• 제목/요약/키워드: Internet Thinking

검색결과 158건 처리시간 0.028초

인터넷상에서의 언어사용에 관한 연구 (A Study on the Use of Language in Internet)

  • 조찬식
    • 한국문헌정보학회지
    • /
    • 제35권4호
    • /
    • pp.177-196
    • /
    • 2001
  • 정보사회의 중심이 되는 정보네트워크로서 인터넷은 사회의 커뮤니케이션 도구의 역할을 하고 있으며 인터넷을 통한 언어사용은 더 이상 피할 수 없는 현실인 것이다. 이에 본 연구에서는 인터넷상의 언어사용에 대한 이론적 근거를 마련하고, 현재 나타나고 있는 인터넷상의 부적절한 언어사용 실태를 '음운ㆍ표기', '문법', '어휘ㆍ의미'로 나누어 조사$\cdot$분석하였으며, 그 결과를 바탕으로 '디지털적 사고', '이용자 추이', '네티켓과 정보교육' 등이 토론되었다.

  • PDF

컴퓨팅 사고 기반의 비전공자 소프트웨어 교육을 위한 앱 인벤터 교육과정 설계 (Designing an App Inventor Curriculum for Computational Thinking based Non-majors Software Education)

  • 구진희
    • 융합정보논문지
    • /
    • 제7권1호
    • /
    • pp.61-66
    • /
    • 2017
  • 4차 산업혁명이 본격화되고 인공지능, 사물인터넷 기술 등을 적용한 첨단 서비스들이 대거 상용화되면서 소프트웨어의 중요성에 대한 인식 또한 확산되고 있다. 이러한 배경으로 최근 소프트웨어 교육은 초중등뿐만 아니라 대학에서도 필수로 가르치는 추세이며, 컴퓨팅적 방법론과 모델을 통해 문제를 해결하는데 필요한 컴퓨팅 사고에 대한 관심도 높아지고 있다. 본 연구의 목적은 컴퓨팅 사고에 기반을 두고 비전공자 소프트웨어 교육을 위한 앱 인벤터 교육과정을 설계하는 것이다. 연구의 결과, 컴퓨팅 사고의 세부 역량 6가지를 도출하였고, 6가지 세부 역량은 앱 인벤터 학습요소를 구성하여 맵핑하였다. 또한 컴퓨팅 사고 활용 모델링에 기반하여 대학 교양핵심 교육과정의 IT교과목에 참여한 학생들에게 적용하기 위한 앱 인벤터 수업 내용을 설계하였다.

비대면 환경에서의 비판적 사고와 토론교육 - 공대 신입생 대상 온라인 수업 사례를 중심으로 (Critical Thinking and Debate Education under Non-Face-to-Face Situation - Through Online classes for Freshmen at the Engineering College)

  • 신희선
    • 공학교육연구
    • /
    • 제24권1호
    • /
    • pp.34-45
    • /
    • 2021
  • This research is a case study about "Critical Thinking and Debate Education" class which was done for freshmen at the engineering college of "S" Women's University. Real time remote classes through LMS and ZOOM were the most effective tools under on-line circumstances, considering the fact that video lectures only cannot cultivate students' capabilities of critical thinking and communication. Throughout the analysis on students' self-reflection journals and lecture evaluations, this paper examined considerable future points and the pros and cons of "Critical Thinking and Debate Education" under online presentation and discussion situation. As research outputs, students told they could feel less nervousness and anxiety when they exercise and have a presentation because they could choose familiar space for them. In addition, students also told that they feel comfortable about both self-feedback and peer evaluation, repeatedly seeing the recorded video clip. However, on the contrary, sometimes students felt uncomfortable due to unstable internet connection through the online classes, and they also were regretful about the missing chances of interaction between a teacher and students and of intimate exchanges among students. They also told they had felt a kind of limit of enhancing their presentation skills just in front of the monitor. Considering these outcomes, this research paper points out that online education needs to be proceeded by strengthening multi layered feedback to students with the build-up of a non-face-to-face stable educational infrastructure, application of online instructional strategy, and utilization of YouTube platform and video contents. Through this research paper, I hope the new system of encompassing on/off line "Critical Thinking and Debate Education" and effective teaching and learning method can be developed soon by strengthening the strength of online education.

