• Title/Summary/Keyword: 컴퓨터공학교육

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Correlation between Vocational Training Evaluation Data and Employment Outcomes: A Study on Prediction Approaches through Machine Learning Models (직업훈련생 평가 데이터와 취업 결과의 상관관계: 머신러닝 모델을 통한 예측 방안 연구)

  • Jae-Sung Chun;Il-Young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.3_spc
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    • pp.291-296
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    • 2024
  • This study analyzed various machine learning models that predict employment outcomes after vocational training using pre-assessment data of disabled vocational trainees. The study selected and utilized the most appropriate machine learning models based on a data set containing various personal characteristics, including trainees' gender, age, and type of disability. Through this analysis, the goal is to improve the employment rate and job satisfaction of disabled trainees using only pre-assessment data. As a result, it presents a universal approach that can be applied not only to people with disabilities, but also to vocational trainees from a variety of backgrounds. This is expected to make an important contribution to the development and implementation of tailored vocational training programs, ultimately helping to achieve better employment outcomes and job satisfaction.

A Study on Development of Educational CanSat based on Arduino for Creative Engineering Design and Practice Class (창의공학설계 및 실습 수업을 위한 아두이노 기반 교육용 캔위성 개발 연구)

  • Lee, Younggun;Lee, Sanghyun;Kim, Jongbum;Kim, Songhyon;Yoo, Seunghoon
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.38-45
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    • 2021
  • The CanSat was designed as an educational satellite simulation program that implements the overall system of the satellite such as the command processing unit, the communication unit, and the power unit in a structure of the size of a can. In particular, the training effect is very excellent because the trainee can learn a process similar to the actual satellite development process by designing, manufacturing, testing, and launching. Republic of Korea Air Force Academy has been using the CanSat production kit used by the domestic can satellite contest experience department for education, but since it was produced based on PCB, it was impossible to show creativity and operation was restricted even with small mistakes. In this paper, we analyze the existing CanSat kit and propose a new educational CanSat kit that can be used in creative engineering design and practice subjects that will be reorganized into a regular course from 2021, and a lesson plan. In conclusion, by using the proposed CanSat kit for lectures, it is possible to achieve educational purposes and effects, improve lecture satisfaction, and provide stable instruction.

A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality (IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.25-30
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    • 2015
  • Virtual reality is a combination of various studies, such as programming, simulation, and computer graphics. This type of new cultural paradigm requires novel concept of contents development and information exchange. This research uses 3D virtual reality technology in new equipment called I-Bench Mobile which let user to interact with the equipment for completing furniture disposition task. The simulation is manufactured in 3D with application of physics, and the ultimate goal of it is to increase customers' satisfaction by allowing them to enjoy snap shot function for arranging furniture at exact desired place. This research requires not only coding techniques but also educating process in both engineering and art, such as computer science, media art design, and visual communication; therefore, the development of software by facilitating Virtual/Augmented Reality technology in this research is a good example of fusion IT technique education.

A Study on a Computer Program Visualization Method Effective for the e-Learning Contents (이 러닝 콘텐츠에 효과적인 컴퓨터 프로그램 시각화 방안에 대한 연구)

  • Ha, Sang-Ho
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.109-124
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    • 2007
  • With the advance of the Internet and computing technologies, e-learning is now a hot issue worldwide for providing the effective learning on the cyber-space. However, most of existing e-learning contents have been developed mainly based on text, including simple multimedia elements such as images, animations, and voices. This paper suggests a method effective for the computer programming e-learning. The method is based on program visualization using flowcharts. It features the stepwise hierarchical program visualization on the level of statements, the flowchart based visualization for control constructs of languages, visualization over whole programs, visualization compared with source codes, and interaction with users. Finally, we implement a system to realize the suggested method, and execute it for an example program.

Design Education Methodology in Computer Science and Engineering (컴퓨터공학 분야 설계교육 방법론)

  • Kim, Sangjin
    • Journal of Engineering Education Research
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    • v.18 no.4
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    • pp.66-75
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    • 2015
  • Commonly it is perceived that it is difficult to teach engineering design and satisfy accreditation criteria in computer science and engineering related majors. However, since engineering design in these disciplines are a product design, it is more adaptable than other majors which are process design oriented. This paper shows that although there are subtle differences with conventional engineering design, engineering design education in computer science and engineering can be effectively done. This paper concentrates on how engineering design related curriculum can be constructed, what should be considered when designing such curriculum, and how engineering design can be taught in individual design courses(excluding introductory and capstone courses) based on case experience.

