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      • KCI등재

        안드로이드 기반 비만 관리 애플리케이션 개발

        현동림(Dong-Lim HYUN),송경철(Kyung-Chul SONG),김은길(Eun-Gil KIM),김종훈(Jong-Hoon KIM) 한국수산해양교육학회 2011 水産海洋敎育硏究 Vol.23 No.4

        This thesis is the study about application development for management obesity and personal health matters systematically based on Android smart phone system. Growing obesity problem for students organized by the lack of a device or program to manage at home has been favored as a serious problem. Currently developed smart phones has come into wide use by portable features and many applications. And to support populations of these features smart phones will be available for obesity management in your home without any equipment using. Accordingly, this paper is the study about application development for management obesity for growing students at home based on the latest smart phone platform Android.

      • KCI등재

        위치기반서비스를 활용한 안드로이드 퀴즈 애플리케이션 구현

        현동림(Dong-Lim HYUN),김종훈(Jong-Hoon KIM) 한국수산해양교육학회 2012 水産海洋敎育硏究 Vol.24 No.3

        Smartphone and Tablet PC has become a popular. So, various location-based service applications are being made in the field of advertising, games, and search. However, the location-based services application is lacking in the field of education. Therefore, this study proposes a Location-based service application for Tablet PC, which can be take advantage in school. The application was designed with these considerations in mind. First, the application to increase the participation of the students take the form of play. Second, participating students are influencing each other. Third, through the promotion of the cycle has allowed long-term operations. This application will be used usefully in an environment that students use a individual Tablet PC through the spread of e-textbooks.

      • KCI등재

        안드로이드 기반 사고 공유 마인드맵 애플리케이션 구현

        현동림(Dong-Lim HYUN),김은길(Eun-Gil KIM),김종훈(Jong-Hoon KIM) 한국수산해양교육학회 2011 水産海洋敎育硏究 Vol.23 No.2

        Mindmap is effective method to analyze informations. And, through mindmap, students can be able to grow their ability of logical reconstruction. In Modern society, people have been developing IT technology and variety of portable devices. So, Educational environments have been being changed accordingly, too. In this study, we have implemented mindmap application that based on android to share the group member’s thinking. To effective sharing, we have used mindmap technique and photo attachment feature. In this study, expert evaluation has been carried out by elementary current teachers. In result of this expert evaluation, we have obtained positive feedback at sharing function, input technique and information display. Also, teachers have gave feedbacks that they are willing to use this application in class, if classroom environment is possible.

      • KCI등재

        기출문제 분석을 통한 한국정보올림피아드 경시부문 지역 예선 교재 개발

        김태훈(Tae-Hun Kim),현동림(Dong-Lim Hyun),김종훈(Jong-Hoon Kim) 한국콘텐츠학회 2011 한국콘텐츠학회논문지 Vol.11 No.1

        본 연구에서는 한국정보올림피아드 경시부문 초등부 지역예선을 준비하고 컴퓨터 원리를 학습할 수 있는 교재를 Polya의 문제해결 단계의 원리를 적용하여 개발하였다. 교재의 내용은 학생들이 컴퓨터 원리를 학습할 수 있도록 프로그래밍의 기본이 되는 이산수학과 자료구조로 선정하였다. 개발된 교재는 J대학교의 정보영재교육원에 재학 중인 초등학생을 대상으로 투입한 뒤 기출문제를 재구성한 검사도구를 활용하여 정보올림피아드 문제해결 능력 신장에 도움이 되었음을 밝혔다. 앞으로 정보올림피아드 지도교사를 위한 지도서의 개발 및 연수 등 컴퓨터 교육을 정상화 할 수 있는 현실적인 여건이 구비되어야 할 것이다. In this study, the teaching material has been developed based on Polya's Problem Solving Techniques for preparing Korea Information Olympiad qualification and studying principle of computer. the basis of discrete mathematics and data structures were selected as the content of textbooks for students to learn computer programming principles. After the developed textbooks were applied to elementary school students of Science Gifted Education Center of J University, the result of study proves that textbook helps improve problem-solving ability using the testing tool restructured sample questions from previous test. We need guidebook and training course for teachers and realistic conditions for teaching the principles of computer.

      • KCI등재

        창의적 문제해결능력 신장을 위한 알고리즘 기반 학습 콘텐츠 개발

        김은길(Eun-Gil KIM),현동림(Dong-Lim HYUN),김종훈(Jong-Hoon KIM) 한국수산해양교육학회 2011 水産海洋敎育硏究 Vol.23 No.1

        Education is focused on how to nurture creative problem-solving skills talent in rapidly changing information society. The algorithm education of computer science is effective in improvement of students' logical thinking and problem solving capability. However, the algorithm education is very difficult to teach in elementary students level. Because it is difficult to understand abstract characteristic of algorithm. Therefore we developed educational contents based on the principle of the algorithm for improve students' logical thinking and problem-solving capability in this study. And educational contents contain interesting elements of the game. So, students will be interested in algorithm learning and participate actively through developed educational contents. Furthermore, students' creative problem-solving capability may improve through algorithm learning.