A Study on the Comparison of Educational Effects between Convergence Majors and Single Majors in R Lecture

  • Ryu, Gui Yeol
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제12권3호
    • /
    • pp.18-24
    • /
    • 2020
  • The purpose of this paper is an analysis of the difference between convergence majors and single majors in the convergence core competency and educational performance. We used survey data for the analysis of the convergence core competencies, the results of the midterm and final exams for the education performance. Analysis targets are 10 students in big data business intelligence at Seokyeong University as convergence majors and 11 students in business administration as single majors. The target course was an analysis of economic data provided in the second semester of 2019. And the lecture contents were analysis of big data using R programming. The survey was conducted on December 5, 2019. The convergence core competences were creative thinking, critical thinking, understanding convergence knowledge, problem solving ability, communication skills, cooperation ability, use of convergence tools, consideration, and responsibility. As results of homogeneity tests, we found that there was no significant difference in all competencies, but there were very significant differences in the educational performance evaluated by the midterm and final exams. Therefore we can see willingness to convergence of single majors was no different from that of convergence majors, but had not led to practice. It is desirable to activate and support convergence courses.

Brand Fandom Dynamic Analysis Framework based on Customer Data in Online Communities

  • Yu Cheng;Sangwoo Park;Inseop Lee;Changryong Kim;Sanghun Sul
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제17권8호
    • /
    • pp.2222-2240
    • /
    • 2023
  • Brand fandom refers to a collection of consumers with strong emotions toward a brand. Studying the dynamics of brand fandom can help brands understand which services or strategies influence their consumers to become a part of brand fandom. However, existing literature on fandom in the last three decades has mainly used qualitative methods, and there is still a lack of research on fandom using quantitative methods. Specifically, previous studies lack a framework for locating fandoms from online textual data and analyzing their dynamics. This study proposes a framework for exploring brand fandom dynamics based on online textual data. This framework consists of four phases based on the design thinking model: Preparing Data, Defining Fandom Categories, Generating Fandom Dynamics, and Analyzing Fandom Dynamics. This framework uses techniques such as social network analysis and process mining, combined with brand personality theory. We demonstrate the applicability of this framework using case studies of two Korean home appliance brands. The dataset contains 14,593 posts by consumers in 374 online communities. The results show that the proposed framework can analyze brand fandom dynamics using textual customer data. Our study contributes to the interdisciplinary research at the intersection of data-driven service design and consumer culture quantification.

청소년과 대학생의 인터넷 중독 실태 및 치료기법 개발에 관한 연구 (A Study on Internet Addiction of Teenagers and College Students, and Development of Therapeutic Techniques)

  • 이훈재
    • 한국컴퓨터정보학회논문지
    • /
    • 제17권3호
    • /
    • pp.157-165
    • /
    • 2012
  • 이 연구는 인터넷 중독 문제를 겪고 있는 학생들에게 컴퓨터 교육으로서의 접근인 컴퓨터 활용을 병행한 프로그램을 투입하여 인터넷 중독증을 치료하는데 그 목적이 있다. 연구목적을 달성하기 위하여 스크래치 프로그래밍을 활용한 게임 만들기와 자기성찰 활동, 미래 직업 탐색활동 등으로 구성된 프로그램을 구성하였다. 이 치료 프로그램의 적용을 통하여 인터넷 중독 학생들에게 여러 가지 유익한 효과를 볼 수 있다고 본다. 첫째, 인터넷 이용 시간 단축이나 게임에 대한 몰입과 같은 중독증을 개선시키는 효과를 가져 올 것이다. 둘째, 본 치료프로그램은 대상자들의 인터넷에 대한 사고의 전환과 지적 능력의 향상을 가져올 것이다. 인터넷을 하는 것만이 재미있는 것이 아니라, 직접 내가 만들어 보고, 그것을 동료들과 공유하면서 프로그램제작의 즐거움을 알 수 있을 것이며, 알고리즘적 사고와 창의적 사고를 훈련함으로써 지적 사고력을 높이게 될 것이다. 셋째, 본 치료프로그램은 대상자들의 정의적 영역에도 긍정적인 효과를 가져와. 미래의 직업에 대한 탐색하는 시간을 통해 직업관의 깊이와 넓이를 넓히고, 자기성찰을 통한 반성을 통하여 메타자아를 발견하여 자신을 돌아볼 수 있으며, 자신감 성취감 등을 갖게 될 것이다.

