• Title/Summary/Keyword: children user education

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English E-Learning System Based on .NET Framework (.Net Framework를 이용한 영어 이러닝 시스템)

  • Jeon, Soo-Bin;Jung, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.2
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    • pp.357-372
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    • 2012
  • Existing e-learning systems not only require complex admission processes but also do not give stepwise education methods according to individual learners' characteristic. These circumstances cause learners to lose educational interest so that their educational efficiency decreases. In particular, the present e-learning systems do not provide educational approaches suitable for infant and elementary children. Under this system, the e-learning education for children does not proceed completely without guardians. To solve this problem, we design and implement an English e-learning system for elementary children based on friendly and comfortable user interfaces. For children, the proposed system reflects their age and individual interesting per each e-learning stage. This system supports both the Web application platform and smart phone application platform for various client requirements. The proposed system manages 3 classes as English learning content. Learners can experience their own English e-learning course in each class, which is compiled by current educational ability. In addition to the general functions in e-learning system, the proposed system develops content buffering algorithm to reduce data traffic in server.

A Study on Effectiveness and Activation Plan of Dream Start (드림스타트사업의 효과성과 활성화 방안)

  • Yoo, Hae Sook;Lee, Hyun Sook
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.2
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    • pp.175-186
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    • 2014
  • Dream Start Project purposes to provide equal opportunity for the child in the poverty. This project is conducted the last six years, there are voices of worry for the limit of the project performance. Therefore, this study aims to analyse the effectiveness of project and suggest activation plan of Dream Start from the viewpoint of users. This study use focus group interview to explore needs assessment for development of Dream Start Project. In conclusion, the project provides positive outcomes for children and their parents in terms of psychology, education and health etc. Children have increased their basic learning ability through the learning support. They have improved confidence and positiveness. The vaccine was as effective in health promotion. Dream Start had the effect of raising community consciousness. The relationship between children and their parents were smoothly through parent education. Free learning support has brought the economic effects. This project had the effect of improving welfare consciousness of the parents. This study presents the development plan of the business to reflect the users' assessment.

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Analysis on Pre-service Early Childhood Teachers' Stage of Concerns about Software Education According to the Concerns-Based Adoption Model (예비유아교사의 소프트웨어 교육에 대한 관심도 분석: 관심중심수용모형(CBAM)을 중심으로)

  • Jung, Ji-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.431-440
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    • 2017
  • This study surveyed pre-service early childhood teachers' level of concern about software education on the assumption that software education will be introduced into early childhood education in the future. It was shown that the pre-service early childhood teachers' level of concern about software education is the highest at stage 0(95%) and that they have a high level of informative, personal and managerial concern. Thus, a non-user pattern was mostly indicated. However, compared to the typical non-user pattern, their personal and informative level of concern is slightly higher. A 'tailing up' phenomenon to stage 6(refocusing) was shown. Hence, a pattern aspect close to critical non-user appeared to some extent. A difference in the significant level of concern was shown at all stages, except for managerial concern, according to the need for awareness, the appearance of a future implementation plan, and technology efficacy level. Based on this outcome, it was proposed that teacher training in early childhood software education should be made available as part of the educational activity connected with the Nuri Curriculum, since this would be more suitable for young children's developmental level than the early childhood software education, including coding education, etc., currently found in private institutions.

A Design and Implementation of the Web-based Project Learning System (웹 기반의 프로젝트 학습을 위한 시스템 설계 및 구현)

  • Kim, Eun-Jeong;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.53-63
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    • 2002
  • The purpose of this thesis is to design and implement an efficient Web- based Project Learning System(WPLS) in particular for the interactive of an elementary school children. The WPLS in this paper has four main parts ; user interface, learner module, administrator module and database. This system was implemented in accordance with the project themes solving learning processes. So the learner module consists of five steps ; project theme proposal, project plan, project execution, web-publishing, and project test. WPLS can improve student`s ICT using ability and academic achievement.

