• Title/Summary/Keyword: Mobile education

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A Research for Digital Literacy Education Methodlogies based on Mobile Devices (모바일 기기 기반의 디지털 리터러시 교육 방안에 대한 연구)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.107-115
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    • 2020
  • The computing environment is rapidly changing to mobile device base, with the development of computer technology. Until now, digital literacy education has been based on desktop PC education, but it is time to change it into literacy education suitable for mobile environment. In this paper, we propose a mobile-based digital literacy MoDL (Mobile Device Digital Literacy). MoDL proposes three phases. One is Mobile Based Digital Environment (MoDE), which builds a mobile digital environment, seconds is Bring Your Own Devices (BYOD) class method when using it for education. Finally, MoDLI (MoDL Instruction) for learning mobile literacy is presented step by step. To verify the validity of the proposed, eight experts were surveyed so that the Content Validity Ratio was calculated. As a result, CVR was ensured in all items except for the applicability of MoDLI.

A Relationship between Consumption Value and Consumption Behavior of Adolescent Consumers - Focused on the Consumption Behavior of Mobile Phones - (청소년 소비자의 소비가치와 소비행동과의 관계 - 이동전화 소비행동을 중심으로 -)

  • Kim, Si-Wuel;Kim, You-Jin
    • Journal of the Korean Home Economics Association
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    • v.46 no.3
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    • pp.13-26
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    • 2008
  • This study aims to offer basic data for consumer education regarding the use of mobile phones by adolescent consumers in a correct way by researching and analyzing the consumption value and consumption behavior of adolescent consumers for mobile phones to see how they use mobile phone as consumers, which is a serious of user behaviors according to their plan, purchase, use, and disposal. Based on the research results, the study proposes the following in relation to the correct use of mobile phones by adolescent consumers. First, in the purchase or use of mobile phones, a more demonstrative consumption pattern was more likely for males than females and for those who are in higher grades than those who are not. Therefore, it is necessary to offer consumer education given the gender and school year rather than stereotyped consumer education. Second, it is necessary to offer objective information and give consumer education for checking the instant desire for something new in order to prevent an impulsive purchase based upon advertisements given the characteristics of adolescent consumers who prefer new designs or functions. Third, regarding the disposal of mobile phones, it is necessary to seek strategies for recycling mobile phones usefully at an administrative level to prevent mobile phones from being thrown away without being recycled.

A Study for Mobile Agent System to Support Security Service (보안 서비스를 제공하기 위한 이동 에이전트 시스템의 설계에 관한 연구)

  • Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.2 no.1
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    • pp.130-137
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    • 1998
  • An agent is a computer program that acts autonomously on a computer system. A mobile agent is not bound to the system where it begins execution. It has an ability to transport itself from on e system in a network to another. Mobile agent system solve the network traffic problem. Moreover, the agent may utilize the object services of the destination agent system. In this study the mobile agent system is introduced to support security service.

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Security Management System Model using Mobile Agent (이동 에이전트를 이용한 보안 관리 시스템 모델)

  • Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.302-308
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    • 1998
  • The goal of this study is to survey a mobile agent technology and apply it to security management system. A tool for implementing mobile agent is introduced and a prototype model for sedcrity management system IS proposed. This study suggest the possiblity of security management system using mobile agent.

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The Design of a History Learning Contents based on Mobile (모바일 기반의 역사학습 콘텐츠 설계)

  • Gim, Gyeong-Min;Go, Dae-Gon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.133-138
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    • 2011
  • This study investigates the usefulness of cellular and 'feature' phones in assisting students with self-motivated study at school and at home. It involves developing educational applications which can be used on these devices which, once developed, would be extended to students. Furthermore, this study seeks to investigate the merits of these mobile applications in assisting learners to study. It is my hope that this study can be used to develop the software to make these applications a reality. This study' ultimate purpose is to contribute to vitalizing and energizing mobile education.

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A Study of the Impact of Mobile Games on Elementary Students' School Achievements and School Adjustment (모바일 게임이 초등학생의 학업성적과 학교생활적응에 미치는 영향에 대한 연구)

  • Kim, Dong-Hyo;Han, Byoung-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.27-35
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    • 2010
  • As portion of the mobile games in game industries has snowballed lately, length of the game time by teenagers who are main users has remarkably increased and mobile games have affected teenagers' lives including elementary school students in various ways. So this study has designed to offset the negative effects of mobile game through examining its impact on elementary school students' achievement and school adjustment.

