• Title/Summary/Keyword: 디지털 기반 교육

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AiMind: SW·AI Convergence Education Platform for Fostering Digital Talent (AiMind: 디지털 인재 양성을 위한 SW·AI 융합 교육 플랫폼)

  • Se-Hoon Lee;Ki-Tea Kim;Jay Yun;Do-Hyung Kang;Young-Ho Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.387-388
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    • 2023
  • 본 논문에서는 인공지능(AI) 체험부터 초중등, 대학 및 평생교육에서 필요한 광범위한 응용과 활용을 할 수 있는 라이브러리를 디지털북 형태로 지원하며, 블록과 텍스트 코딩의 장점을 취합해 입문자들이 쉽고 재미있게 SW·AI 융합 교육을 할 수 있는 플랫폼을 구현하였다. 플랫폼은 웹어셈블리 기반의 파이오다이드를 통해 웹 브라우저에서 파이썬 코딩을 가능하게 하고 복잡한 설치과정 없이 쉽게 이용이 가능하다. 다양한 LMS와 연동이 가능하도록 API를 제공하며, Drag & Fill 블록으로 입문자가 코딩에 겪는 어려움 중 하나인 많은 양의 함수와 파라미터 사용법의 어려움을 해소하였다. 플랫폼은 블록으로 코딩하여 문법의 어려움, 오탈자, 오류 등을 줄이는 동시에 블록에서 생성되는 파이썬 텍스트 코드로 입문자가 텍스트 코드에 익숙해질 수 있는 경험을 제공한다.

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Research on the Development of NCS-based Game Curriculum Focused on the Game Contents Dept. of Kimpo Univ. (NCS기반 게임교육과정 개발에 관한 연구 : 김포대학교 게임콘텐츠과를 중심으로)

  • Kwon, Yong Man
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.381-387
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    • 2019
  • Since the development of NCS-based curriculum in field of game education is not well studied, so we carried out research on the curriculum development of game contents department of Kimpo University as the first study to link game education and NCS. In order to develop the NCS-based game education course, we analyzed the game industry environment and conducted a demand survey on the game industry officials to derive the vocational basic subjects required for game contents creation. In addition, we analyzed the types of manpower training by using on-site experts (SME). SME also designed the NCS curriculum by matching the manpower type comparing with NCS classification and capacity unit, analyzing the usefulness of each Capacity unit, and finally, by arranging each NCS and non-NCS subjects by semester. This research is meaningful as the first study linking NCS and game content creation, and it will be a reference for other education institutions planning game education course based on NCS. It also can be used as a basic material for researching game education quality management (CQI) as well as improvement methods for future game education courses.

Analysis of User Preferences on the Structure of Digital Textbook Contents (디지털교과서 내용 구성에 관한 사용자 선호도 분석)

  • Kim, Mi-Hye
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.900-911
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    • 2009
  • This paper analyzes user preferences on the basic structure of digital textbook contents based on the PDF and HTML formats. This was conducted by analysing the data from an online survey on user preferences for the representative structures of the PDF- and HTML-based digital textbook contents that are currently used on the Web. Results show that in the PDF format, the structure with TOC(Table Of Contents) links on the left screen and the main content on the right was most preferred by 82% of the respondents. In terms of the viewing method, the one that presents one page of the textbook fitted to the width of the computer screen in a single-page view was regarded as the best. Similarly, in the HTML format, the structure with TOC links on the left frame and the main content on the right using 2-frames was revealed as the most preferred by 84% of the respondents. However, the structures of the PDF- and HTML-based digital textbook contents employed by most existing Web sites go against the users' preferences. Accordingly, for digital textbook development in the future, user preferences must be considered to allow students to read the contents more easily and conveniently.