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Proposal of Collaborative Sharing Services and Applications for the Treatment of Children with Developmental Disabilities (발달장애 아동의 치료를 위한 협업 공유 서비스 및 애플리케이션 제안)

  • Han, Ji-won;Kang, Jeannie
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.22-38
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    • 2022
  • Recently, due to the temporary closure and isolation of facilities for developmental disabilities due to the prolonged COVID-19, the pain suffered by consumers is getting worse, and there is no clear solution due to the lack of information on inpatient services. Therefore, there is a need for a service system that can prevent institutional and psychological problems for consumers. The purpose of this study is to provide systematic inpatient treatment guides, post-discharge management, and correct education for children with developmental disabilities and their guardians. After deriving the needs and improvement factors of consumers through domestic service case analysis, we conducted co-creation with end-users using the double diamond methodology. A possible service concept was derived. Accordingly, a collaborative sharing app service was proposed, and the usefulness of the service was confirmed through the usability evaluation and verification of various stakeholders. It is expected that the results of this study will be utilized in the development of an assistance system for the developmental disability ward based on user experience.

Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.103-110
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    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

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Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.

A Study on the Development of Home Humanity Education Mobile Application (밥상머리교육 모바일 애플리케이션 개발 연구)

  • Kim, Jung-Jin
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This study was conducted with the aim of developing a mobile app so that parents and children can provide questions and conversation-based Home Humanity Education. App development was developed in four stages: analysis, design, development, and evaluation by modifying the ADDIE model. In the analysis stage, education goals were set and seven core competencies were extracted for the app. In the design stage, 15 menus, including character to implement seven core competencies, were selected for learning contents. In the development stage, questions were asked based on 1,000 photos, and parents and children naturally talked to strengthen their core competencies. In the evaluation stage, the user's evaluation interview was followed by a reflux process that produced and reflected improvements. Based on research results, it is going to suggest follow-up research on developing apps for home humanity education. First, it is necessary to verify the learning experiences and changes that occur when parents and children use apps for a long time through longitudinal research. Second, a follow-up study is needed on how to use the home humanity education app by age and how to improve it accordingly. Third, as the number of cases in which grandparents raise their grandchildren increases, it is necessary to study the process and learning effects of grandparents and grandchildren using the app.

Early Identification of Gifted Young Children and Dynamic assessment (유아 영재의 판별과 역동적 평가)

  • 장영숙
    • Journal of Gifted/Talented Education
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    • v.11 no.3
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    • pp.131-153
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    • 2001
  • The importance of identifying gifted children during early childhood is becoming recognized. Nonetheless, most researchers preferred to study the primary and secondary levels where children are already and more clearly demonstrating what talents they have, and where more reliable predictions of gifted may be made. Comparatively lisle work has been done in this area. When we identify giftedness during early childhood, we have to consider the potential of the young children rather than on actual achievement. Giftedness during early childhood is still developing and less stable than that of older children and this prevents us from making firm and accurate predictions based on children's actual achievement. Dynamic assessment, based on Vygotsky's concept of the zone of proximal development(ZPD), suggests a new idea in the way the gifted young children are identified. In light of dynamic assessment, for identifying the potential giftedness of young children. we need to involve measuring both unassisted and assisted performance. Dynamic assessment usually consists of a test-intervene-retest format that focuses attention on the improvement in child performance when an adult provides mediated assistance on how to master the testing task. The advantages of the dynamic assessment are as follows: First, the dynamic assessment approach can provide a useful means for assessing young gifted child who have not demonstrated high ability on traditional identification method. Second, the dynamic assessment approach can assess the learning process of young children. Third, the dynamic assessment can lead an individualized education by the early identification of young gifted children. Fourth, the dynamic assessment can be a more accurate predictor of potential by linking diagnosis and instruction. Thus, it can make us provide an educational treatment effectively for young gifted children.

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Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.