      • KCI등재

        교육용 프로그래밍 언어인 로고와 스크래치 교재 개발 및 비교 실험

        김종진(Jong-Jin Kim),현동림(Dong-Lim Hyun),김승완(Sung-Wan Kim),김종훈(Jong-Hoon Kim),원유헌(Yoo-Hun Won) 한국콘텐츠학회 2010 한국콘텐츠학회논문지 Vol.10 No.7

        지식정보화 사회에서는 보편적인 지식의 습득과 활용을 넘어 기존의 정보를 창의적으로 재활용하는 능력을 요구하고 있다. 반면 현재의 컴퓨터 교육은 소프트웨어의 활용교육에 그치고 있어 다양하고 창의적인 사고를 신장시키기 위한 교육으로는 적합하지 않다. 이에 본 논문에서는 7차 교육과정에서 교육목표로 다루고 있는 창의성이라는 주제와 학교현장에서 아동들에게 쉽게 접목시킬 수 있는 프로그래밍 언어로 로고와 스크래치를 선택, 분석하여 적용 가능한 교육 자료로 개발하고 현장에서 적용시켜 교차 분석하여 보았다. 그리고 각 언어가 학생들의 창의성 영역에 미치는 영향을 비교 분석하여 본 결과 두 언어 모두 창의성 신장에 도움이 되었다. 특히 로고는 창의성 영역 중 유창성 영역에, 스크래치는 추상성과 저항 영역에 긍정적인 영향을 주었다. Knowledge-based society requests the ability to reuse existing knowledge beyond acquirement and utilization of universal knowledge. The present education of computer, on the other hand, is biased only teaching how to use software. But it does not appropriate for the education to boost various and creative thinking. Thus, this paper carried out research on creativity to be treated in the goal of the 7th Educational Curriculum. Also it selected and analysed computer programming languages-'LOGO' and 'Scratch'. Furthermore, it develops a training material and applies to elementary students in schools. The result that it compares and analyzes the effect that each languages influence to creativity of students, both of them help to develop creativity. Especially 'LOGO' made a positive impact on fluency, 'Scratch' did on abstractness and resistance.

      • KCI등재

        현장 검증을 통한 교육용 프로그래밍 언어 교재 개발

        김종진(Jong-Jin Kim),현동림(Dong-Lim Hyun),김은길(Eun-Gil Kim),김종훈(Jong-Hoon Kim),원유헌(Yoo-Hun Won) 한국콘텐츠학회 2011 한국콘텐츠학회논문지 Vol.11 No.1

        미래를 준비하는 학생들에게 정보통신기술의 발달은 지식의 암기를 넘어 정보의 탐색 및 활용을 통해 효과적으로 문제를 해결해나가는 창의적인 능력이 요구되어진다. 컴퓨터 교육에 있어 프로그래밍 교육은 프로그래밍을 하는 과정에서 여러 문제를 접하게 되고, 해결 방안을 탐색하는 과정에서 유연한 사고를 통해 학생의 창의력을 키워준다는 여러 연구가 발표되었다. 특히 초등학생들에게 있어 학습에 용이한 EPL의 활용을 통한 프로그래밍 교육은 프로그래밍 교육을 처음 받는 학생들이 느끼는 프로그래밍 언어 자체를 익힘으로서의 어려움을 감소시켜주어 학생이 더욱 사고에 집중할 수 있도록 해준다. 이에 본 연구는 초등학생들을 대상으로 한 EPL 교육 자료 초안을 제작, 적용하여 학생들의 창의적 요소의 신장을 살펴보았다. 또한 초안 적용을 통해 도출된 개선점을 수정, 보완하여 현장에서 바로 사용할 수 있은 교육 자료(학습지, 교수학습 과정안)를 제작하였다. Students meet with many problems during programming education in computer education. In part of computer education, computer programming education have been researched. And the research have said that computer programming education have helped to increasing of students' creativity during find answer of problem through flexible thought. Especially, elementary school students, who learn to programming language for the first time, feel difficulty, when they learn computer programming. But the use of EPL reduce difficulties. So Students can focus on the thinking. Therefore, in this paper, a draft was produced and applied to observe the creative elements increasing of elementary school students. Than modify and supplement the draft through improvements to a draft obtained by applying. Also, made the educational material that can be used directly in the field.

      • KCI등재

        초ㆍ중등학생의 문제해결능력 신장을 위한 알고리즘 학습 방안 연구

        김은길(Eun-Gil KIM),김승완(Sung-Wan KIM),현동림(Dong-Lim HYUN),김종진(Jong-Jin KIM),김종훈(Jong-Hoon KIM) 한국수산해양교육학회 2011 水産海洋敎育硏究 Vol.23 No.1

        Korea is a high level of ICT infrastructure Construction in the OECD's PISA 2006. However, the purpose using of ICT was analyzed for the sake of the interest. They have been emphasized a algorithm-based computer education in conference that it was attended by government, industry and university officials. We designed an algorithm curriculum by analyze a case in international ICT training courses and research. And we were proposed various methods, such as web-based contents, play-based programs, outdoor activities and educational programming language learning for algorithm learning at levels of elementary and middle school students.

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