• 제목/요약/키워드: Information education room

검색결과 160건 처리시간 0.024초

인공지능융합교육실 구축에 관한 기초연구 (Basic Study on the Establishment of AI Convergence Education Room)

  • 김정랑
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2021년도 학술논문집
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    • pp.321-326
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    • 2021
  • 본 논문에서는 인공지능융합교육실 구축과 관련하여 교육부 및 시·도교육청의 정보교육 추진계획을 분석하고 이를 바탕으로 적합한 구축 방향을 제언하였다. 연구를 위해 교육부, 한국교육학술정보원, 한국과학창의재단의 정보교육 추진계획, 인공지능교육 선도학교 운영계획, 학교별 인공지능교육 선도학교 운영계획의 교실 공간구축 계획여부, 1교당 예산 금액, 구축 교실 수, 자체 예산 투입 여부 등을 분석하였다. SW교육 및 인공지능 융합교육 추진을 위해 교육부에서 다양한 노력을 기울이고 있으나, 전국 초중고 학교 수에 비하면 크게 부족한 수치인 것으로 나타났다. 정부 차원에서의 정보교육실 확충을 위한 노력이 지속적으로 요구되며, 개발된 인공지능융합교육실 활용을 위해서는 구축공간 모델에 대한 교수·학습 사례가 풍부하게 제공될 필요가 있다. 또한, 구축된 공간을 적절히 사용할 수 있도록 학교 차원의 계획 및 실행이 후속되어야 하며 기자재에 대한 관리와 유지보수 계획이 필요하다.

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초등학교 교육활동 기반 그룹웨어의 설계 및 구현 (Design and Implementation of Educational Activity Based Groupware for Elementary School)

  • 김영식;김영복;유선택
    • 정보교육학회논문지
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    • 제4권1호
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    • pp.12-23
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    • 2000
  • Education using the internet, such as a virtual school and distance education, has been limited to the studies of content and method in learning, It has been less studied to make advantage of internet with regard to school administration, teachers' research, and efficient communication within a school. Therefore, it is suggested to implement groupware which can be used in a school environment. For this purpose, this study attempts to design and implement groupware on that purpose. The main content consists of 7 areas: introduction of the school(including children's room), notice room, working room, room for educational materials, individual information, parents' room, internet journey. The basic tool for a groupware is implemented on Windows NT 4.0 Server and subsequent IIS 2.0. DB management based on SQL Server 6.5 makes it enable to manage various information.

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초등학교 교사의 약물교육 실태 (A Study on the Current Status of Drug Education among Elementary School Teachers)

  • 정미숙;이화자;김영혜;김명희;어용숙
    • 한국간호교육학회지
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    • 제9권2호
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    • pp.288-297
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    • 2003
  • This study was attempted to find out the actual conditions about drug education among the elementary school teachers. Subjects consisted of nurse-teachers 175, class-room teachers 240 and athletics teachers 53 at the elementary schools in Pusan city. The data collecting period was December 23th through December 28th, 2002 and the collected data were analyzed by SPSSWIN 10.0 program using frequency, percentage, mean, standard deviation and $x^2$-test. The results of this study were as follows: 1. The importance of the drug education in special curriculum has been agreed with 96.0% of nurse-teachers, 90.4% of classroom teachers and 92.4% of athletics teachers. 2. For the drug education, nurse-teachers used to get information through the professional knowledge books(61.1%), and internet (33.1%), on the other hand class-room teachers(80.0%) and athletics teachers (48.9%) used to get information from various media. 3. Until now, the drug education has been performed by 80.6% of nurse-teachers, 34.2% of class-room teachers and 41.5% of athletics teachers. After drug education, the results of self-evaluation showed that 73.8% of nurse-teachers and 51.9% of athletics teachers were satisfied with it, but 69.5% of class-room teachers were not. In terms of the education methodology, most nurse-teachers(85.8%) usually used both verbal lecture and multi-media materials for teaching, but class-room teachers(97.8%) and athletics teachers(81.8%) just gave the verbal lecture. 4. About practical difficulties of drug education, the biggest problem was the absence of no systematic curriculum for nurse-teachers(22.9%), the insufficient expert knowledge for class-room teachers (26.3%) and a lack of education materials for athletics teachers(37.7%). The subjects were responded that the well-qualified personnel in charge of drug education in elementary school were nurse-teachers (52.0%) or nurse-teachers and class-room teachers.

