• Title/Summary/Keyword: computer textbook

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A Design Elements for Visualizing Online Learning Activity Data (온라인 학습 활동 데이터의 시각화를 위한 요소 설계)

  • Hur, YunA;Lee, DongYub;Lim, HeuiSeok
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.143-145
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    • 2017
  • 최근 IT 기술이 발전함에 따라 교육형태도 많이 발전되고 있다. 특히 IT 기기를 활용할 수 있는 온라인 교육에 집중되고 있다. 온라인 교육 시스템 중 하나인 MOOT(Massive Open Online Textbook)이 주목받고 있다. MOOT는 텍스트 중심의 교육 기반이며, 온라인 교재 내에 실습환경이 있어 언제 어디서나 학습자가 자기주도적인 학습을 할 수 있도록 도와준다. 온라인을 통해 학습하기 때문에 수많은 학습자의 학습현황을 쉽게 파악할 수 없는 문제점이 제기되었다. 따라서 본 논문에서는 데이터 결과를 한 눈에 파악할 수 있도록 시각화를 제안하여, MOOT시스템 내에서 학습한 고려대학교 343명의 학생 데이터를 기반으로 학습자 데이터 시각화를 설계하였다.

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A Design of Self-directed Problem Solving Learning Model using Digital Textbooks (디지털 교과서를 활용한 자기주도 문제해결학습 모형 설계)

  • Jeon, Da-in;Chu, Soek-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.231-234
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    • 2014
  • 본 논문에서는 디지털 교과서를 활용한 자기주도 문제해결학습 모형을 제안한다. 이 모형은 디지털 교과서를 활용한 수업에 대한 선행 연구 분석을 통해 디지털 교과서를 이용했을 때의 장점을 극대화하는 방향으로 설계되었다. 디지털 교과서를 활용했을 때 학습의 주도권이 교사에서 학생으로 넘어올 수 있도록 학생들이 디지털 교과서를 통해 제공되는 자료를 ICT 도구를 활용해 스스로 분석 정리하고 이러한 일련의 활동을 통해 학생들이 공부하는 방법을 자연스럽게 깨우치도록 하는 데 이 모형의 궁극적인 목적이 있다. 위와 같은 디지털 교과서를 활용한 자기주도 문제해결학습 모형을 학교 수업에 적용했을 때 기대되는 효과로는 문제해결력 향상, 학습에 대한 능동성 강화, 학습동기 증진, 수준별 학습 가능 등이 있다.

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A Comparative Analysis on Software Education Unit in Practical Arts Textbooks based on 2015 Revised National Curriculum

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.2
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    • pp.217-225
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    • 2019
  • In this paper, we proposed comparison of software education units according to 2015 Revised National Curriculum. Comparative analysis of 6 Practical Arts textbooks was conducted especially on the software education units. The analysis criteria were decided to be unit system, unit structure, learning objectives, the way of placing contents, activities, supporting materials, providing resources, and evaluation. As a result, the software education units have secured a lot of quantity compared to the total number of units. And the affective domain of the learning objectives is shown to be lacking. All the textbooks were uniformly arranged the component of contents described in 2015 revised national curriculum. Cooperative activities are strengthened compared to the previouse curriculum. On the other hand, evaluations have a large variation among textbooks and some have fewer types.

Exploring Factors Affecting the Emotions of Middle School Students toward Using Digital Textbooks

  • LEE, Sunghye;SUNG, Eunmo
    • Educational Technology International
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    • v.21 no.1
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    • pp.97-123
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    • 2020
  • The purpose of this study is to investigate the emotions of students toward using digital textbooks, and to examine the factors affecting the emotions. This study examined the relationship between individual characteristics and computer usage, students' emotions, and the perceived learning effects. For this study, 2,950 1st grade middle school students participated in a survey which measured individual characteristics, computer usage behavior, emotions toward using digital textbooks, and perceived learning effects of digital textbooks. The results showed that positive emotions toward using digital textbooks were higher than negative emotions. The students' positive emotions were most affected by intrinsic motivation, self-regulated learning, and student's use of computers for learning and entertainment. Similarly, perceived learning effects were positively correlated to intrinsic motivation and self-regulated learning, but the students' positive emotions towards using digital textbooks was the strongest predictor. Digital textbook efficacy was the most influential factor that affected the students' negative emotions, while computer addiction was associated with negative emotions.

A Study on Software Startup Education for High School Students (고등학생 대상 소프트웨어 스타트업 교육을 위한 연구)

  • Seo-Ra Kim;Young-Jun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.385-386
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    • 2023
  • 2022 개정 교육과정에서 정보과 융합 선택 과목인 소프트웨어와 생활이 신설되었다. 교과의 '가치를 창출하는 소프트웨어' 단원은 소프트웨어 스타트업의 프로젝트 수행 과정에 대한 이해를 바탕으로 소프트웨어 구현능력을 성취 기준으로 제시하고 있다. 그러나, 고등학생 대상 소프트웨어 스타트업 교육 방법에 대한 국내연구가 거의 없어 교과용 도서 개발에 어려움을 주고 있다. 이에 본 연구에서는 2022 개정 교육과정과 소프트웨어 스타트업 교육에 대한 국외 연구를 분석하여 고등학생 대상 소프트웨어 스타트업 교육의 방향을 제시하였다. 본 연구에서 제시된 내용은 소프트웨어와 생활 교과용 도서를 개발하는 데 도움이 될 것으로 기대된다.