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Optimization of Energy Consumption in the Mobile Cloud Systems

  • Su, Pan;Shengping, Wang;Weiwei, Zhou;Shengmei, Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4044-4062
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    • 2016
  • We investigate the optimization of energy consumption in Mobile Cloud environment in this paper. In order to optimize the energy consumed by the CPUs in mobile devices, we put forward using the asymptotic time complexity (ATC) method to distinguish the computational complexities of the applications when they are executed in mobile devices. We propose a multi-scale scheme to quantize the channel gain and provide an improved dynamic transmission scheduling algorithm when offloading the applications to the cloud center, which has been proved to be helpful for reducing the mobile devices energy consumption. We give the energy estimation methods in both mobile execution model and cloud execution model. The numerical results suggest that energy consumed by the mobile devices can be remarkably saved with our proposed multi-scale scheme. Moreover, the results can be used as a guideline for the mobile devices to choose whether executing the application locally or offloading it to the cloud center.

A study on the factors affecting the usage and diffusion of Mobile Easy Payment Services

  • Lee, Eunyoung;Shin, Chan;Baatdawa, Baatdawa
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.38-43
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    • 2020
  • This study examines the factors affecting the usage and diffusion of mobile easy payment services which is fast growing industry recently. After wide reviewing previous research about mobile payment, Some factors are identified as the factors influencing intention to use mobile easy payment services-confidence, innovativeness, mobile self-efficacy, relative advantage- through several mediating factors- perceived ease, perceived usefulness, perceived risk. Empirical study for a research model showed confidence, mobile self-efficacy and relative advantage are effective to the intention to use mobile easy payment services via perceived usefulness and perceived risk. Based on the results of the study, some practical implication for customer retention and acquisition are suggested.

Effectiveness of a Cost Management Education Program for Nurses: Focused on Differences between a Web-based Group and a Mobile-based Group (간호사를 위한 원가관리 교육프로그램의 효과: 웹기반 그룹과 모바일기반 그룹 간의 차이를 중심으로)

  • Lim, Ji Young;Kim, Juhang;Noh, Wonjung
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.26 no.2
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    • pp.133-144
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    • 2019
  • Purpose: This study was conducted to verify the effectiveness of a cost management education program, focusing on the differences between a web-based group and a mobile-based group. Method: This was a quasi-experimental study using a two-group pretest-posttest design. Participants were 74 nurses in a web-based group and 69 nurses in a mobile-based group. Data were collected between January 2 and February 10. The cost management education program was configured such that the participants studied eight modules over four weeks. The after-program post-test was conducted for one week. Results: Both the web-based group and the mobile-based group showed significantly higher values for cost management knowledge (S=5.98, p<.001 and S=2.76, p=.006, respectively). The web-based group had statistically significantly higher values for cost management knowledge (S=4,461.50, p<.001) than the mobile group. Conclusion: The cost management education program showed improvement in knowledge in both the web-based and mobile-based groups; however, the web-based approach was more effective for nurses. A cost management education program which can be implemented effectively across all range of nurses is recommended.

Design and Implementation of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형의 설계 및 구현)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.99-107
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    • 2008
  • Over online education based on wired Internet technologies, due to recent development of various mobile technologies, education based on mobile environment becomes popular. In the meanwhile, the young students are more interested in game-based education that provides more interaction and instant feedback than one-way cramming education. The purpose of this thesis is to develop a new motivation model for mobile environment and apply the model to the elementary school students. The proposed model, based on Keller's motivation model, is designed to increase study effects through motivating students with various game strategies. The proposed motivation model has the following characteristics. First of all, the best game genre can be provided for each study theme in early planning stage. Second, the model can allow students to have more interests in their study activity by providing various edutainment elements. Third, a stage of producing game synopsis and concrete scenario is included in motivation model. The stage enables more complete combination of game and mobile motivation strategies. Finally, the proposed model allows contents developed to be appled in teaching plan without any refinement. That is, the model allows a teaching plan to be extracted from study contents instantly.

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