• Title/Summary/Keyword: 디지털 기반 교육

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A Study on the Improvement of Software Education Using VR Block Coding (VR 블록코딩을 활용한 소프트웨어 교육 개선방안 연구)

  • Yoo, Sang-Wook;Lee, Cheong-Ho;Jung, Jin-Oh;Cho, Sung-Hyuk;Han, Sol
    • Annual Conference of KIPS
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    • 2021.11a
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    • pp.1028-1031
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    • 2021
  • 소프트웨어의 중요성이 커지면서 코딩열풍이 불고 있다. 코딩열풍은 소프트웨어 교육 의무화로 이어졌다. 본 연구는 소프트웨어 교육 개선방안으로 VR 블록코딩을 제안하였다. 본 연구에서 제안한 VR 블록코딩은 최단경로 찾기 모델을 기반으로 교육과정에 따른 컴퓨팅 모델을 설계하여 구현하였다. 컴퓨팅 모델은 입력과 출력, 변수와 연산, 제어구조, 함수생성 및 호출이다. 본 연구에서 제안한 VR 블록코딩이 가능해짐에 따라 초현실사회에 새로운 디지털 교육 콘텐츠에 기여할 것이다.

The Need and Improvement Direction of New Computer Media Classes in Landscape Architectural Education in University (대학 내 조경전공 교육과정에 있어 새로운 컴퓨터 미디어 수업의 필요와 개선방향)

  • Na, Sungjin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.1
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    • pp.54-69
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    • 2021
  • In 2020, civilized society's overall lifestyle showed a distinct change from consumable analog media, such as paper, to digital media with the increased penetration of cloud computing, and from wired media to wireless media. Based on these social changes, this work examines whether the use of computer media in the field of landscape architecture is appropriately applied. This study will give directions for new computer media classes in landscape architectural education in the 4th Industrial Revolution era. Landscape architecture is a field that directly proposes the realization of a positive lifestyle and the creation of a living environment and is closely connected with social change. However, there is no clear evidence that landscape architectural education is making any visible change, while the digital infrastructure of the 4th Industrial Revolution, such as Artificial Intelligence (AI), Big Data, autonomous vehicles, cloud networks, and the Internet of Things, is changing the contemporary society in terms of technology, culture, and economy among other aspects. Therefore, it is necessary to review the current state of the use of computer technology and media in landscape architectural education, and also to examine the alternative direction of the curriculum for the new digital era. First, the basis for discussion was made by studying the trends of computational design in modern landscape architecture. Next, the changes and current status of computer media classes in domestic and overseas landscape education were analyzed based on prior research and curriculum. As a result, the number and the types of computer media classes increased significantly between the study in 1994 and the current situation in 2020 in the foreign landscape department, whereas there were no obvious changes in the domestic landscape department. This shows that the domestic landscape education is passively coping with the changes in the digital era. Lastly, based on the discussions, this study examined alternatives to the new curriculum that landscape architecture department should pursue in a new degital world.

Educational Method of Algorithm based on Creative Computing Outputs (창의적 컴퓨팅 산출물 기반 알고리즘 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.49-56
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    • 2018
  • Various types of SW education are being operated by universities for non-major undergraduates. And most of them focus on educating computational thinking. Following this computing education, there is a need for an educational method that implements and evaluates creative computing outcomes for each student. In this paper, we propose a method to realize SW education based on creative computing artifacts. To do this, we propose an educational method for students to implement digital logic circuit devices creatively and design SW algorithms that implement the functions of their devices. The proposed training method teaches a simple LED logic circuit using an Arduino board as an example. Students creatively design and implement two pairs of two input logic circuit devices, and design algorithms that represent patterns of implemented devices in various forms. And they design the functional extension and extended algorithm using the input device. By applying the proposed method, non-major students can gain the concept and necessity of algorithm design through creative computing artifacts.

A Study of Implementation for SCORM based Learning Management System (SCORM기반 교수 학습 시스템 구현에 대한 연구)

  • Park, Hea-Sook
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.499-507
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    • 2008
  • This paper aims at studying the new SCORM based e-Learning system and self-course design method. To construct this aims, we have researched the merits, shortcomings and characteristics of the previous LMS(Learning Management System) and we have researched the merits, shortcomings and characteristics of SCORM(Sharable Content Object Reference Model). SCORM was suggested ADL (Advanced Distributed Learning) to elevate the reusability of learning contents. Also we have researched the related researches of SCORM, SCORM based LMS and case studies. This paper suggests the level based self learning and course design and the system based on SCORM. This system has elevated the effectiveness and satisfaction of the learners.

