• Title/Summary/Keyword: 교육 플랫폼

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Educational Programming Language based Deep AI Yourself Hands-on Platform for Machine Learning (머신러닝 학습을 위한 교육용 프로그래밍 언어 기반 Deep AI Yourself 실습 플랫폼)

  • Lee, Se-Hoon;Bak, Jeong-Jun;Lee, Myeong-Sung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.243-244
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    • 2020
  • 본 논문에서는 기존 AI 기능을 탑재한 교육용 프로그래밍 언어 기반의 서비스들의 문제점을 개선할 수 있는 머신러닝 학습을 위한 교육용 프로그래밍 언어 기반 실습 플랫폼을 제안한다. 이번 연구에서는 기존 교육용 프로그래밍 언어 기반 서비스의 대표주자인 Scratch 3.0과 Tensorflow를 접목하여 AI에 대한 높은 이해도를 가질 수 있도록 하는 학습 방향을 제시하고 Gray-Box 형태의 학습 모델 서비스를 구현한다.

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Suggestions for Developing a Metaverse Platform for Educational Purpose: A Delphi Study

  • Hee Chul, Kim;Iljun, Park;Myoeun, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.235-246
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    • 2023
  • In this paper, we propose suggestions for developing a Metaverse platform for educational purpose utilizing a Delphi study method with experts on Metaverse and digital education. 17 experts participated in the 1st study and 16 took part in the 2nd study, and data was collected via emails from January 5th to 10th for the 1st study and from January 12th to 17th for the 2nd study in 2022. Collected data in the 1st study was analyzed by applying content analysis. The results for the 1st study indicated that there were 120 sub-factors were derived from 7 main questions(the necessity of a Metaverse platform for future education, how to use the Metaverse platform for education to improve the capacities needed for future human resources, problems that may arise during education using the Metaverse platform, the functions that the Metaverse platform for education should have, the infrastructure and environment required when using the Metaverse platform for education, how to use the Metaverse effectively as a learning space, subjects and educational contents that will be effective if conducted on the Metaverse platform for education). The results for the 2nd study were presented by being ranked with calculated means of sub-factors for each question. Finally, based on the results, suggestions for building a Metaverse platform for educational purpose are stated and limitations of the study and possible future study are discussed.

A study on how to build a successful education platform business model based on customer needs and wants : focusing on the business model canvas (고객 욕구 기반 성공적인 교육 플랫폼 비즈니스 모델 구축 방안에 관한 연구 : 비즈니스 모델 캔버스 중심으로)

  • Heedong Hong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.451-459
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    • 2024
  • Recently, the size of the online education service market has been growing, but the B2C platform education service market, where companies take the lead in creating content and consumers consume the content, has become widespread. This makes content creation rigid and may have limitations in creating at various levels. This Study newly establishes the concept and type of customer needs, wants, innovation, and platform business, and presents new start-up success factors in all fields of platform business start-up and a standard diagnostic process for the possibility of platform start-up success. Through the presented process, customers, core activities, and value proposition factors can be derived. Finally, a business model for starting a C2C platform for elementary, middle, and high school education is built centered on the business model canvas.

A Study on the Necessity and Cases of Non-Face-to-Face Online Craft Education Programs (비대면 온라인 공예 교육 프로그램의 필요성과 사례 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.277-282
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    • 2021
  • The purpose of this thesis is to suggest the direction of various online education media to be developed in the future by studying the necessity and cases of non-face-to-face online craft education programs. To this end, among the online class platforms currently operated in Korea, four places that contain craft education programs were selected and analyzed for comparison. Class101, Hobbyful, Conects-Hobby Class, and Air Klass are examples. As a result of the study, the common features and advantages of the convenience of accessing contents and the diversity of class composition were found. However, there was a limitation in that the real-time inquiry and response system was not systematically implemented in most online class platforms. In particular, as the number of users of the online class platform is gradually increasing in the untact era caused by Covid-19, continuous research and development will be required to ensure that interaction, the most important characteristic of face-to-face, can also be performed well on online platforms.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

A Fundamental Study on the Development of the Educational Operation Platform for the Training of Professional Occupational Therapists (전문적 작업치료사 양성을 위한 교육운영 플랫폼 개발의 기초 연구)