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Problem Analysis and Recommendations of CPU Contents in Korean Middle School Informatics Textbooks (중학교 정보 교과서에 제시된 중앙처리장치 내용 문제점 분석 및 개선 방안)

  • Lee, Sangwook;Suh, Taeweon
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.4
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    • pp.143-150
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    • 2013
  • The School Curriculum amend in 2007 mandates the contents from which students can learn the principles and concepts of computer science. Computer Science is one of the most rapidly changing subjects, and the Informatics textbook should accurately explain the basic principles and concepts based on the latest technology. However, we found that the middle school textbooks in circulation lack accuracy and consistency in describing CPU. This paper attempted to discover the root-cause of the fallacy and suggest timely and appropriate explanation based on the historical and technical analysis. According to our study, it is appropriate to state that CPU is composed of datapath and control unit. The Datapath performs operations on data and holds data temporarily, and it is composed of the hardware components such as memory, register, ALU and adder. The Control unit decides the operation types of datapath elements, main memory and I/O devices. Nevertheless, considering the technological literacy of middle school students, we suggest the terms, 'arithmetic part' and 'control part' instead of datapath and control unit.

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-Kyun;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.293-299
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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.

Development of a STEAM Program to Learn the Principles of Quantum Mechanics by applying the Gamification Mechanism (게이미피케이션 메카니즘을 적용한 양자역학 원리를 배우는 STEAM 프로그램 개발)

  • Ko, Daehoon;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.507-518
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    • 2016
  • In this paper, in order to offer the opportunity to indirectly experience STEAM education and the profession of a quantum computer professional, one of computer experts as a promising occupation of the future, its correlation to the national curriculum was analyzed. STEAM educational program in this paper was developed through which the third or fourth graders in elementary schools can learn about a quantum computer expert and think about it in relevance to their future careers. Yet, it's almost impossible for the students to understand the basic theories of quantum computer based on quantum mechanics, one of most difficult areas of physics. Accordingly, in this proposed textbook, gamification mechanism was applied to arouse students' interest. Moreover, the textbook was developed and applied to the field directly in the way that students would be able to indirectly experience quantum spin, one of most basic principles of quantum computer, quantum cryptography related to quantum computer, incomplete quantum computer and etc. The STEAM educational program for future careers offered in this research is expected to create positive effects for students to explore careers relevant to IT, and to develop related qualities.

Design and Implementation of Repeatable and Short-spanned m-Learning Model for English Listening and Comprehension Mobile Digital Textbook Contents on Smartphone

  • Byun, Hye Won;Chin, SungHo;Chung, Kwang Sik
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.8
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    • pp.2814-2832
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    • 2014
  • As information society matures to an even higher level and as information technology becomes a necessity to our everyday lives, the needs to develop, support and satisfy personal and social needs without the limitation of time, space, and location have become a vital point to everyday lives. Smartphone users are increasing at a staggering rate but the research on mobile-Learning model and the implementation of m-Learning scenario are still behind the needs of the users. Therefore, this paper focuses on the design of 'repeatable and short-spanned m-Learning model' to meet the needs of the learners who are on the go and on the move with their smartphones. Smartphone users frequently reach out for their phones but compare to the frequencies, the actual span of time they spend per use are relatively and surprisingly short. One way to understand this phenomenon is that the users tend to immediately replace their smartphones with laptops or desktops whenever they are available. A leaning model was needed to reflect this short and frequent use, a use that is solely based on the smartphone environment. This proposed learning model first defines this particular setting and implements the model to real smartphone users over an 8 week period. To understand whether different learning backgrounds can influence this model, different schools with online and offline learning channels participated in the experiment. User survey was conducted after the experiment to get a better understanding of the smartphone users. Pretest and posttest were conducted before and after the experiment and the data were validated and analyzed using SPSS version 18.0 for PC. Preliminary descriptive statistics, multiple regression and cross validation was conducted for the analysis. The results showed that the proposed English Listening and Comprehension Mobile Digital Textbook (ELCMDT) had a positive effect on the learners in general and was more effective for learners who were already experienced with online learning.

Development of the Educational Database of Picture Data for the Korean Geography Course of High School (고등학교 한국지리 교육용 영상자료 데이터베이스 개발)

  • Kwon, Dong-Hi
    • Journal of the Korean association of regional geographers
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    • v.4 no.2
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    • pp.65-77
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    • 1998
  • One of the fundamental, important preconditions for effective teaching of geography is to collect a variety of picture data available for class and to manage the data systematically. The purpose of this study is to present one method about how to supply basic picture data available for class of Korean geography for the high school program to teachers in service and how to collect, manage and utilize the data. A total of 233 picture data related to contents of the textbook of Korean Geography have been gathered through this study, and a database has been constructed for the data. Directories were generated for individual units of the textbook, and the collected picture data was stored in the image file of each directory. This data was recorded in a CD and attached as an appendix. Since the primary purpose of this study is to suggest one method, the picture data in a database for the present study is just a fraction of lots of data available for class of Korean geography. If the user persistently enlarges and manages data based on the results of this study, the data will become a good instructional aid. The picture data can be printed over the transparent film and used for class by using the overhead protector (OHP), or it can be also used as a remote self-study tool through the computer telecommunications network (e.g., LAN or INTERNET. etc,). Most desirable, however, is to develop teachers' own method by taking account of separate units of the textbook or diverse educational environments.

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