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A study on the educational methodology for improving pre-service teachers' competence of designing STEAM classes (예비교사의 융합수업 구성능력향상을 위한 교육방법 연구)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.71-80
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    • 2019
  • It is very important to have pre-service teachers enhance actual content development skill for STEAM classes through deep understanding of the concept. Thus the purpose of the study is to explore the educational methodology for improving pre-service teachers' competence of designing STEAM classes. The research performed with 17 pre-service teachers from Y university and 15 from S university in 2015. It includes blended learning methodology mixing online and offline classes. The result revealed that the students' perception on and the materialization skill of the STEAM education was improved by the methods of Lesson Study and blended learning. A positive result also came out in the respect of the perception on teaching with technology.

A Study of Case Studies on Craft and Design Convergence Education Programs -Focus on Kookmin University 「TeamTeam Class」 Curriculums- (디자인·공예 융합 교육 프로그램 사례연구 -국민대학교 「팀팀Class」를 중심으로-)

  • Park, Jung-won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.327-335
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    • 2021
  • The tendency of the current times require education to focus on convergence, and the same applies to the essence of ceramics and design base imagination and creativity. For effective integration, a wide range of experimentations is required both in terms of academic and methodic approaches. This study analyzes the [TeamTeam Class] curriculum, converging ceramics with design initiated in the second semester (autumn semester) of 2020. Through reference materials on ceramics and design convergence education, it was possible to classify the following 5 categories: Subject, Method, Management, space and communication. The aim of the study is to find resolutions to overcome existing issues and problems in search of more effective methods. Although this study is based on convergence education, [TeamTeam Class] at Kookmin University, I hope to extend it further to also consider education after COVID-19.

Evidence-based Practices Convergence Issues for Advancement of Performance Analysis of Duksung Women's University Extracurricular Activities (덕성여자대학교 비교과교육과정 성과분석 고도화 근거기반 실제(evidence-based practices) 융합 쟁점)

  • Kim, Young-Jun;Kwon, Ryang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.123-134
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    • 2021
  • This study was conducted for the purpose of convergence exploration of evidence-based practices for the advancement of performance analysis of the extracurricular activities at Duksung Women's University. The research method consisted of an expert meeting procedure along with a procedure for analyzing previous studies dealing with the performance analysis of the university's extracurricular activities in the field of pedagogy. The contents of this study consisted of presenting some facts that should be based on evidence for the advancement of performance analysis of the extracurricular activities after the establishment of the center for extracurricular activities in Duksung Women's University. And in practices, the development and diagnostic analysis of tools for diagnosing extracurricular customized learning capabilities, data-based multidimensional analysis (IR system), continuous monitoring analysis through extracurricular certification, and analysis based on feedback tools were presented in a convergence perspective and context. As a result of the study, the evidence-based practices for the advancement of the performance analysis of the extracurricular activities at Duksung Women's University guarantees the validity and stability of the performance evaluation and feedback system of the extracurricular activities at Duksung Women's University, and has a close influence on the extracurricular education work of other universities analyzed as possible.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

The Effects of Adult Literacy Learners' Understanding and Satisfaction Through the Use of ARCS-Based Distance Literacy Education (ARCS 전략을 적용한 원격 문해교육이 성인문해학습자의 이해도 및 만족도에 미치는 영향)

  • Lee, Kyoung-Yang;Kim, Sun-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.25-32
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    • 2022
  • The purpose of this study was conducted to develop adult distance literacy education program and verify its effects. The program was developed through the examination on factors affecting online literacy education and necessary analysis and feedback. Pre- and post-tests analyzing the effects of distance literacy education measuring academic understanding factor, learner satisfaction and satisfactory levels on the academic were administered to 49 adult literacy learners before and after a distance literacy education course. Also, this paper try to explore learners who participated in distance literacy education experience, change and that meaning. The results of the content analysis on the program are summarized as follows. First, there were statistically significant differences regarding academic understanding factor, learner satisfaction and perceived learning outcome satisfaction variables since distance literacy education program which is based on ARCS model start. In addition, learners were satisfied with replaying the learning videos several times, and the improved ability to use smart devices. But they expressed regrets about not being able to go to school and the difficulty of using the devices. It means that distance literacy education based on the ARCS model draw a positive learning conclusion. On the basis of these results, suggestions for further research were discussed.

Team Project Activity and Satisfaction in Business Education (경영학 수업에서 팀 프로젝트활동과 수업만족에 관한 연구)

  • Suk, Yeung-Ki
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.217-227
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    • 2014
  • Since 2010, the universities in Korea have been faced severe difficulties on the selection of students and on the delivery of high quality education services, as the number of students is reduced and the college entrance rate is declined. To solve these problems, the universities have introduced the various and professional education services such as team-based projects, case study, e-learning, action learning, etc. The purpose of this study is to examine the effect of team-based project learning on the student's satisfaction in business education. The 4 factors(team cohesiveness, teamwork, team performance and goal achievement) are measured by using questionnaire survey and data are collected from 134 students(34 teams) for 4 subjects. The results show that the structure of team cohesiveness${\rightarrow}$teamwork${\rightarrow}$student's satisfaction is statistically significant, and that team performance and goal achievement are not significant. The student's satisfaction in team-based project learning would highly be related with team cohesiveness.