  • Lee, Chun-Yeop;Jung, Nam-Hae;Kim, Hee-Jung
    • The Journal of Korean society of community based occupational therapy
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    • v.11 no.1
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    • pp.23-43
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    • 2021
  • Objective : The purpose of this study was to establish a systematic educational operation platform by collecting expert opinions so that occupational therapists can use continuing education well as a means to become professional occupational therapists in a particular field. Methods : A Delphi study was conducted with 23 experts on continuing education courses in common areas, elderly or dementia, community-based, physical rehabilitation, and developmental disabilities conducted in 2019 and 2020. The first Delphi investigated the suitability of the course as a professional continuing education and the appropriate level of education. In the second Delphi, we derived the final platform by verifying its suitability with verification of its content validity. Results : As a result, 87 items were derived for common areas, 53 items for elderly or dementia, 66 items for community-based, 66 items for physical rehabilitation, and 85 items for developmental disabilities. The main contents included the expertise needed by occupational therapists, the role in various fields, the solution of difficulties in clinical practice, and the topic of preparing for the future. Conclusion : This study was meaningful in presenting an educational operation platform for training professional occupational therapists as a basic study. It is hoped that the optimal education operation platform will be developed to strengthen professional skills of occupational therapists efficiently through future research.

The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

How to Develop a Metaverse Platform for Educational Purpose: A Focus Group Study

  • Kim, Hee Chul;Kim, Myoeun;Park, Iljun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.253-265
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    • 2022
  • The purpose of this study is to make recommendations for developing a Metaverse platform for educational purpose by utilizing focus group interviews with elementary, middle, and high school teachers having experience on metaverse in teaching. 10 teachers participated in the study, and data was collected for two months from January to February in 2022, and two focus groups were formed and interviewed. Data was analyzed by applying content analysis. The results showed that there were 17 sub-themes derived from 6 main guiding questions(What are the advantages of using Metaverse platform in education? What are the advantages of utilizing Metaverse as one of educational software? What are the possible and appropriate classes utilizing Metaverse in future education? What are the possible problems when using Metaverse in education? What are the essential functions which Metaverse should have in education? and Could you provide us with policy recommendations in building Metaverse platform for educational purpose?). Finally, based on the results, recommendations for building Metaverse platform for educational purpose are suggested and limitations of the study and possible future study are discussed.

Design of Dataset Archive for AI Education (인공지능 교육을 위한 데이터셋 아카이브 설계)

  • Lee, Se-Hoon;Noh, Ye-Won;Noh, Yeon-Su
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.233-234
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    • 2022
  • 본 논문에서는 효율적인 AI 교육을 위한 데이터셋 아카이브와 데이터 활용을 위한 프로그래밍 플랫폼과의 연동 모듈을 제안한다. 데이터셋 아카이브는 공공데이터를 전처리하여 생성한 데이터를 모아 설계하며, 프로그래밍 플랫폼 코드비(CodeB)와 연동하여 데이터를 활용할 수 있도록 한다. 코드비(CodeB)는 파이썬 블록 프로그래밍 플랫폼으로 연동을 통해 데이터를 활용한 프로그래밍이 가능하다.

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A Study on the Educational Efficacy of a Maritime English Learning and Testing Platform (해사영어학습 및 평가 플랫폼을 활용한 교육 효과에 대한 연구)

  • Seor, Jin Ki;Park, Young-soo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.26 no.4
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    • pp.374-381
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    • 2020
  • According to international regulations, it is mandatory for navigators or engineers to acquire suitable skillsets before their designation as a duty officer on board. One of the most important elements is Maritime English (ME), wherein students are taught a required set of basic skills that enable them to process various documents related to accidents, ship conditions, and inspections. Students have to be equipped not only with the use of general English skills but also with the coherent use of technical terms and phrases. However, due to the unique circumstances that exist in the maritime domain, the methods used for imparting maritime knowledge and the manner in which it is evaluated are restricted. Hence, this study aims to utilize an online Maritime English learning and testing platform that can be accessed on smart devices to analyze its impact on the students' learning process. An experiment was conducted on two groups of cadets, one that used the platform and another group that did not. After six-week, the experiment results showed a significant difference between the ME test scores of the two groups. The test scores were further analyzed by incorporating the students' personal elements to measure the ef icacy of the ME test platform. Therefore, the learning and evaluation processes are expected to be implemented in ways that are appropriate and convenient to specific circumstances and be widely used in the field of maritime education in the future.