• Title/Summary/Keyword: 소프트웨어융합교육

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A Case Study of Artificial Intelligence Convergence Education using Entry in Elementary School (초등학교에서의 엔트리를 활용한 인공지능 융합 교육 사례)

  • Han, Kyujung;Ahn, Hyeongjun
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.197-206
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    • 2021
  • This study is a case of convergence education using the AI model of entry in elementary schools. The subject is English, and the class was conducted based on the image learning model among the convergence activities with the art department drawing and the AI model of the entry. In order to effectively achieve the learning goals of speaking and writing in English education. The class was designed by combining art and SW. Students experienced communication using AI, improved confidence, and were able to improve creativity and communication skills by expressing not only listening and speaking but also expressing through various media such as pictures and photos. In addition, in order to find out the effectiveness of the class, a survey was conducted on students and the results were analyzed. As a result of the analysis, it was found that it had a positive effect on students' participation rate, degree of understanding AI after class, interest in AI, satisfaction with AI classes.

일본의 전기.정보공학 교육의 실태

  • 고광철
    • 전기의세계
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    • v.44 no.8
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    • pp.14-20
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    • 1995
  • 전기.정보계열의 학과에서는 기초 과목으로 전자기학, 회로이론, 양자역학, 통계역학, 수학 따위인데, 정보 관계에서는 전자기학보다도 소프트웨어공학에 도움이 되는 과목을 4년간 교육해야 한다. 4년간이라고 해도 실질적으로 2년 반이므로 대학의 4년간이라는 것은 상당히 큰 문제를 안고 있다. 대학원 진학이 늘어가는 추세에서 학부만 마친 학생도 있으므로, 이것에 대해서는 산업계의 필요성을 받아들이는 동시에 산학 공동 또는 산관학의 협력 체제를 갖추어야 한다. 따라서 산업계와 대학이 일체가 되어 대학의 교과과정을 토의하는 자리를 마련해 교육 시책에 반영하는 것이 필요하다. 상호가 협력하는 시스템, 산업계와 대학이 융합할 수 있는 프로그램을 학회를 중심으로 한 중립의 자리에서 만들 필요가 있다.

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Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori (전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.621-628
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    • 2019
  • The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.

The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.

A Study on Education Platform for Automobile Students Using AR System (AR 시스템 기반 자동차 교육 플랫폼 연구)

  • Luo, YIng;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.243-250
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    • 2019
  • With the popularization of online learning, mobile learning and blended learning model, augmented reality technology is increasingly widely applied in the field of education today. This article stresses the necessity of applying augmented reality to education by summarizing the current situation and advantages of augmented reality technology in education. Next, the author proposes a new education system-"AR+E education cloud platform system". Last, the author proposes several inspirations for the design of AR-based education software according to the observation and interview of the behaviors and preferences of the respondents.

SEM-CT: Comparison of Problem Solving Processes in Science(S), Engineering(E), Mathematic(M), and Computational Thinking(CT) (SEM-CT: 과학(S), 공학(E), 수학(M)적 문제해결과정과 컴퓨팅 사고(CT))

  • Nam, Younkyeong;Yoon, JinA;Han, KeumJoo;Jeong, JuHun
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.37-54
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    • 2019
  • The main purpose of STEM education is to understand methods of inquiry in each discipline to develop convergent problem solving skills. To do this, we must first understand the problem-solving process that is regarded as an essential component of each discipline. The purposes of this study is to understand the relationship between the problem solving in science (S), engineering (E), mathematics (M), and computational thinking (CT) based on the comparative analysis of problem solving processes in each SEM discipline. To do so, first, the problem solving process of each SEM and CT discipline is compared and analyzed, and their commonalities and differences are described. Next, we divided the CT into the instrumental and thinking skill aspects and describe how CT's problem solving process differs from SEM's. Finally we suggest a model to explain the relationship between SEM and CT problem solving process. This study shows how SEM and CT can be converged as a problem solving process.

