• Title/Summary/Keyword: computer

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An Analysis of Computer Terms of Computer Textbooks in Elementary School (초등학교 컴퓨터 교과서에 사용된 컴퓨터 용어 분석)

  • Kim, Kap-Su;Hong, M.H.;Youn, Jung-Suk
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.433-446
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    • 2004
  • We must know computer terms to use, learn, and understand efficiently. It is important for the elementary school students who learn computer for the first time to understand computer terms correctly. This study investigates a computer terms in the elementary school computer textbook which have been used currently at the elementary school, selects suitable computer terms for the elementary school student, analyzes and classifies them as a 1 2th grade, a 3 4th grade, 5 6th grade by the elementary school computer curriculum, and also classifies those as information ethics, computer basic, application software, computer communication by the category. The expectations of this study are as follows. First, the result of this offers teacher to a computer terms guidance for usability which is essential to elementary school's computer class. Second, this can be used as a reference in making a elementary computer textbook or studying and training textbook for teachers. Third, this offers teachers to an important criteria when they select a computer textbook for elementary student in elementary school.

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Computer graphics

  • 홍성원
    • 전기의세계
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    • v.25 no.5
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    • pp.13-17
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    • 1976
  • Computer가 인간사회에 문제해결의 한 도구로써 개발된이래 그 사용의 범위가 인간사회 전반에 걸쳐있고 그 효과 역시 막대하였다. 이에따라 인간은 Computer를 좀더 효과적으로 사용할 수 있는 방법을 찾기위ㅎ 끊임없이 연구해 왔다. 이와같은 연구의 결과들은 크게 두 분야에서 그 결실을 맺고 있는 것이다. 그 하나는 Computer system자체에 대한 전반적인 문제들을 연구개발하는 분야이고 다른하나는 사용자를 중심으로하는 Computer의 응용분야에 대한 연구이다. Computer graphics는 후자에 속하는 분야로써 어떤 의미에서는 Computer가 전공분야가 아닌 일반 사용자에게 좀더 가까운 분야라 할 수 있겠다. 이번 기회에는 Computer grapgics에 대한 전반적인 내용을 소개함으로써 멀지 않은 장래에 우리에게 전개될 Computer graphics에 대한 이해를 돕고자 한다.

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A Development of a. Education On Demand Service System (주문형 교육 시스템 개발)

  • Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.2 no.1
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    • pp.60-71
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    • 1998
  • The purpose of this research is to develop a education on demand system by which general is people learn computer utilization. Nowadays computer is getting essential for everylife. However computer novice has difficulty in learning computer because computer utililization is changed rapidly. One is hard to learn computer because of lack of time and money. This system allows us to study computer at anyplace and anytime and to share educational data with learners. Therefore this system endows equal opportunity for general person to learn computer.

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A study on computer usage and mathematics (컴퓨터 활용과 수학에 대한 연구)

  • Oh, Hye-Young
    • East Asian mathematical journal
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    • v.38 no.2
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    • pp.143-164
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    • 2022
  • Computer technology in mathematics teaching-learning is not for teaching computer but for improving mathematics teaching-learning with computer. It is shown the use of computer technology comparing with traditional approach provides students more opportunities in order to approach abstract structure. Computer activity provides not only understanding concepts of analysis and opportunity to investigate theory but also effective background in teaching analysis. We analyze students' computer usage level on analysis education by using computer usage level according to role of computer technology. We try to get an useful educational implication on analysis education applying MATLAB through qualitative research.

Computer Game Usage and Needs for Education on the Prevention of Computer Game Addiction among Elementary School Children (초등학교 고학년 학생의 컴퓨터 게임 사용 실태와 중독 예방 교육 요구)

  • Oh, Won-Oak
    • Korean Journal of Health Education and Promotion
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    • v.22 no.4
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    • pp.1-16
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    • 2005
  • Objectives: This study was conducted to identify the computer game usage of elementary school children and their needs for education on the prevention of computer game addiction. Methods: The subjects of this study were 455 elementary school children. The data were collected from an open and structured questionnaire on the subjects' computer game usage and their needs for education on the prevention of computer game addiction. Results: The boys played computer games more than the girls. There were statistical differences in the durations of the computer game use, the main locations of the computer games they played, the times of the day when they used computers, the times of the day when they played computer games, the number of times in a week they visited Internet cafes, what motivated them to play computer games, and their partners in playing computer games according to gender. From an analysis of 714 statements of the subjects with respect to their need to be educated on computer game addiction prevention, six domains and 19 themes were drawn. The six main domains identified were Definition & Status, Etiology & Process, Influences, Prevention, Diagnosis & Coping with Computer Game Addiction, and General Information on Computer Games. This study results revealed that elementary school children have to be comprehensively educated on how to prevent computer game addiction. Conclusion: A computer game addiction prevention program concerning these themes and domains must be developed. A study should also be conducted to identify the educational needs of parents of elementary school children on computer game addiction prevention.

Wearable Computer (패션으로 만나는 컴퓨터)

  • Ahn, Young-Moo
    • Journal of Fashion Business
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    • v.11 no.4
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    • pp.173-182
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    • 2007
  • The concept of wearable computer says to be able to connect to network freely without restrict of place and time through the garment that contain the wire and circuit. Thereby we can realize the ubiquitous circumstances. Wearable computer plays a role of center in controlling the electronic equipments under the ubiquitous circumstances and also it will become the main stream of the future computer development. The current wearable computer displays ugly appearance by attaching the parts of computer on the garment instead of installing them in the box. However, as size of computer components are minimized and it's speed is getting faster, it is certain that wearable computer will evolve as fashionable computer, still retaining garment's original purpose such as fitting and fasion even though the computer is being installed to the clothing. This study reviewed about components, future market share, developed goods, human-being becoming cyborg, application area, restrict and on-going research of wearable computer.

