• Title/Summary/Keyword: Online education & training

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WBI Design and Implementation for active instruction in high school curriculum information society and computer (능동적인 학습을 위한 고교 정보사회와 컴퓨터 교과의 WBI 설계 및 구현이동)

  • Bae, Seok-Chan;Du, Chang-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.895-901
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    • 2007
  • Currently the advancement of the computer and the Internet sees the direction of studying freely to do, it does not receive not to be, the student the environment it will be able to study oneself it is doing the direct help of the teacher and to be possible. Plan and it embodied the high school information society which it follows in 7th curriculum and the WBI of computer subject from the dissertation which it sees. In order to improve the qualify of curriculum ultimately, it endeavored. Territory it analyzes a subject contents first, especially it surveys, foundation it hardens, the actual training semester and pure with studying of self-evaluation do to become accomplished, studying oneself to sleep the possibility of doing own lead studying which is the possibility of studying spontaneously and integrated textbook studying in same tine it does to be with they are composing of the education paradigm the flag for a problem solving ability and an originality accident. In this dissertation used the php, Apache web server and the DBMS used the MySQL. To program member joining, the information society and computer curriculum take a course and test, it questions and, it is composed to data mourge. After taking a course, simultaneously lecturing a paper and online instruction, set up a foundation and quering that gratify one's curiosity thus it will be able to digest a study in once.

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The Meaning of Pre-service Educare Teachers' Experiences about Child Safety Management Classes based on Problem Based Learning (PBL) (문제중심학습(PBL)을 적용한 아동안전관리 수업이 예비보육교사에게 주는 경험의 의미)

  • Seo, Young Hee;Jung, Hye Young
    • Korean Journal of Childcare and Education
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    • v.8 no.1
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    • pp.145-167
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    • 2012
  • The objective of this study is to investigate the meaning of pre-service educare teachers' experience about child safety management classes based on Problem Based Learning (PBL). The participants in this study were thirty five sophomores majoring in Social Welfare, and fifteen weeks of data were collected. The participants were given five problems that were related with real situations. During the given period, they made documents from reflective journals, group or individual interviews, and online community resources. Analyzing the documents sheds light on the meaning of the pre-service educare teachers' experience. The results are as follows: First, pre-service educare teachers found themselves recovering confidence, earning recognitions from others, and pursuing their study. Second, they showed continuous conflicts not only with the PBL approach but also with themselves and group members. Finally, they experienced mutual help and interactions among the group members thorough their cooperative learning and they realized the meaning of cooperative learning by means of comparisons and references between the groups. In conclusion, this study confirms the applicability of PBL to the educare teacher training courses and points out specific ways to alleviate the conflicts in applying PBL to class needs in future studies.

Current Status and Policy Issues of Collaborations between Universities and Family Companies in Korea (대학과 가족회사의 산학협력 실태 및 활성화 방안)

  • Lee, Jong-Ho;Jang, Hoo-Eun
    • Journal of the Economic Geographical Society of Korea
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    • v.23 no.1
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    • pp.71-81
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    • 2020
  • Family companies are the unique industry-academic cooperation-related systems of Korean universities created by universities to promote various forms of industry-academic cooperation with companies. It is important to figure out the current status of family companies in order to understand the achievements of industrial-academic cooperation projects that have been actively pursued since the early 2000s. A lot of studies on industry-academic cooperation have focused mainly on the university's position. On the contrary, this study focuses on understanding the current status of the family company system and the status of industry-academic cooperation. Introduced in 2004, the Family Company System expanded rapidly as it was used as a performance indicator for college financial support projects related to industry-academic cooperation, with 174,425 companies registered as family companies as of 2017. A survey of family companies registered in universities carrying out the LINC+ project shows that companies registered in multiple universities are increasing, with relatively high demand and satisfaction for industry-academic cooperation among companies. Family companies were found to be relatively satisfied in terms of the use of R&D equipment or joint research, while they were relatively less satisfied in terms of workforce training and retraining. While companies have assessed product quality improvements through industry-academic cooperation, they have underestimated the effect of increasing sales and reducing production costs. Further, it was found that it was urgent to expand incentive systems and improve online information services to boost corporate participation in order to enhance the effectiveness of industry-academic cooperation.