The Effect of Science Class Emphasizing Digital Literacy on the Science Attitude and Perception of Growth of Key Competencies in 7th Grade Students (디지털 리터러시를 강조한 과학 수업이 중학교 1학년 학생들의 과학 태도 및 핵심역량 성장 인식에 미치는 영향)

  • Kim, Sungki;Yu, Jeong-Ung;Paik, Seoung-Hye
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.227-236
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    • 2020
  • This study examines the change in students' science attitude and the growth of their core competencies through science classes emphasizing digital literacy. To this end, we conducted a study on 116 first graders in C middle school in the C region, and entered a science class that emphasized digital literacy of 35 classes. First, as a result of examining the effect on science attitude, a statistically significant change (p<.05) was observed. The effect size for each subregion ranged from 0.67 to 1.52. Second, there were no differences in the overall frequency of growth perception according to the type of class that emphasized digital literacy. However, in the analysis of core competencies, Web-based classes did not show a large difference in frequency by core competencies, whereas high-tech classes were slightly different by core competencies. This is an implication for science education, and it is necessary to increase the utilization of science classes that emphasize digital literacy.

A Meta-Data of Teaching and Learning Materials for Effective Application of ICT in Elementary Education (효율적인 ICT 활용 교육을 위한 교수.학습 자료 메타데이터)

  • Kim, Hun-Hee;Kim, Byeong-Seon;Kim, Chul
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.696-704
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    • 2004
  • 제7차 교육과정의 시행과 더불어 정부와 민간에서 모든 교과의 교수 학습에서 ICT를 활용할 수 있는 디지털 컨텐트를 다양하게 만들어 서비스하고 있으나 일관된 계획이나 표준안이 없이 필요에 따라 자료를 분류하여 만들어지다 보니 단위 수업 시간에 직접 투입하기에는 알맞은 자료를 검색하여 재가공을 하여 활용하거나 여과 없이 사용하게 되는 문제점이 제기되고 있다. 따라서, 본 연구에서는 단위 수업 중 자료투입시기를 분석하여 초등학교 교육환경에 필요한 메타데이터 요소를 탐색하고 메타데이터 요소를 추출하여 국제적인 메타데이터 표준인 DC Core Education 의 메타데이터 표준안을 기반으로 하는 멀티미디어 교육자료 검색 및 활용을 위한 베타데이터 요소를 추가 하였다. 초등교육 현장에서 생성되는 다양한 멀티미디어 교육 자료와 원상에 존재한 양질의 교육 정보 자원들을 일반적인 수업 흐름인 도입, 전개, 정리의 메타데이터 요소를 추가하여 통합검색과 체계적인 인터페이스를 제할 수 있는 기반을 마련함으로써 초등학교 교사가 쉽고 편리하게 단위 수업에 유용한 것을 찾아내고 수업에 투입할 수 있을 것이며 향후 교수학습 자료를 수업에 직접 필요한 형태로 분류하여 제공하여 효율적인 교수 학습 자료를 공유하게 함으로써 ICT활용 수업에 실제적인 도움을 줄 수 있을 것으로 기대된다.

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Exploring of Elementary Pre-Service Teacher's Skills Using Technologies and Study on Instructional Models (초등 예비교사의 테크놀로지 활용역량 탐색 및 수업모델 연구)

  • Park, HakNeung;Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.97-106
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    • 2019
  • Based on previous studies such as TPACK, digital literacy, and maker education, this study searched the Skills for Using Technologies required for elementary school pre - service teachers and classified them into 13 sub - factors in 5 domains. We designed and applied a project-based maker education instructional model to improve Skills for Using Technologies for first grade students at G Education University taking "technology utilization and smart life". Through interviews after the lecture and after the lecture, the ability of university students to utilize the technology was examined and the acceptance attitude was improved. We also modified the project-based maker education model based on interviews, observation logs, and mutual evaluations of college students.