전문계 고등학생의 정보통신윤리 교육에서 사고력 신장 도구를 활용한 프로젝트 학습의 효과 분석 (Analysis of Effectiveness in Project Based Learning Using Thinking Tool on IT Ethics Education for the Technical High School Students)

  • 손유경;송희헌
    • 컴퓨터교육학회논문지
    • /
    • 제13권6호
    • /
    • pp.43-52
    • /
    • 2010
  • 본 논문에서는 사고력 신장 도구를 활용한 프로젝트 학습 모형을 구안하고, 컴퓨터일반 교과목에 포함된 정보통신윤리 단원의 수업 설계에 반영하였다. 이를 전문계 고등학생의 수업에 적용하고 심층적 면담을 실시한 결과, 학생들의 정보통신 윤리의식, 특히 통신예절, 통신언어, 저작권 등에 긍정적인 변화가 일어난 것을 확인할 수 있었다. 또한, 수업 적용 후의 양적 연구 결과에서도 제안된 프로젝트 학습 모형이 학생들의 학업적 자기효능감을 향상시킨 것으로 나타나 전문계 고등학교의 정보통신윤리 교육에 효과적으로 활용될 수 있음을 보였다.

  • PDF

Study on Capstone Design Program in Fashion Major

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
    • /
    • 제8권2호
    • /
    • pp.6-11
    • /
    • 2020
  • In today's world, the design industry is becoming more complex, with the development of networks such as the internet and revolutionary changes in information and telecommunications. As the demand for designers to cope with various situations occurring in these industrial sites or solve problems in practice promptly is required, a capstone design program was developed in collaboration with the industry. Capstone design classes have positive effects on creative problem solving ability, academic achievement and learning satisfaction by allowing students to think and experience the practical problems of the industrial field. It is also effective in improving communication, creative thinking and critical thinking. The purpose of this study is to search for talent training methods needed in the fashion industry and to develop effective programs through capstone design class studies conducted in the fourth grade of fashion design majors from 2017 to 2019 (6 semesters). Through these studies, the aim is to search for talent training methods needed in the fashion industry and to develop effective programs. If the capstone design learning method is used as a method of solving problems through close communication between the company and the educational field as an industry-academia cooperation system, it is expected to be positioned as a field-type human resource education method that is required in the industrial field.

초등학생의 논리적 사고력 향상을 위한 객체지향 프로그래밍 교육 연구 (A Study on Object-Oriented Programming Education for Improving Logical Thinking Ability of Elementary School Students)

  • 박경모;홍태진
    • 디지털콘텐츠학회 논문지
    • /
    • 제10권2호
    • /
    • pp.367-373
    • /
    • 2009
  • 컴퓨터 프로그래밍 교육에서는 추상적 개념을 이해하고 주어진 문제를 스스로 해결하도록 한다. 기존의 프로그래밍 교육에서 BASIC, C와 같은 절차적 프로그래밍 언어에 대한 연구는 많이 있지만 JAVA와 같은 객체지향 프로그래밍 언어를 통한 교육콘텐츠는 찾아보기 힘들다. 본 논문에서는 구조 중립적이며, 분산 인터넷 환경에 적합한 특성을 가지고 있는 객체지향 프로그래밍(OOP)/JAVA 학습 시스템을 개발하여, 초등학교 학생들로 하여금 활용하도록 하였다. OOP/JAVA 학습 시스템을 통한 객체지향 프로그래밍 교육은 초등학생들의 논리적 사고력을 향상시키고, 수학, 과학 과목의 학습 성취도에 긍정적인 영향을 주는 동시에 컴퓨터에 대한 흥미도가 상승함을 실험을 통해 확인할 수 있었다.

  • PDF

A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • 융합경영연구
    • /
    • 제9권2호
    • /
    • pp.11-20
    • /
    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.