Relationship between Digital Informatization Self-Efficacy and Life Satisfaction in the Elderly - the Mediating Effect of Social Capital

  • Jun-Su Kim;Young-Eun Jang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.137-144
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    • 2024
  • The purpose of this study is to suggest action directions for preventing social isolation and improving life satisfaction of the elderly by verifying the mediating effect of social capital in the relationship between the elderly's digital information self-efficacy and their life satisfaction. For this purpose, the 2022 digital information gap survey data were used to analyze the relationship between digital information self-efficacy, social capital, and the elderly's life satisfaction using SPSS 26.0 and AMOS 24.0. As a result, first, the elderly's digital information self-efficacy was found to have a positive (+) effect on life satisfaction. Second, the elderly's digital information self-efficacy was found to have a positive (+) effect on social capital. Third, the social capital of the elderly was found to have a positive effect on life satisfaction. Fourth, the social capital of the elderly was found to have an indirect mediating effect in the relationship between digital information self-efficacy and life satisfaction. Based on this, practical and policy measures were presented to revitalize digital information education that older people can apply in real life, develop a digital platform for forming online-based social capital, communities suited to the digital information capabilities of older people, and revitalize information groups.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.

Analysis on On-line Q&A Cases regarding Landscape Trees Management - Focused on Online Consultation Board at Tree Diagnostic Center - (조경수 관리에 관한 온라인 질의응답 사례 분석 - 수목진단센터 온라인 상담 사례를 대상으로 -)

  • Lim, Byoung-Eul;Lee, Sae-Hee
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.1
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    • pp.44-50
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    • 2013
  • The persons in charge of management request diagnosis and prescription to tree hospitals in order to get consultation about the problems like blight that occur in landscape tree management. This study aims to analyze what the main problems and questions raised by landscape gardeners are and those concerned in landscape tree management. This is done by investigating landscape tree-related questions and answers uploaded on the online consultation boards of the plant diagnostic centers approved in Korea including the Seoul National University Plant Clinic, the Chungbuk National University Plant Hospital, and the Kangwon Diagnostic Center. As a result, those concerned in landscape occupied the most as 81.4% among the questioners. However, only 11.5% did explain the plant management history or surrounding environment, which is essential for landscape tree diagnosis when asking questions. This shows that those concerned in landscape lack basic knowledge or interest about plant diagnosis. Among 263 questions about landscape trees, questions about physiological damage included 94 cases that were the most taking up 35.8%. Moreover, the next were damage by insects and damage by disease in order. It is thought that due to the characteristics of physiological problems that occur by various sorts of stress and with no signs, they tend to request diagnosis or prescription the most. The most frequent reasons for physiological damage are water stress and temperature stress. About damage by disease, there exist many types of diseases, and there are many complex damages accompanied by physiological causes. About damage by insects, the most common include damage by moths. In consideration of this result, universities or technician training centers should provide education for landscape tree management so that landscape technicians and students can acquire essential knowledge and information about landscape tree management and increase their interest in it. In particular, it is necessary to provide profound learning opportunities for plant physiology, and the technicians should make efforts themselves. In addition, it is needed to build organizations to which they can ask technical questions about landscape planting and management in order to understand landscape industry in general and the actual status of landscape planting technique and the actual field. Moreover, to elevate systemicity and expertise in the area of landscape tree management not yet equipped with the foundation, it is needed to cultivate the technicians intensively and conduct research by those concerned both in academic and industrial circles.

A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
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    • s.34
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    • pp.317-344
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    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.

Violations of Information Security Policy in a Financial Firm: The Difference between the Own Employees and Outsourced Contractors (금융회사의 정보보안정책 위반요인에 관한 연구: 내부직원과 외주직원의 차이)

  • Jeong-Ha Lee;Sang-Yong Tom Lee
    • Information Systems Review
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    • v.18 no.4
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    • pp.17-42
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    • 2016
  • Information security incidents caused by authorized insiders are increasing in financial firms, and this increase is particularly increased by outsourced contractors. With the increase in outsourcing in financial firms, outsourced contractors having authorized right has become a threat and could violate an organization's information security policy. This study aims to analyze the differences between own employees and outsourced contractors and to determine the factors affecting the violation of information security policy to mitigate information security incidents. This study examines the factors driving employees to violate information security policy in financial firms based on the theory of planned behavior, general deterrence theory, and information security awareness, and the moderating effects of employee type between own employees and outsourced contractors. We used 363 samples that were collected through both online and offline surveys and conducted partial least square-structural equation modeling and multiple group analysis to determine the differences between own employees (246 samples, 68%) and outsourced contractors (117 samples, 32%). We found that the perceived sanction and information security awareness support the information security policy violation attitude and subjective norm, and the perceived sanction does not support the information security policy behavior control. The moderating effects of employee type in the research model were also supported. According to the t-test result between own employees and outsourced contractors, outsourced contractors' behavior control supported information security violation intention but not subject norms. The academic implications of this study is expected to be the basis for future research on outsourced contractors' violation of information security policy and a guide to develop information security awareness programs for outsourced contractors to control these incidents. Financial firms need to develop an information security awareness program for outsourced contractors to increase the knowledge and understanding of information security policy. Moreover, this program is effective for outsourced contractors.

Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.