• Title/Summary/Keyword: 교육 프로세스

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Learning process mining techniques based on open education platforms (개방형 e-Learning 플랫폼 기반 학습 프로세스 마이닝 기술)

  • Kim, Hyun-ah
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.375-380
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    • 2019
  • In this paper, we study learning process mining and analytic technology based on open education platform. A study on mining through personal learning history log data based on an open education platform such as MOOC which is growing in interest recently. This technology is to design and implement a learning process mining framework for discovering and analyzing meaningful learning processes and knowledge from learning history log data. Learning process mining framework technology is a technique for expressing, extracting, analyzing and visualizing the learning process to provide learners with improved learning processes and educational services.

Trend of Creativity-related Spatial Design Education Focusing on Design Process (공간디자인의 창의성 연계 교육 연구동향 -디자인 프로세스를 중심으로-)

  • An, Somi
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.441-451
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    • 2016
  • The purpose of this study is to analyze the trend of spatial design education focusing on creativity based on design process. In this research, the theoretical frame of design process focused on creativity was organized and the trend of creativity education study in the spatial design and other design sectors was compared and analyzed. As a result of the research, the creativity education study of spatial design analyzed such a result showed the relatively low frequency, many of studies related to formative expression of idea. On the contrary, the creativity education of other design sectors is related to overall process the most, the major contents were represented as a creativity enhancement eduction through the conversion with other sectors, the utilization of study method and theology and the utilization of IT technology. The result of this study suggests that more various attempts are required for the spatial design education and that the attempts should orient the conversion between science and art, humanity and science and the integrated access of digital and analogue.

Improvement of architectural engineering design education process through an analysis of BIM courses (국내 BIM 교육과정 분석을 통한 건축공학 설계교육 프로세스 개선)

  • Kang, Da-Young;Shin, Kyoo-Chul
    • Journal of the Korea Institute of Building Construction
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    • v.10 no.3
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    • pp.145-153
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    • 2010
  • Public institutions and owners have been introduced to Building Information Modeling (BIM) tools. BIM has become an important factor in the design process in undergrad programs. The purpose of this study is to demonstrate the improvement of the architectural engineering design process through an analysis of BIM courses. BIM education courses are analyzed to compare the level of detail in BIM education. An architectural engineering design class needs to involve BIM in the introduction of an integrated design process. An architectural engineering design process needs to be based on understanding design, building structures, construction and building services. 3D Modeling helps support an understanding of building structure and eco-friendly element analysis. The new process of architectural engineering design education is proposed as a result of this research.

A Development of a Curriculum of Robotics Process Automation Education for Digital Transformation (디지털 전환을 위한 대학교 로보틱스 프로세스 자동화 교육과정 개발)

  • Park, Jongjin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.545-550
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    • 2021
  • In this paper, a university curriculum of Automation Robotics Process(RPA) among several goals for digital transformation of companies was developed. In the process of the development of ICT technology and the 4th industrial revolution, the existing analog information has changed through the stages of digitization, digitalization, and digital transformation. Recently, digital transformation has been cited as an essential survival strategy following a disruptive revolution that changes the paradigm of existing industrial systems and business. It is defined as a continuous process by which a company adapts to or promotes disruptive changes in customers and markets by using digital capabilities to create new business models, products and services. To this end, process automation in companies or organizations is an important factor. Accordingly, the need for a curriculum of robotics processes automation in universities has been raised according to these changes, and the related education contents, which have been centered on companies, have been redesigned to introduce the curriculum for universities. Education contents are composed to help students to attain certificates of essential or advanced of AA.

Toward understanding learning patterns in an open online learning platform using process mining (프로세스 마이닝을 활용한 온라인 교육 오픈 플랫폼 내 학습 패턴 분석 방법 개발)

  • Taeyoung Kim;Hyomin Kim;Minsu Cho
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.285-301
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    • 2023
  • Due to the increasing demand and importance of non-face-to-face education, open online learning platforms are getting interests both domestically and internationally. These platforms exhibit different characteristics from online courses by universities and other educational institutions. In particular, students engaged in these platforms can receive more learner autonomy, and the development of tools to assist learning is required. From the past, researchers have attempted to utilize process mining to understand realistic study behaviors and derive learning patterns. However, it has a deficiency to employ it to the open online learning platforms. Moreover, existing research has primarily focused on the process model perspective, including process model discovery, but lacks a method for the process pattern and instance perspectives. In this study, we propose a method to identify learning patterns within an open online learning platform using process mining techniques. To achieve this, we suggest three different viewpoints, e.g., model-level, variant-level, and instance-level, to comprehend the learning patterns, and various techniques are employed, such as process discovery, conformance checking, autoencoder-based clustering, and predictive approaches. To validate this method, we collected a learning log of machine learning-related courses on a domestic open education platform. The results unveiled a spaghetti-like process model that can be differentiated into a standard learning pattern and three abnormal patterns. Furthermore, as a result of deriving a pattern classification model, our model achieved a high accuracy of 0.86 when predicting the pattern of instances based on the initial 30% of the entire flow. This study contributes to systematically analyze learners' patterns using process mining.

