• Title/Summary/Keyword: cyber elementary school

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Instructional Design of Self-directed Information Communication Ethics Education based on the UCC Dramatization Learning (UCC 활용 극화학습 기반 자기주도적 정보통신윤리교육 수업 설계)

  • Kim, Hyun-Bae;Mun, Jeong-Hee
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.561-570
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    • 2010
  • In recent years, we can see attempts to take advantage of UCC in a way of the education. But in the precedent studies there are not many guidance plans to help teachers apply UCC in the classroom. The purpose of this paper is to suggest a guidance plan to help teachers apply UCC in the classroom and to analyze the effect of educational using UCC Dramatization learning model on the expanding of students' self-directed learning ability in the information communication ethics education. For this, first, a teacher executes preliminary inspection about self-directed learning ability second, students study about "how to prevent them from cyber crime" using UCC Dramatization learning model. Third a teacher executes post inspection about self-directed learning ability and measures the degree of improvement on self-directed learning ability. The final step is to extract the implications from the analysis of the experiments.

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Design of a Curriculum Model for Information Ethics Education in College of Education on Students View (학습자 입장에서 살펴본 교원양성 대학에서의 정보윤리교육을 위한 교육과정 모델 설계)

  • Kim, Seong-Sik;Cho, Seong-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.33-41
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    • 2008
  • To solve the problems of lack of professional knowledge and teaching method for Information Ethics in the school, In this study we designed a curriculum model on point of students of educational colleges for Information Ethics Education(IEE) in the college that many researchers had mentioned. The contents in IEE curriculum included opinions of them who will be teachers of elementary or middle, high schools in the future. Also, For imbalance of reverse functions-oriented contents of information society in present, In the first, we made up 5 content fields: "In formation Society", "In formation Ethics", "Cyber-Etiquette", "Reverse Functions and Conquest", "Teaching method". In the second, we reflected opinions and demands of active teachers. Finally, In oder to check the validity of curriculum that designed in this study, we had expert group of education examine the validity of IEE curriculum design.

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Effects of Teachers' Personal Backgrounds and Training Experiences on Digital Textbook Usage Competency, Understanding, Recognition of Effectiveness, and Attitude (교사의 개인배경과 연수경험이 디지털교과서 활용역량, 이해수준, 효과성 인식 및 태도에 미치는 영향)

  • Lim, Keol;Park, Sang-Hoon;Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.53-61
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    • 2016
  • This study aimed to understand the effectiveness of teachers' backgrounds and digital textbook training experiences on digital competency, understanding of the digital textbook, perception of the digital textbook effectiveness and attitude toward the digital textbook. A total of 101 valid elementary, middle and high school teachers participated in the survey and the data were analyzed using the SPSS statistical package. As a result, male teachers showed higher digital competency than female teachers. Also, teachers who experienced with digital textbook training understood more about the digital textbook. It was suggested that a newly structured professional development program for the digital textbook considering teachers' personal backgrounds should be developed.

Parental Mediation Strategies on Online Gaming (자녀들의 온라인 게임 이용에 대한 부모 중재 전략)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.63-78
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    • 2015
  • This study explored parental mediation strategies of children's online gaming and their relevant variables which could influence on them. A survey to 379 parents with elementary, middle, highschool, and college aged children revealed 7 distinctive parental mediation strategies of children's online gaming, that is, 'instructive', 'co-playing', 'rule-based', 'restrictive', 'technological', 'government regulation-dependent', and 'active guidance' mediation. Also, the results showed that there was significant relation between the parental mediation strategies, characteristics of parents, and characteristics of children. This study holds its significance in identifying the parental mediation types reflecting media characteristics of online games and Korean social and cultural context.

Influence of eating habits on psychological satisfaction with Food: A mediation effect of unbalanced eating habit among parents (심리적 식생활 만족도에 미치는 식습관 관련 변인연구 : 학부모 대상의 MSG 사용에 따른 편식행동감소 매개효과)

  • Lee, Bitna;Choi, Younyoung;Shine, Eunha;Kim, Minji
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.295-304
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    • 2021
  • The purpose of this study aimed to examine the effect of use of MSG, balanced eating habit, perceived life happiness on psychological satisfaction with food in elementary, middle, and high school parents. In addition, the mediation effect of reducing unbalanced eating habit on the relationship between psychological satisfaction with food and use of MSG. For this analysis, 800 samples were collected from parents in Seoul metropolitan area. Regression analysis and mediation analysis with boostrapping were conducted. The findings of this study were as follows: (1) Group using MSG is more satisfied with food-related life than group not using it. (2) Perceived life happiness and healthy eating habit were positively related to satisfaction with food-relate life. Lastly, (3) Reducing of unbalanced eating habit was a partial mediator of the relationship between use of MSG and satisfaction with food-related life. It suggests that there is an association between use of MSG and satisfaction with food-related life, the positive effects of which may be mediated by expectancy of reducing unbalanced diet.