The Effect of Software Education on Middle School Students' Computational Thinking (소프트웨어 교육이 중학생의 컴퓨팅 사고력에 미치는 효과)

  • Lee, Jeongmin;Ko, Eunji
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.238-250
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    • 2018
  • The 2015 revised curriculum includes 'informatics' course including the process of building software aiming at cultivating creative and convergent ability. This study analyzes the competencies pursued in the revised curriculum and defines computational thinking as the main competency. The subjects of the study were the first grade of a middle school in the first semester of the 2018 school year. Of the 95 collected data, 83 data were used for analysis and the significance was confirmed by the paired t-test. Also, computational concept, computational practice and computational perspectives were confirmed through artifact-based interviews. As a result of statistical analysis, critical thinking, creativity, algorithmic thinking, and problem-solving significantly increased among sub-variables of computational thinking. Statistical results and interview results were analyzed to provide implications for design and implementation of software education in 'informatics' course.

Investigating Online Learning Types Based on self-regulated learning in Online Software Education: Applying Hierarchical Cluster Analysis (온라인 소프트웨어 교육에서 학습자의 자기조절학습 관련 특성에 기반한 온라인 학습 유형 분석: 계층적 군집 분석 기법을 활용하여)

  • Han, Jeongyun;Lee, Sunghye
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.51-65
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    • 2019
  • This study aims to provide educational implications for more strategic online software education by the types of online learning according to learners' self-regulated learning characteristics in the online software education environment and examining the characteristics of each type. For this, variables related to self-regulated learning characteristic were extracted from the log data of 809 students participating in the online software learning program of K University, and then analyzed using hierarchical cluster analysis. Based on hierarchical cluster analysis learner clusters according to the characteristics of self-regulated learning were derived and the differences between learners' learning characteristics and learning results according to cluster types were examined. As a result, the types of self-regulated learning of online software learners were classified as 'high level self-regulated learning type (group 1)', 'medium level self-regulated learning type (group 2)', and 'low level self-regulated learning type (group 3)'. The achievement level was found to be highest in 'high-level self-regulated learning type (group 1)' and 'low-level self-regulated learning type (group 3)' was the lowest. Based on these results, the implications for effective online software education were suggested.

Development of Artificial Inetelligence Education Program for the Lower Grades of Elementary School (초등학교 저학년 학습자를 위한 인공지능 교육프로그램 개발)

  • Kang, Ji-eun;Koo, Dukhoi
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.761-768
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    • 2021
  • Recently, various platforms and contents for artificial intelligence education have been developed, but artificial intelligence education programs for the lower grades of elementary school are insufficient. Therefore, the purpose of this study is to develop an artificial intelligence education program for learners in the lower grades of elementary school. It was designed using the Novel Engineering with various convergence education research cases for software education. After the first program was developed, it was verified by expert validity test, and the program was modified and developed accordingly. It was necessary to construct a program based on spoken language rather than written language in consideration of the level of learners in the lower grades in the process of acquiring Hangeul, and to secure the number of educational hours through integration between subjects. It is expected that this study can suggest a new direction for artificial intelligence education for elementary and lower grade learners.

Convergence thinking learning effect of SW liberal arts education for non-majors (교양수업에서 비전공자의 SW교육의 융합사고 학습 효과)

  • Won, Dong-Hyun;Kang, Yun-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1832-1837
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    • 2022
  • In the SW education of non-majors who encounter liberal arts education experience difficulties in the SW development environment and understanding they encounter for the first time, relevance to their major, and convergence thinking ability. In order to compensate for the difficulties of non-major learners in liberal arts education, a relatively easily accessible software was used to utilize a demonstration-oriented model that can be applied to beginners in SW education. In order to understand the logical flow of applications and problem solving used in real life, we proposed a convergence SW teaching method that combines repeated implementation through demonstration by the instructor and imitation of the learner, and learning indicators to increase the learning satisfaction and achievement of the learner. In the experiment applying the teaching and learning method proposed in this paper, meaningful results were shown when evaluating the learning effect, academic achievement, learning satisfaction, and teaching and learning method aspects of SW education.