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초등학생의 올바른 식습관 형성을 위한 영양교육 사이트 개발 (Development of Computer-Aided Nutritional Education Program for the School Children)

  • 허은실;이경혜
    • Journal of Nutrition and Health
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    • 제35권7호
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    • pp.791-799
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    • 2002
  • The performance of educational program for preventive nutrition is more beneficial for children than for the adults based on the cost reduction and the effect of this education. Also children's education helps them to grow and to live as a healthy adult. The purpose of this study is to solve the nutritional problem in children by developing nutrition education program for children and correct their nutritional problems. The characteristics of this program (www.food79.net) are the customized program for grade level based on the level of learning ability, the various education method such as game, cooking practice, and quiz, animation, and the self educated method by managing children's meal management as the result. The contents of this site are constructed not only for children but also for parents, the teachers and the school dietitians to increasing educational effect. The children room consists of food tower, nutrition kingdom, calculation of obesity index, food information, nutrient exploration, cooking world, and evaluation of dietary life. In the room for dietitian and teachers include the contents of the easy gymnastics, nutrition counseling methods, the teaching plans for nutrition education, and the information interchange corner. The third room for parents is constructed of nutrition evaluation, food 114, correction of living habits, and free discussion. Through this site, we are expecting to contribute to national health promotion by correcting the food habits of children.

충남교육청 소속 공공도서관의 공간혁신에 관한 연구 (A Study on the Space Innovation of Public Libraries Belonging to Chungcheongnam-do Office of Education)

  • 임정훈;오형석;이병기
    • 한국도서관정보학회지
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    • 제52권4호
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    • pp.103-126
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    • 2021
  • 본 연구는 충청남도교육청 소속 19개 공공도서관을 대상으로 교육·문화복합공간으로서의 도서관 재구조화 방안을 제안하고자 하였다. 이를 위해 국내외 공공기관 복합화 시설의 사례 조사, 이용자 설문조사 등을 실시하였다. 그 결과 미래 공공도서관이 갖추어야 할 공간으로 배우는 공간(종합자료실, 테마 자료 탐구실, 미래교실, 블렌디드 러닝센터, STEAM 교육실, 원격강의학습실), 표현하는 공간(포이어, 메이커 룸, 디지털 매체 창작실, 원격강의제작실), 나누는 공간(동아리·모둠학습실, 웰빙 복합문화공간, 생활·편의공간, 휴게실·브라우징), 즐기는 공간(퍼포먼스·생각 놀이터, 유아·어린이 자료실, 디지털 가상체험실, 특화 알코브실, 야외독서실) 등으로 구분하여 공간 재구조화 전략을 제시하였다. 또한, 건축 규모, 장서 규모, 서비스 및 공간 수준 등을 고려하여 선도모형, 기본모형, 이음터 모형, 최소모형 등 도서관별로 특화된 교육청 소속 공공도서관의 재구조화 모형을 제안하였다.

응급실 간호사의 환자 의료 정보 보호행위에 대한 인식 및 실천 정도 (Perception and Performance of Emergency-room Nurse's Protection Behavior for the Consumer Health Information)

  • 정선영;주현옥
    • 간호행정학회지
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    • 제15권3호
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    • pp.403-414
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    • 2009
  • Purpose: The purpose of this study was to investigate the emergency-room nurse's perception and performance about the protection behavior of the consumer health information. Method: The participants were 191 emergency-room nurses in secondary, tertiary medical center nationally. The data were analyzed by SPSS 12.0 program. Result: First, the total average scores of the degree of the perception and performance by emergencyroom nurses on protection behavior of the consumer health information were $4.24{\pm}0.30$ and $3.51{\pm}0.26$. Second, the degree of the perception and performance on protection behavior of the consumer health information was heavily dependent on the following general characteristics of the participants: age, nurse position, career, and education experience on protection behavior of the consumer health information. Third, there was a positive correlation between the degree of perception and performance about the protection behavior of the consumer health information. Conclusions: The results showed the statistically significant partial correlation between the degree of perception and performance. Therefore, it is suggested to apply the concrete education program to enhance the perception in order to improve the performance.