Design of Personalized Learning Profile based Leaner's Cognitive Ability (학습자의 인지능력 기반 개인화 학습 프로파일 설계)

  • Ji, Hye-Sung;Lim, Heui-Seok;Park, Ki-Nam
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.983-985
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    • 2013
  • 본 논문에서는 학습자의 인지능력을 진단하고 이를 기반으로 하는 학습자 프로파일에 대하여 제안한다. 기존의 인지능력 측정방법으로는 알기 어려운 학습자의 세부적인 학습 능력을 적용한 학습자 프로파일은 지능형 튜터링 시스템의 최종적인 목표인 개개인의 맞춤형 학습 제공을 목적으로 학습자의 인지능력 측정 및 패턴분류를 통해 세부적인 학습자의 인지능력 측정하고 이를 기반으로 학습자 프로파일을 설계하였다.

A Design and Implementation based on Educational Smart Farm System (스마트 팜 교육 시스템 설계 및 구현)

  • Chung, Joong-Soo;Jung, Kwang-Wook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.145-148
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    • 2022
  • 본 논문은 스마트 팜 교육용 시스템을 IoT 기반으로 임베디드 환경에서 설계 및 구현하였다. 시스템 환경은 라즈베리파이 기반에서 노드-레드(Node-RED) 프로그램을 적용하였고 생육재배에 필요한 환경 센서와 구동장치를 연동하여 구축하였다. 센싱 정보는 유. 무선통신으로 서버로 전달되며, 데이터베이스를 근간으로 한 웹 설계는 PHP, MySQL을 사용하고, 스마트 폰 앱은 안드로이드 스튜디오를 사용하였다. 시스템 동작 과정은 센서값 인지 및 비주얼한 표시, 연동 구동장치 제어 프로그래밍, 서버 및 스마트 폰을 이용한 원격제어와 모니터링 과정을 수행할 수 있도록 설계하였다.

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Study of Item Presentation Structure for Educational Assessment on Smart Learning (스마트 러닝 환경의 교육 평가를 위한 문항 표현 구조에 관한 연구)

  • Lee, Jae-Won;Choi, Eun-Man
    • Annual Conference of KIPS
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    • 2010.11a
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    • pp.405-408
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    • 2010
  • 문항은 지필평가의 핵심요소이다. 문항의 표현은 전통적으로 문항카드를 이용했다. 교육정보화가 발달하면서 온라인 평가 서비스는 다양한 문항의 표현 구조를 만들었으나, 새롭게 주목받고 있는 스마트 러닝 환경에 그대로 사용하기에는 한계가 있다. 이 논문은 국내의 평가 특성과 스마트 러닝의 이동성을 고려한 문항 표현 구조를 제안한다.

An Analysis Method and Environment for Team Project-Based Learning in Non-Face-to-Face Situation for Student Evaluation (비대면 팀 프로젝트 기반 수업 평가를 위한 분석 방법 및 평가환경)

  • Lee, Jaiyun;Han, Seyoung;Choi, Changbeom
    • Journal of Engineering Education Research
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    • v.25 no.3
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    • pp.3-10
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    • 2022
  • An educator may utilize various pedagogies such as hands-on practice, practicum, and project-based learning to enhance a student's competency. Among various pedagogies, project-based learning is one of the well-known pedagogies that may provide similar on-the-job experience. In general, an educator may divide the students into small groups and assign tasks to check students' cooperation skills and achievements during project-based learning. However, an educator may experience difficulties operating project-based learning due to the COVID-19 pandemic. Most of the team activities are done in non-face-to-face meetings, and as a consequence, the educator may not find an underachieving team easily and cannot intervene appropriately. This study introduces a rigorous analysis method to evaluate team activities to analyze individual students' participation and contributions. First, this study develops evaluation rubrics by conducting questionnaires to professors and students to find an appropriate weight value for the evaluation scale. Then, this research introduces an analysis environment to evaluate students automatically. The analysis environment collects dialog data from social network services and measures interactions among students in a team. After measuring interactions, the environment generates a report to visualize the team activities. We applied the proposed method and environment to the capstone design course to show the effectiveness of the method and environment. Based on the case study, the environment showed that the analysis method could easily indicate the teams' activities and check the level of participation.

Educational Method of Computational Thinking Processes using Physical Teaching Devices (피지컬 교구를 활용한 컴퓨팅적 사고과정 교육방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.35-39
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    • 2018
  • More and more universities are enforcing SW education for non-major undergraduates. However, they are experiencing difficulties in educating non-major students to understand computational thinking processes. In this paper, we did not use the mathematical operation problem to solve this problem. And we proposed a basic problem-solving process teaching method based on computational thinking using simple physical devices. In the proposed educational method, we teach a LED circuit using an Arduino board as an example. And it explains the problem-solving process with computational thinking. Through this, students learn core computational thinking processes such as abstraction, problem decomposition, pattern recognition and algorithms. By applying the proposed methodology, students can gain the concept and necessity of computational thinking processes without difficulty in understanding and analyzing the given problem.