청소년 창업 역량이 창업가적프로세스에 미치는 영향 : 기업가정신의 매개효과를 중심으로

  • Lee, Jun-Hyeong;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2019.11a
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    • pp.67-73
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    • 2019
  • 본 연구는 기업가정신 교육을 받은 청소년의 창업역량이 창업가적 프로세스에 미치는 효과를 기업가정신의 매개를 중심으로 검증하였다. 기업가정신 교육은 주식회사 슘페터 청소년 기업가정신 프로그램을 활용하여 2018년 10월부터 2018년 12월까지 특성화고등학교 1학년 학생 303명을 대상으로 실시하였다. 슘페터 기업가정신 프로그램 커리큘럼의 학습 목표 및 활동내용을 분석을 통해 다양한 키워드를 도출하여 최종적으로 11개의 변수를 채택하여 사전 사후 설문을 실시하였다. 기업가정신 교육을 통해 창업역량(창의성, 기회발견, 문제해결력) 이 높아지고 이를 통해 학생들의 창업가적 프로세스(자기효능감, 목표설정)에 미치는 영향을 분석한다. 또한 청소년의 창업역량이 생기면 창업의지와 창업행동에 영향을 줄 것이라고 가정했다. 이를 바탕으로 효과적인 기업가정신 및 창업교육 활성화 방안을 제시하고자 한다.

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Development of Educational Website Concentrated on Reusable Contents (재사용 가능한 교육용 컨텐츠 중심의 교육사이트 개발)

  • 문서은;이상준;문광현;김병기
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.521-524
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    • 2003
  • 교육용 컨텐츠의 재사용성과 공유를 확대하면 컨텐츠 개발의 중복성이 감소하므로 효율성을 높일 수 있고, 비용절감의 효과를 가져올 수 있다 본 논문에서는 SCORM 스펙을 따르는 재사용 가능한 교육용 컨텐츠 개발을 위한 프로세스를 12개의 활동으로 정의하고, 재사용 가능한 교육용 컨텐츠로 교육사이트를 개발하는데 이 프로세스를 적용하였다. 개발된 영어교육사이트는 8개의 재사용 가능한 컨텐츠로 구성된 프로토타입이다.

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The Suggestion of Design Thinking Process and its Feasibility Study for Fostering Group Creativity of Elementary-Secondary School Students in Science Education (과학 교육에서 초·중등학생의 집단 창의성 함양을 위한 디자인적 사고 프로세스의 제안 및 타당성 검토 연구)

  • Lee, Dohyun;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.443-453
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    • 2015
  • In this study, we suggested the design thinking process that was possible to be introduced in science education and also examined the validity of the process in terms of group creativity. To do this, the design thinking process applicable to science education was selected from a variety of design thinking processes developed abroad, and then the process was modified and supplemented. We created the education program based on the developed design thinking process and applied it to high school students. The results revealed that we could offer the design thinking process through the five stages: 'understanding knowledge', 'empathy', 'sharing perspective', 'generating idea', and 'prototype'. With the results of the application of the program, we could confirm the relationship building and information seeking attributes in the understanding knowledge stage and the user-orientation, relationship building, and interpersonal understanding attributes in the empathy stage. We could also find the organization of the team attribute in the sharing perspective stage and the analytical strategic thinking attributes in the generating idea stage. Finally, the communication and analytical strategic thinking attributes in the prototype stage were confirmed. All of the key attributes of the group creativity found from skilled professionals were not confirmed from the students. However, we could ascertain the possibilities that the students should experience the process of group creativity and learn the relevant values through the developed design thinking process.

A Case Study of a Planning Process through Developing Serious Games (기능성게임 제작을 통한 기획접근 프로세스 사례)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.197-204
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    • 2010
  • This study explains the planning practical training that researches the process of functional game planning approach by developing functional games. The main focus of this study is the practical training process of planning which is an important part of game development jobs by developing games with proper functional materials, 'Framework of Planning Functional Game', and the verification of framework by developing functional games. This paper suggests that the functional game planning approach with the right function requires progressive/quantitative standard, which is different from typical process. Therefore, this paper is useful as reference materials of a functional game education through the cases of games developed by the progressive/quantitative approach standard.