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • 제7권4호
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

어린이도서관 디지털자료실의 사례분석 연구 - 노원어린이도서관을 중심으로 - (A Study on the Case Analysis of Digital Materials in Children Library - Based on Nowon Children Library -)

  • 이경민
    • 한국도서관정보학회지
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    • 제36권4호
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    • pp.349-364
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    • 2005
  • 제7차 교육과정은 어린이의 개성과 창의성 개발을 중시하고 학생의 자발적인 활동과 디지털 자료를 활용하는 교수-학습 방법을 권장하고 있다. 학생 중심의 자기 주도적 학습이 강조되고 스스로 문제해결 능력을 배양하기 위해 컴퓨터와 정보통신기술의 패러다임을 기반으로 어린이도서관에서도 디지털 자료실의 이용현황과 이용자 만족도 및 요구사항을 분석함으로 향후 디지털 자료실 운영 시 고려할 사항을 제시할 필요가 있다. 이에 본 연구에서는 2003년 2월에 개관한 노원어린이도서관 디지털 자료실을 대상으로 운영 및 이용 현황을 분석함으로써 어린이도서관 디지털 자료실의 효과적인 이용을 통한 운영시 고려할 사항을 제시하고 보다 적극적인 정보서비스를 제공하는데 토대를 마련하고자 한다. 2장에서는 어린이도서관의 개념과 어린이도서관 내 디지털자료실의 개념적 모델을 정립하고3장에서는 노원어린이도서관 디지털 자료실의 운영현황을 분석하고 디지털자료실 이용자초등학생 100명을 대상으로 이용현황 및 요구사항을 분석한다. 4장에서는 분석을 통해 나타난 이용현황 및 요구사항을 기반으로 어린이도서관 디지털자료실 운영 시 고려해야 할 사항을 제시하고 결론을 맺고자 한다.

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10대 학생들을 위한 온라인 학습 커뮤니티 설계 및 개발 (The Design and Development of Online Learning Community for Teenagers)

  • 조미헌
    • 정보교육학회논문지
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    • 제11권1호
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    • pp.79-89
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    • 2007
  • 10대 학생들의 지속적인 인터넷 이용률 상승과 높은 온라인 커뮤니티 참여율을 고려할 때, 그들이 인터넷 이용을 통해 경험할 수 있는 역기능을 최소화하고 긍정적인 경험을 쌓을 수 있도록 지도하는 것이 필요하다. 학생들은 온라인 커뮤니티 활동을 통해서 다양한 사회성을 경험하고, 자아성을 탐색할 수 있다. 그러나 다른 한편으로, 학생들을 대상으로 하는 상당수의 온라인 커뮤니티들이 사회적인 배려와 관심을 제공하지 못하여 학생들의 가치관 혼란이나 잘못된 행동을 유도하기도 한다. 이러한 문제를 고려하여, 본 연구는 10대 학생들의 요구를 수용하면서 동시에 그들의 요구를 학습 활동과 연계할 수 있는 온라인 학습 커뮤니티에 초점을 두고, 활발한 공동체 활동과 학습 활동을 진행할 수 있는 온라인 학습 커뮤니티를 설계하고 개발하였다. 커뮤니티는 운영 취지를 소개하고, 알림방, 요구함 등을 제시하는 'e-Tivity소개', '이벤트홀' '자료파크' 'e-Tivity센터' 등으로 구성된 커뮤니티 활동 공간, '교사연구실' '관리실'로 구성된 교사와 관리자 공간, 'My Room' 아바타 꾸미기 등의 기능을 제공하는 학생 개인 공간 등으로 구성되었다.

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • 제6권4호
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.