficiency in legal systems. Previous research on regulatory sandboxes has mainly focused on discussions about their impact on specific technologies or business domains. This study attention to the results according to the evaluations. Among them, whether special cases for demonstration can evolve into official permission has garnered significant attention. For this study, among the cases that passed the regulatory sandbox evaluation from February, 2019, to December, 2022, 162 cases in the field of ICT convergence were selected. The evaluation results were classified into three groups 'positive interpretation (Fast Track)', 'temporary permission', and 'special case for demonstration.' Each case was assigned to one of the three groups. Through the comparative analysis, the common characteristics and differences were summarized. Then, this study explored improvement measures to pass a less restrictive regulatory sandbox. The analysis of the cases revealed that the differences in each evaluation result were attributed to variations in the technological characteristics and user protection features. Considering these differences, as well as the higher weight and importance of the preparation stage for sandbox application, this study suggested a three-step approach to prepare for temporary permission and positive interpretation rather than special case for demonstration. In addition, this thesis discussed the policy limitations of the regulatory sandbox mechanism in South Korea and the limitations of the current study. Hopefully, the results of this study would be beneficial to individuals and companies, particularly venture companies and startups seeking to develop new technologies or businesses and utilize regulatory sandboxes.

Development of Enlightenment Activity Composition Program Based-on Web (웹을 기반으로 한 계발 활동 편성 프로그램 개발 -제7차 교육과정에서 ICT 활용에 관한 연구 : 특별활동을 중심으로-)

  • Lim, Kyoung-Hee;Yang, Kwon-Woo;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.279-287
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    • 2002
  • These days, school education is making every possible effort to bring up a human able to opposed creatively to 21 century social, because of society is global and informational step by step. For this, the special activity in the seventh curriculum is expended and reorganized from three areas to five areas. On the other hand, the special activity is pushed ahead with the developmental activity in consideration of student's ability and aptitude. However, the teachers are difficult to organize of the developmental activity in based on student's ability and aptitude. Because of developmental activity is organized in the beginning of a term, not only the teachers are fallen to realize student's ability and aptitude but also students ignore ability and aptitude themselves. Therefore this paper designs a program based on MI(Multiple Intelligence) theory to compose developmental activity effectively. Up to now, MI is introduced nine kinds of intelligence, Linguistic Intelligence, Logical-Mathematical Intelligence, Musical Intelligence, Spatial Intelligence, Bodily-Kinesthetic Intelligence, Interpersonal Intelligence, Intrapersonal Intelligence, Naturalist Intelligence, and Existentialist intelligence. this paper designs the K-MIDAS test[1] based on seven kinds of intelligence areas and implements developmental activity program suit to student's ability and aptitude based on the MI test result.

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Online-Offline 혼합학습 형태의 Blended Learning에서 지식 창출활동 촉진을 위한 협력적 지식 창출 모형 탐색 : 초.중등교육을 중심으로

  • Park, Seon-A
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.521-536
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    • 2006
  • The Blended Learning of K-12 education can he complimented to exceed the limits of the traditional face-to-face instructional method and can help learners have experiences with both various interactions and different learning experiences. Specifically, in K-12 education blended learning has a strength in being able to integrate on-line instruction with off-line instruction and actively help learners emerge with a breadth of knowledge gained collaboratively.<중략>For the objective of the study, that is, an investigation by a literature review process, the mode) of the process of collaboratively emerging knowledge as well as the alternative model of the concept can be applied as a developmental research method, which can improve practical procedure, process, and prescription. For overcoming the model and the real situation, this study was applied with Checkland(1999)'s soft system methodology, using$\square$the comparison of the model and real situations$\square$part and$\square$defining the alternatives$\square$of Checkland(1999)'s methods. In conclusion, analyzing the conceptual model and real situation helps in the development of a model which can minimize the discrepancy between the conceptual model and the real situation within K-12 education.

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Realization of a Automatic Grading System for Driver's License Test (자동차 운전면허 시험을 위한 자동 채점 시스템 구현)

  • Kim, Chul Woo;Lee, Dong Hahk;Yang, Jae Soo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.16 no.5
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    • pp.109-120
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    • 2017
  • It is important to estimate objectively in the driving test. Especially, the driving test is examined by totally driving ability, rule observation and situational judgement. For this, a grading automation system for driving test was presented by using GPS, sensor data and equipment operation informations. This system is composed of vehicle mounted module, automatic grading terminal, data controller, data storage and processing server. The vehicle mounted module gathters sensor data in the car. The terminal performs automatic grading using the received sensor data according the driving test criterion. To overcome the misposition of vehicle in the map due to GPS error, we proposed the automatic grading system by map matching method, path deviation and return algorithm. In the experimental results, it was possible to grade automatically, display the right position of the car, and return to the right path under 10 seconds when the vehicle was out of the shadow region of the GPS. This system can be also applied to the driving education.

Exploring the Possibility of Applying Social and Emotional Learning to Science Subjects: Analysis of Social Emotional Learning Contents in Science Textbooks (과학교과의 사회정서학습(Social and Emotional Learning) 적용 가능성 탐색: 과학 교과서의 과학과 사회정서학습 요소 분석)

  • Park, HyunJu
    • Journal of Science Education
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    • v.41 no.3
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    • pp.297-317
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    • 2017
  • The purpose of this study was to investigate the possibility of Science Social and Emotional Learning(SSEL). The factors of SSEL were suggested, and by utilizing them, the contents of middle school's science and Chemistry 1 textbook were analyzed. The factors are as follow: numeracy, information and communication technology, critical thinking, creative thinking, personal and social capability, ethical understanding, and intercultural understanding. The results showed that the 60~70% of textbooks put emphasis on numeracy, information and communication technology, critical thinking, creative thinking while some factors were limited in th contents, which were personal and social capability, ethical understanding, and intercultural understanding. Therefore, teacher should try to reconstruct the teaching and learning materials and fill in the deficiencies of SSEL factors through class activities. In addition, it is suggested to study specific application methods such as science activities or experiment activities in detail to meet social and emotional learning.

A Study on Training Courses Development and Analysis for Improving the Creativity using Arduino (창의성 향상을 위한 아두이노 활용 교육과정 개발과 분석)

  • Shim, Jooeun;Ko, Jooyoug;Shim, Jaechang
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.514-525
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    • 2014
  • We have performed a short-term computer information and communication technology education using Arduino. The purpose of this education was to progress basic training interestingly and discover excellent students. Training was about practicing basic examples about H/W, S/W, communication, and solving creative tasks. We divided training participants into a team composed of each 3 members and educated them for 10 hours. Instructors were consists of 1 main teacher and 3 teacher assistants. Training was about assembling Arduino based robot, blinking LED, operating speaker, serial communication, producing software for wireless communications and autonomous of robot, and control hardware of robot. Through this study, we developed a meaningful ICT integrated curriculum which has high usefulness in a short period. Students participated in this education completed 96% out of 10 creative tasks, and this study analyzes the result of curriculum and suggests further research directions.

The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.