• Title/Summary/Keyword: computer based practice

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Engineering Experiments and Practices on Measurement and Control using Graphical Program (그래피칼 프로그램을 이용한 계측 및 제어 공학 실험실습)

  • Ghaly, Mikhail;Choi, Seong-Joo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.1
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    • pp.65-71
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    • 2012
  • This paper introduces computer based practice for engineering education through using NI-ELVIS and virtual instruments of LabVIEW as application software. Different laboratory experiments "Labs" will be presented as convenient paradigms of adopting computer based practice for the efficacy of engineering education. Remote labs as web/internet or network-enabled controlled by remote server computer have been extensively used by a number of universities, national laboratories and companies for different kind of application around the globe. Overtime, as technology proceed in its progress, more developed techniques are being used particularly in the field of engineering education.

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Stress, Interpersonal Relationship, Learning Perception and Self-Efficacy of Nursing Students in Team Based Learning Simulation Practice

  • Lee, Mi-Ok
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.11
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    • pp.73-79
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    • 2017
  • The purpose of this study was to identify differences in stress, interpersonal relations, learning perceptions and self-efficacy of nursing students participating in team based learning simulation practices. The study group consisted of 24 students in the third grade who attended nursing college. Data were collected using questionnaires. The collected data were analyzed by SPSS 22 version's descriptive statistics, t-test, and paired t-test. The results showed that stress and learning perceptions were significantly different according to gender, leave of absence in pre and post - test. After the practice of team - based simulation, the stress of nursing college students decreased and interpersonal relations and self - efficacy were improved. The results of this study showed that nursing students' gender and absence of school should be considered in the team - based simulation. Further research on team based simulation practice involving interpersonal relationships is needed.

A Development of The Practice Subject in Electronic Circuit Textbook of Industrial High School (실업계 고등학교 전자회로 실습 과제 개발)

  • Jang, Ki Hoon;Lim, Dong Gyun;Shin, Seung Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.276-279
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    • 2010
  • This paper is about a development of effective practice subject in electronic circuit textbook of industrial high school. This paper introduces generally about the practice subject in electronic circuit textbook of industrial high school of the 7th National curriculum and presents problem of current practice and makes an alternative idea that improve current practice. The contents of current electronic circuit textbook of industrial high school have variety topics and these topics are independence and separated. So students have some problems to apply of learned knowledge. Therefore, researcher improved the various electronic circuit practice in current electronic circuit text book and added new practice and manufactured a electronic circuit module based on these circuits. And researcher suggested new practice subject what useful electronic equipment that assembled module of result of electronic circuit practice of each section. When the last subjects are accomplished the students may have feel of achievement and high study effect from these practice. The practice subjects of this paper were manufactured after verification and tested it's performance by computer simulation program I hope that these new practice subjects make effective understanding and application of electronic circuit for student.

Computer- Practice Classwork Management System for Improving Student's Attention to the Class (수업집중력 향상을 위한 컴퓨터 실습수업 관리 시스템)

  • Song, Byoung-Chol;Suh, Tae-Weon;Jung, Soon-Young
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.57-69
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    • 2009
  • Generally, teaching in computer Labs is more difficult than teaching in a normal class for teachers to give students systematic learning. One of the reasons is that the students who participate in the class tend to use the programs that are not related to the practice included in the curriculum. Therefore, the students cannot focus on the subjects that they should do. To solve this problem, there are many kinds of systems that can control the students' computers. However, they cannot help teachers to manage the students and computers due to the inconvenience of usage and the lack of functions. In this study, we analyzed the problems in the computer-practice classwork and designed a new system to support that the students can participate in the computer classes with more attention. In addition, it is offered that the computer teachers can manage the classes and the students more efficiently with this new system. For these purposes, the effects mentioned were approved before in the real lab situations. Experimental results showed that the proposed system can improve the rate of the students attention, leading them to get better grades on the achievement test.

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Effects of Computer Game on Children's Spatial Skills and Short-term Memory Ability (컴퓨터 게임이 아동의 공간기술과 단기기억에 미치는 효과)

  • Yi, Soon Hyung;Suh, Bong Yeon;Lee, So Eun;Sung, Mi Yong
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.293-306
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    • 1999
  • This study investigated children's spatial skills and short term memory ability based on their practice with computer games. The 40 four-year-old and 40 six-year-old subjects were divided by experimental and control groups. Spatial skills of children were assessed by visual speed, mental rotation, and spatial visualization tasks. Short term memory was measured with a digit span task. Results showed that computer game practice enhanced children's memory ability and spatial skills. Even 4-year-olds performed better on mental rotation and spatial visualization tasks after practice. The treatment effect was significant for visual speed of 6-year-olds, short term memory ability and mental rotation of 4-year-olds, and spatial visualization of both 4- and 6-year-olds.