The Composition of Teacher Curriculum based on Maker Education Perception of Early Childhood Teachers (유아교사의 메이커 교육 인식에 기초한 교사 교육과정 구성 방향)

  • Lee, YoungMi
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.605-616
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    • 2020
  • The purpose of this study is to investigate the teacher's perception of maker education and to suggest the direction of teacher education curriculum for maker education in order to explore the possibility of applying maker education to early childhood education. To this end, a survey was conducted on the perception of maker education for preschool teachers. As a result of the data analysis, the perception of the concept, meaning, and educational environment of maker education were low, while the effectiveness, importance, value, continuous application and development of maker education were highly recognized and the necessity of maker teacher education and the educational environment was suggested. Based on the survey results, the teacher curriculum composition was classified into basic and advanced courses. The basic course included basic contents to understand maker education and maker space. The advanced course included information on how to use various tools, materials and digital media, how to conduct and evaluate maker education to apply maker education. The teacher curriculum composition for maker education can suggest basic directions for developing teacher education programs and strengthening the digital teaching competency of teachers in the future.

Teacher Training Strategies for Improvement Technological Pedagogy Knowledge(TPK) connected with Problem Solving (문제해결 기반 디지털역량교수지식(TPK) 함양을 위한 교사연수 전략)

  • Shin, Soobum;Kim, Chul;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.23-32
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    • 2018
  • This study is about in-service training structure combined digital competence and pedagogical knowledge in order to improve digital tools skill of a teacher in the school. Meanwhile domestic teacher training has been revealed low-level of applying into a teaching in the k12 school. Thus this study proposed teacher training system with focus on TPK sub-categories of TPACK. The core contents of TPK is to select appropriate digital tool for its teaching & learning. Additionally it is to select elements of teaching & learning associated with an attribute of digital tool. And this study presented modularize of 3 step such as teaching objective, teaching contents, assessment. Also we proposed that this training system should be operated with problem solving method which trainee itself compose TPK elements. And we committed quality investigation about picking up Strategies of TPK elements and the teacher training frame. The Participants concluded having a validity about TPK strategies, teacher training framework.

Build the Teaching Practice System based on Cloud Computing for Stabilization through Performance Evaluation (성능분석을 통한 안정화된 클라우드 컴퓨팅 기반 교육 실습 시스템 구축)

  • Yoon, JunWeon;Song, Ui-Sung
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.595-602
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    • 2014
  • Cloud computing is already well known paradigm that a support computing resource flexible and scalable to users as the want in distributed computing environment. Actually, cloud computing can be implemented and provided by virtualization technology. Also, various products are released or under development. In this paper, we built the teaching practice system using cloud computing and evaluated practical environment which constructed over a virtual machine. Virtualization-based cloud computing provides optimized computing resources, as well as easy to manage practical resource and result. Therefore, we can save the time for configuration of practice environment. In the view of faculty, they can easily handle the practice result. Also, those practice condition reuse comfortably and apply to various configuration simply. And then we can increase capabilities and availabilities of limited resources. Additionally, we measure the performance requirements for educational applications through evaluation of virtual-based teaching practical system in advance.

Development of Artificial Intelligence Educational program for Elementary students Based on Productive Failure (생산적 실패 기반 초등학교 인공지능 교육 프로그램 개발)

  • Dagyeom Lee;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.217-218
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    • 2023
  • 인공지능은 디지털 대전환 시대의 핵심적인 기술로 사회 전반에 변화를 주도하였다. 우리나라는 인공지능을 이해하고 이를 활용하는 역량을 길러주기 위해 전 국민을 대상으로 교육을 진행하고 있다. 그러나 초등학생 대상 인공지능 교육 프로그램은 체험 및 놀이 실습으로 한정되어 교육적 효과에 한계가 있다. 그러므로 본 연구에서는 생산적 실패를 활용하여 인공지능에 대한 개념적 이해 및 실생활 전이를 촉진하는 교육 프로그램을 개발하였다. 연구 대상은 초등학교 5~6학년이며 2022 개정 교육과정에서 강조하는 자기 주도적 학습 역량과 실생활 연계 교육을 반영하여 설계한 6차시 분량의 프로그램이다. 본 연구에서 개발한 교육 프로그램은 향후 타당성 및 신뢰도 검증을 거쳐 현장에 적용하는 후속 연구로 이어질 것이다.

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