• 제목/요약/키워드: 공학 설계 기반 수업

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Design of Debate System for Expanded Module of Open-Source Moodle LMS (오픈소스 Moodle LMS의 모듈을 확장한 토론 시스템 설계)

  • Kim, Sun-Ju;Park, Seok-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.1107-1110
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    • 2013
  • 컴퓨터와 멀티미디어, 네트워크 기술의 발달을 바탕으로 웹 기반 교육이 출현하였고 기존 교실 중심수업의 한계를 뛰어 넘는 교육적 잠재성에 교육 운영자 및 학습자는 많은 기대를 하게 되었다. 웹을 이용한 학습은 자기주도적인 학습이 가능하고 학습자와 교수자 간의 상호 보완적인 학습이 이루어질 수 있다는 장점이 있기 때문이다. 이러한 웹 기반 학습을 효과적으로 운영하기 위해서는 개별 교육기관 자체적으로 개발한 학습관리시스템(Learning Management System;LMS)이 필요하다. 학습자들에게 양질의 온라인 콘텐츠를 제공하고자 하는 교사들을 위해 개발된 학습관리시스템 중 하나가 Moodle LMS이다. Moodle LMS는 소스가 공개되어 있어 누구나 필요한 사람은 소스를 개선, 확장, 활용할 수 있다. 따라서, 본 논문은 Moodle LMS를 활용하여 학습자가 원활하게 토론에 참여할 수 있는 토론 시스템을 설계하였다.

Exploring Factors for the Effective Operation of Hybrid Learning Integrating Face-to-Face with Online Synchronous Environment: Focusing on the Experience of Elementary School Teachers (면대면과 실시간 온라인 환경이 통합된 하이브리드 수업의 효과적 운영을 위한 요소 탐색: 초등교사의 경험을 중심으로)

  • Han, Hyeong Jong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.79-88
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    • 2022
  • The purpose of this study was to explore which factors should be considered mainly in operating hybrid learning in which offline and synchronous online environments are integrated in elementary education. Using qualitative data through interview and so on for 8 elementary school teachers with experience in operating hybrid learning, major consideration factors were identified. Before class, it is necessary to increase the level of understanding through concrete guidance or education for what the characteristics of hybrid learning are. The redesign of the environment including hardware and software technology is considered because the foundation was not established properly so that effective operation was difficult. In particular, based on the simultaneity and interactivity between the environments, activities which learners can connect and participate in the two environments should be considered. Further, design strategies to guide the operation of teaching and learning will be developed.

Data Analysis Web Application Based on Text Mining (텍스트 마이닝 기반의 데이터 분석 웹 애플리케이션)

  • Gil, Wan-Je;Kim, Jae-Woong;Park, Koo-Rack;Lee, Yun-Yeol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.103-104
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    • 2021
  • 본 논문에서는 텍스트 마이닝 기반의 토픽 모델링 웹 애플리케이션 모델을 제안한다. 웹크롤링 기법을 활용하여 키워드를 입력하면 요약된 논문 정보를 파일로 저장할 수 있고 또한 키워드 빈도 분석과 토픽 모델링 등을 통해 연구 동향을 손쉽게 확인해볼 수 있는 웹 애플리케이션을 설계하고 구현하는 것을 목표로 한다. 제안 모델인 웹 애플리케이션을 통해 프로그래밍 언어와 데이터 분석 기법에 대한 지식이 부족하더라도 논문 수집과 저장, 텍스트 분석을 경험해볼 수 있다. 또한, 이러한 웹 시스템 개발은 기존의 html, css, java script와 같은 언어에 의존하지 않고 파이썬 라이브러리를 활용하였기 때문에 파이썬을 기반으로 데이터 분석과 머신러닝 교육을 수행할 경우 프로젝트 기반 수업 교육 과정으로 채택이 가능할 것으로 기대된다.

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A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.153-165
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    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.