Relationship between handwashing practices and infectious diseases in Korean students (한국 학생의 손씻기 실천과 감염병 이환과의 관련성)

  • Zhang, Dong-Fang;Lee, Moo-Sik;Hong, SuJin;Yang, Nam-Young;Hwang, Hae-Jung;Kim, Byung-Hee;Kim, Hyun-Soo;Kim, Eun-Young;Park, Yun-Jin;Lim, Go-Un;Kim, Young-Tek
    • Journal of agricultural medicine and community health
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    • v.40 no.4
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    • pp.206-220
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    • 2015
  • Objectives: The purpose of this study was to investigate the association between practice and infectious diseases in elementary, middle and high school students. Methods: In 16 metropolitan cities and province of the Korea, the students who from fourth grade of elementary school to third grade of high school were surveyed by personal interviews and an web-based online survey from 5 to 25 September, 2014. We analyzed data with chi-square test and logistic regression analysis. Results: Common cold, diarrhea, and eye infections were more prevalent among students in higher grade than lower grade. In particular, common cold was more prevalent among girls than boys, using hand sanitizer than washing with soaps, and students who wash the dorsal side of hand than not wash the dorsal side of hand. Conclusions: Higher-grade students showed low status of hand washing practice. Hand washing was determined as the fact which influences to increase the prevention of communicable disease such as common cold. Considering the fact that youth groups have higher risk of being infected due to their group life, schools are recommended to provide adequate educations regarding proper hand washing practice with soap.

Development and Usage of Interactive Digital Linear Algebra Textbook (대화형 수학 디지털교과서 개발과 활용 사례 연구 - 선형대수학을 중심으로-)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
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    • v.31 no.3
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    • pp.241-255
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    • 2017
  • The 4th industrial revolution is coming. In order to prepare for the new learning environment with it, we may need digital mathematics textbooks that fully utilize all possible technologies. So various attempts have been made in elementary and middle school mathematics education. However, despite the importance of higher mathematics, we haven't seen a best possible math digital textbooks yet in Korea. In this paper, we introduce our new model of interactive math digital textbook about Linear Algebra/ Calculus/ Differential Equations/ Statistics/ Engineering Math. Especially, this manuscript focuses on our experience of using digital contents and interactive labs for developing a new model for linear algebra digital textbook. We introduce our works on linear algebra digital textbooks which include pdf e-book, web contents, video clips of lectures, interactive lab. Using this linear algebra digital textbook, students can freely use any mobile devices to access diverse learning materials, lessons, and hands-on exercises without any limitations. Also, times saved in the computation, coding, and typing process can be used to have more discussions for deeper understanding of mathematical concepts. This type of linear algebra digital textbook, which contains all interactive free cyber-lab with codes and all lectures for each sections, can be considered as a new model for the next generation of math digital textbook.

Comparative analysis of students and teachers' perceptions on internet-based learning style (사이버 학습에서 학습양식에 대한 학습자와 교수자의 인식차이 분석)

  • Cho Eun-Sun;Kim In-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.19-30
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    • 2005
  • This study examined student's and teachers' perceptions of learning style on internet-based learning. Many research have studied student's learning style both in traditional learning settings and inter-based learning settings. These studies emphasized that student's learning style is one of the important indicators of establishing learning strategies and expecting positive learning outcomes. However, it has been rare to find the comparative analyses between learners and teachers to see how differently they perceive the learning style on internet-based learning. This study analyzed 386 elementary and 627 middle school students and 130 cyber teachers. They filled out the 15 items questionnaire on internet-based learning style. The results showed that the student's and teachers preferred the self-directed internet learning style rather than cooperative and dependent styles. However, the teachers judged the students more self-directed and dependent style preferred than the students self perception. In conclusion, this study suggests the differentiated teaching-learning design and development strategies on internet learning, especially based on subject matter. Also, there should be advanced tutor strategies considering learners' different learning styles. Finally, many research on internet learning styles should be conducted in various learning areas and learner ages and characteristics.

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The effects of economy education through MMORPG (온라인 게임을 통한 아동 경제 학습 효과 분석)

  • Wi, John-H.;Oh, Na-Ra;Kim, Yang-Eun
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.13-22
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    • 2005
  • The research is a study on the effects of MMORPG (Massively Multi-player Online Role Playing Game) utilized in educational program. We investigated the possibilities of online game as an educational tool, especially in the field of economy education. Students have been taught market, price, profit, scarcity of goods etc., and then they played an online game we provided. Students manufactured cyber goods and also sold or bought various materials to maximize their profits. A experimental group was compared with a control group on measures of economic self-efficacy, motivation for economic learning, and attitude for economic learning, economic self-efficacy and motivation for economic leaning scales consist of 2 factors and attitude for economic leaning consists of 1 factor. Participants were 5th grade elementary school students(experimental group: 154, control group: 158). After the experiment, students' self-efficacy and motivations for economy learning have increased significantly. It has been found that students understand more easily the difficult economic terms such as' inflation', 'price setting', 'scarcity of goods etc. Their motivations for economy learning also increased significantly. This result indicates that online games have the potentiality that can be utilized as an educational tool.

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Multicultural Policy Implications Derived for the Multicultural Children's Cognitive Abilities and Autonomy about an Empirical Analysis (다문화정책의 시사점 도출을 위한 다문화가정아동의 능력지각과 자율성에 관한 실증적 분석)

  • Jeong, Mun-Gyung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.189-196
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    • 2013
  • This study perceived multicultural children's ability to look at the impact of autonomy in the multicultural families to derive policy implications using SPSS 19.0 and AMOS 19.0 empirical analysis. To this end, in the area of A metrocity and Y city targeting elementary school autonomy on the final survey data were analyzed. The results of this study revealed the following: First, multicultural children's social skills and self-perceived ability to influence the psychological wellbeing of the two perceptual effects were. Second, multicultural children's psychological well affect its autonomy was found to be third, multicultural children's social skills and self-perceived ability to influence the perception of autonomy was the effect. As a result, the empirical analysis The results obtained by the analysis of the independent variable perceived social skills and personal skills perceived to affect the psychological wellbeing of the dependent variable autonomy also appeared to affect the result of these two effects through causal multicultural that is meaningful to the child's ability to assume that perception were found.