Trends and Development of Computer Forensics in Korea (국내 Computer Forensics의 연구동향과 발전방향)

  • 김종섭;김귀남
    • Convergence Security Journal
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    • v.3 no.1
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    • pp.7-22
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    • 2003
  • The legal dispute of electronic commerce and computer crimes are increasing because the electronic services like e-government and e-commerce are now widely used. Computer Forensics becomes the method for recovery, preservation, analysis and report regarding digital evidence essential to resolve the legal dispute and computer crime. In this paper, the developmental process of Computer Forensics is discussed. It is intended to elicit constructive discussion regarding the domestic Computer Forensics. And this discussion will be of help to establish the secure e-business and e-government services in the field of the research, legal system and technical skill of domestic Computer Forensics.

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Study on Method to activate Computer Assisted Education at Elementary Education Stage (초등교육에서의 컴퓨터 교육 활성화 방안에 관한 연구)

  • Kim, Dong-Jhoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.485-492
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    • 2009
  • The purpose of this study is to allow all of the instructors including field instructors to understand relation between school education and computer, generalize and analyze basic data required to acquire basic knowledge to help utilizing the computer for education and seek for understanding. This study intented to present a method to activate computer education focused on utilization education at the elementary education stage. Accordingly, those computer educations on middle/high schools and universities and through social educations have been excluded from the object of the study. In order to conduct fruitful computer education, several supporting systems should be equipped completely such as teachers, facilities, software, etc. Especially, practical experience of using computer is the most important element in the computer education, every school should be equipped with computers to prepare for its generalization. Roles of the teachers have also very important influence on it. Research and development of education software require expert knowledge and enormous time and effort and the developed software should be followed by the systematic evaluation on its quality.

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Social aspects of computer based mathematics learning (컴퓨터를 활용한 수학학습에서의 사회적 측면)

  • 류희찬;권성룡
    • Journal of Educational Research in Mathematics
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    • v.9 no.1
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    • pp.263-278
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    • 1999
  • Computer with various powerful functions has profound potential for mathematics instruction and learning. As computer technology progress, its applicability to mathematics education become more comprehensive. Not only its functional development but various psychological positions also changed the way computer technology utilized in mathematics education. In behaviorist's perspective, computer viewed as a teaching machine and constructivist viewed computer as microworld where students could explore various mathematical contents. Both theoretical positions emphasized individual aspect of learning because behaviorist tried to individualize learning using computer and constructivist focused on the process of individual construction. But learning is not only a individual event but also a social event. Therefore we must take social aspect into account. This is especially important when it comes to computer based learning. So far, mathematics loaming with computer weighed individual aspect of loaming. Even in microworld environment, learning should be mediated by teacher and collaborative learning activities. In this aspect, the roles of teacher and peers are very important and socio-cultural perspective sheds light on the computer based learning. In socio-cultural perspective, the idea of scaffold is very important in learning and students gradually internalize the social dimension and scaffolding is gradually faded. And in the zone of proximal development, teacher and more competent peers guide students to formulate their own understanding. In sum, we must take following points into account. First of all, computer should not be viewed as a medium for individualized teaming. That is, interaction with computer should be catalyst for collaborative activities with peers. So, exploration in computer environment has to be followed by small group activities including small group discussion. Secondly, regardless of the role that computer would play, teacher should play a crucial role in computer based learning. This does not mean teacher should direct every steps in learning process. Teacher's intervention should help student construct actively. Thirdly, it is needed to conceptualize computer in learning situation as medium. This would affect learning situation and result in the change of pre-service and in-service teacher training. Computer to be used effectively in mathematics classroom, researches on assessment of computer based learning are needed.

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AIMS: AI based Mental Healthcare System

  • Ibrahim Alrashide;Hussain Alkhalifah;Abdul-Aziz Al-Momen;Ibrahim Alali;Ghazy Alshaikh;Atta-ur Rahman;Ashraf Saadeldeen;Khalid Aloup
    • International Journal of Computer Science & Network Security
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    • v.23 no.12
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    • pp.225-234
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    • 2023
  • In this era of information and communication technology (ICT), tremendous improvements have been witnessed in our daily lives. The impact of these technologies is subjective and negative or positive. For instance, ICT has brought a lot of ease and versatility in our lifestyles, on the other hand, its excessive use brings around issues related to physical and mental health etc. In this study, we are bridging these both aspects by proposing the idea of AI based mental healthcare (AIMS). In this regard, we aim to provide a platform where the patient can register to the system and take consultancy by providing their assessment by means of a chatbot. The chatbot will send the gathered information to the machine learning block. The machine learning model is already trained and predicts whether the patient needs a treatment by classifying him/her based on the assessment. This information is provided to the mental health practitioner (doctor, psychologist, psychiatrist, or therapist) as clinical decision support. Eventually, the practitioner will provide his/her suggestions to the patient via the proposed system. Additionally, the proposed system prioritizes care, support, privacy, and patient autonomy, all while using a friendly chatbot interface. By using technology like natural language processing and machine learning, the system can predict a patient's condition and recommend the right professional for further help, including in-person appointments if necessary. This not only raises awareness about mental health but also makes it easier for patients to start therapy.