A Study on Design Education Method for Development of Self-Directed Learning Ability (자기주도학습 능력 개발을 위한 설계교육 방법에 관한 연구)

  • Han, Ji-Young;Lee, Min-Young;Jung, Bo-Ra
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.115-125
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    • 2009
  • The purpose of this study was to suggest efficient method for development of learner's self-directed learning ability through literature review on self-directed learning, component of self-directed learning, development of self-directed learning ability, design education steps adopting problem based learning and project based learning. This study was conducted through literature review on self-directed learning and development of self-directed learning, design education. Design education and project based learning process and problem based learning to extract the items that are common to bring out five steps, and differences in levels of learners based on self-learning led to Grow(1991) model to connect the lessons of 9 steps present the design education steps, that is, the learners ready for learning, the definition of problem and recognition of necessity, team building, related data collection, team learning about real problem with the teacher, select optimal solution, student-centered discussion, models and product creation, testing and evaluation, complement.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

Implementation of a Learning Support System that Facilitates Teacher-Student Interaction Utilizing a Digital Human (디지털 휴먼을 활용하여 교수-학생 상호작용을 촉진시키는 학습지원 시스템 구현)

  • Gyu-Sung Jung;Chan-Hyeong Im;Hae-Chan Lee;Ra Yun Boo;Soonuk Seol
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.523-533
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    • 2022
  • During the COVID-19 pandemic, the use of video classes and real-time online education has increased, but the lack of interaction between instructors and learners remains a challenging problem to be resolved. This paper designs and implements a learning support system that utilizes a digital human to improve faculty-student interaction, which plays an important role in increasing the educational effect and satisfaction of real-time online classes. In this paper, a digital human participates in a class as a virtual learner and asks questions raised by other learners through an anonymous chat system to the instructor on behalf of the learners. In addition, as a class facilitator, the digital human analyzes the lecturer's speech in real time and provides it to the learner in the form of a summary of the class, thereby facilitating faculty-student interaction. In order to confirm that the proposed system can be used in actual online real-time classes, we apply our system to Zoom classes. Experimental results show that facilitated Q&A and real-time class summaries are successfully provided through our digital human-based learning support system.

Teacher Training Program Emphasis on Knowledge in Technology Integration in Teaching and Learning: American N University Instructional Systems Technology Program Case Study (디지털 기반 교수-학습 지식습득을 위한 교사교육 프로그램: 미국 N대학 교육공학과 사례를 중심으로)

  • Lee, Hannah
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.320-333
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    • 2018
  • The study introduced an actual American university program student's learning outcomes in instructional technology integration knowledge in order to acknowledge implication considering the current status of relevant Korean teacher training programs. With utilizing complete sampling (students enrolled in a master's program in Instructional Systems Technology at the N University in Fall 2015), the survey was conducted on knowledge, strategies and performance in instructional technology integration, and interview assessed deeper understanding of students' relevant competencies in their specific professional setting. The results and findings based on triangulation of the data confirmed that the students gained sufficient knowledge, and applied the relevant knowledge and competencies into their work setting. For future research, the implications were offered on reviewing Korean teacher training programs in professional competency development related to technology integration in teaching and learning.

Web-based Face to Face Education System HALS (웹 기반 면대면 교육시스템 HALS - HALS 활용에 대한 평가 및 분석 -)

  • Hong Jun-Hee;Son Won-Gi;Choi Jung-In
    • Journal of Engineering Education Research
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    • v.3 no.1
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    • pp.3-11
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    • 2000
  • HALS (Hypermidia Aided Learning System) is very useful computer networking educational system in knowledge-driven society, and has been developed by Kyungwon University. This system has three characteristics; 1) face-to-face learning, 2) ultra high-speed information networking, 3) web-based hypermedia courseware. So, the purpose of this paper is to introduce the application to engineering educational program (electrical engineering: electric power system, control system). For this purpose it is described the definition and characteristics of HALS. Next, it is represented the model of electrical engineering educational program applied to HALS and the developed courseware.

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