• Title/Summary/Keyword: 디지털 기반 교육

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Building Education Practice Environment through Container-based Virtualization (컨테이너 기반 가상화를 통한 교육 실습환경 구축)

  • Yoon, JunWeon;Song, Ui-Sung
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.453-460
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    • 2018
  • Virtualization technology is characterized by the ability to isolate the user's system environment and to support the computing resources flexibly and extensively on demand. However, virtualization technology of cloud computing, which is already well known, must overload the guest OS and the hypervisor to manage it. Container technology is emerging to solve such OS-based virtualization problems. This technology can isolate the processes under which the application is running, thus creating a virtualization-like environment with minimal overhead. In this work, we construct a container-based education practice system using Docker instead of the existing cloud-based environment. To do this, we analyze the requirements for the establishment of the training practice environment. We also analyze the functions of the container and study the method to meet the requirements. This can take advantage of the existing flexible and scalable cloud computing. Also, it maximizes the availability of limited resources by minimizing the performance load.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

Development of Contents for Virtual Education/Experiment in Digital Logic Circuit (디지털 논리회로 가상교육을 위한 컨텐츠 개발 및 가상실험실 구현)

  • 김용권;박영광;기장근;최진규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.746-751
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    • 2001
  • 본 논문에서는 디지털 논리회로에 대하여 인터넷을 기반으로 가상교육 및 실험실습이 가능한 멀티미디컨텐츠를 개발하였다. 가상강의를 위한 컨텐츠들은 WMT 기술 및 애니메이션이 포함된 파워포인트 자료로 구성된 화상강의 모들과 개념이해를 위한 플래쉬 및 회로실험을 위한 자바 프로그램들로 구성되었다. 또한 웹 상에서의 가상 실험실을 구현하기 위해 임의의 디지털 논리회로 설계 및 검증을 위한 LogicSim 프로그램과 실험기관과 IC 칩 등을 이용한 임의회로의 가상실험 프로그램인 BreadBoard 등을 개발하였고 웹 상에서의 리포트 작성, 제출 및 검사가 가능한 Report 프로그램, 이론 학습 및 가상실험 보조 유틸리티 프로그램들을 개발하였다.

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A Qualitative Case Study on Critical Success Factors of Digital Textbook-Based Instruction (디지털교과서 활용수업의 핵심성공요인에 관한 질적 사례연구)

  • Ahn, Soonsun;Leem, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.49-60
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    • 2013
  • The purpose of this study was to analyze inductively Critical Success Factors of Digital Textbook-Based Instruction based on qualitative research. To accomplish the purpose of the study, D elementary school in Incheon, one of digital textbook model schools, was selected as the school for observation. Three fifth graders and their teacher were interviewed and their six lessons were used for analyzing teaching and learning activities in digital textbook-based instruction. The results of the study, 'the use of systematic strategies based on multimedia features', 'information literacy-related questions and answers', 'specific guidance and help', 'the stability of the physical system and equipment', 'active collaborative learning and interaction', 'individual self-directed learning', 'consideration of emotional/physical changes', 'selection and concentration based upon available resources were identified as critical success factors of digital textbook-based instruction.

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Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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A Study on Digital Storytelling Based Programming Education (디지털 스토리텔링기반 프로그래밍 교육에 관한 연구)

  • Park, Jung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.5
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    • pp.119-128
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    • 2014
  • This study conducted digital storytelling-based programing education targeting students at elementary school and analyzed educational significance as looking into perception on programing, making cognitive-affective assessments and having interviews. The results of the study are provided as follows. First, in terms of ex-post perception, from all the areas of fun, usefulness and ease of use, statistically significant differences were observed. It was also learned that female students have positive perception similar to male students. Second, the ex-ante and ex-post cognitive assessments came up with significant differences. Third, more affectively the class is developed, the number of students who would feel 'happiness' constantly increases. What the study has found there proves educational value of digital storytelling to programing education, and they will be used effectively as basic references for any relevant field to design measures for programing education of students at elementary school in the future.

Education Equipment for FPGA Design of Sensor-based IOT System (센서 기반의 IOT 시스템의 FPGA 설계 교육용 장비)

  • Cho, Byung-woo;Kim, Nam-young;Yu, Yun-seop
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.111-120
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    • 2016
  • Education equipment for field programmable gate array (FPGA) design of sensor-based IOT (Internet Of Thing) system is introduced. Because sensors have different interfaces, several types of interface controller on FPGA need. Using this equipment, several types of interface controller, which can control ADC (analog-to-digital converter) for analog sensor outputs and $I^2C$ (Inter-Integrated Circuit), SPI (Serial Peripheral Interface Bus), and GPIO (General-Purpose Input/Output) for digital sensor outputs, can be designed on FPGA. Image processing hardware using image sensors and display controller for real and image-processed images or videos can be design on FPGA chip. This equipment can design a SOC (System On Chip) consisting of a hard process core on Linux OS and a FPGA block for IOT system which can communicate with wire and wireless networks. Using the education equipment, an example of hardware design using image sensor and accelerometer is described, and an example of syllabus for "Digital system design using FPGA" course is introduced. Using the education equipment, students can develop the ability to design some hardware, and to train the ability for the creative capstone design through conceptual, partial-level, and detail designs.

Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.337-339
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

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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.

Analysis on Creativity and Solving-Problem Ability with Hackathon-based Elementary SW Education (해커톤 기반 초등 SW교육이 창의성과 문제해결력에 미치는 효과성 분석)

  • Lee, Si-Hoon;Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.995-1000
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    • 2017
  • The purpose of this study is to analyze the educational effect on creativity and solving-problem ability based on hackathon of elementary SW education. We divided into control and experimental groups with activities of physical computing or robots. The control groups conducted by traditional project based learning collaboratively and the experimental group in hackathon. The outcomes from students were evaluated to by elementary teachers with questionnaire and analyzed to the creativity and solving-problem ability of physical computing or robot productions. As a result, a group of hackathon showed significant positive results in the accuracy on creativity and solving-problem skills statistically. We concluded that the free atmosphere of hackathon for communication and consultation have been attributed to various ideas of students.