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A Case Study on the Development of Learning-Instruction for Computer Network Courses and CCNA Certification (컴퓨터 네트워크 교과목 수업과 CCNA 인증을 위한 교수학습 개발에 관한 사례 연구)

  • Kim, No-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.229-240
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    • 2013
  • This study critically review the textbooks and the syllabus of computer network courses currently used at universities, and the specifications of the certifications concerned to provide the students with the competitive and optimized course contents. Considering the vitality of the practicum in the computer network courses, we also suggest a new learning-instruction case study that focuses on the practice by analyzing the computer network practice test simulators which are certified nationally and the internationally. The proposed learning-instruction case study for computer network courses includes the weekly core lessons and contents, study goals and key points, the practice theme, handy tools based on two track of lecture and practice. Therefore it is expected to be a quite resourceful and practical teaching plan for the teacher, and a highly achievement of learning outcomes through motivation which can facilitate CCNA certification enrolling in the field of network aspect for the learner.

The Effects of computer Games on Children's Spatial Cognitive Skills (컴퓨터 게임이 아동의 공간인지 기술에 미치는 효과)

  • Lim Song Mi;Yi Soon Hyung
    • Journal of the Korean Home Economics Association
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    • v.42 no.10 s.200
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    • pp.79-89
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    • 2004
  • This study was designed to investigated children's spatial cognitive skills as based on their practice with computer games. The sixty children were divided into 3 groups there were twenty children in experimental group 1 (the geometric game experimental group), twenty children in experimental group 2 (the arcade game experimental group), and twenty children in the control group. The sSpatial cognitive skills of the children were assessed according to by visual speed, mental rotation, and spatial visualization tasks. The rResults showed that computer game practice enhanced the children's spatial skills (visual speed, mental rotation and, spatial visualization). The c Children's mental rotation and spatial visualization showed a significant difference with the type of computer game.

Use of Music Technology in Music Therapy (음악치료에서의 음악테크놀로지 활용)

  • Park, Ye Seul
    • Journal of Music and Human Behavior
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    • v.12 no.2
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    • pp.61-77
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    • 2015
  • The purpose of this study was to investigate music therapists'use and perception of computer-based music technology. Questionnaires were distributed either electronically or in-person to 367 music therapists with credentials. Of the 367 initially distributed questionnaires, 101 were returned and 61 were analyzed after excluding 40 incomplete responses. The survey was comprised of two sections: the use of music technology and perceived importance of music technology in music therapy practice. The results showed that 65.6% of the respondents had used music technology in their clinical practice. The most frequently used type of music technology was Finale, followed by Garage band, and Cubase. With regard to the areas where music technology was used, it was implemented primarily for adolescents for musical or emotional goals, and was applied most frequently as a musical resource. In addition, most respondents showed a positive attitude toward music technology and added that they would need to be trained to use music technology for their clinical practice. These results provide practical information on how music therapists use and perceive computer-based music technology, and its implication for music therapy clinical practice.

A practice on performance testing for web-based systems Hyperlink testing for web-based system

  • Chang, Wen-Kui;Ron, Shing-Kai
    • International Journal of Quality Innovation
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    • v.1 no.1
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    • pp.64-74
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    • 2000
  • This paper investigates the issue of performance testing on web browsing environments. Among the typical non-functional characteristics, index of link validity will be deeply explored. A framework to certify link correctness in web site is proposed. All possible navigation paths are first formulated to represent a usage model with the Markov chain property, which is then used to generate test script file statistically. With collecting any existing failure information followed by tracing these testing browsed paths, certification analysis may be performed by applying Markov chain theory. The certification result will yield some significant information such as: test coverage, reliability measure, confidence interval, etc. The proposed mechanism may provide not only completed but also systemic methodologies to find any linking errors and other web technologies errors. Besides, an actual practice of the proposed approach to a web-based system will be demonstrated quantitatively through a certification tool.

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Design and Implementation of Software Program based on Web for Basic Electronic Circuit Practice (기초전기전자회로 실습을 위한 웹 기반 소프트웨어 프로그램의 설계 및 구현)

  • Lee, Young-joo;Hwang, Joon-won;Hwang, Dae-min;Yun, Kyung-min;Lee, Bo-Gon;Yu, Seon-Tae;Moon, Il-Young
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.113-117
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    • 2015
  • In this academic paper, we introduce a bread board simulation which is developed based on HTML language. this program is developed because actual electronic practices have some problems. Electronic circuit practice using bread board is widely practiced in colleges or high schools in South Korea, but actual electronic circuit practice needs lots of consumable stuff, and they are needed to be purchased and managed continuously. Besides, composing complicated electronic circuit restricts the efficiency of studying. Therefore, we propose breadboard simulation program which helps to resolve those problems.