• Title/Summary/Keyword: 컴퓨터공학교육

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A Comparative Case Study of Flipped Learning in Active Learning Classroom vs. Fixed Classroom (Active Learning Classroom과 고정식 강의실에서의 플립러닝 비교 사례연구)

  • Lee, Sang-Eun;Song, Bong-Shik
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.295-303
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    • 2022
  • This study compares two cases in which flipped learning is applied in the active learning classroom (ALC) and fixed classroom of advanced engineering education. To this end, the difference in pre-learning, academic achievement, and class satisfaction between ALC and fixed classroom flipped learning were compared. The results revealed that students in ALC flipped learning watched more video lectures for pre-learning than those in the fixed classroom flipped learning and achieved higher scores on final tests, though they obtained lower points on midterm exam. In addition, examination of class satisfaction with questions about class factors, instructor factors, and overall satisfaction revealed that ALC flipped learning showed higher satisfaction in all factors than the fixed classroom flipped learning. This case study suggests that the ALC environment, a learning space built to facilitate learner-centered activities, is more effective for flipped learning that requires active interaction in the classroom.

The effects of CAI adapting to the level of students' conceptual understanding in concept learning (개념 학습에서 학생들의 개념 이해 수준에 적응적인 CAI의 효과)

  • Kim, Kyung-sun;Kang, Yi-young;Kwon, Hyeok-soon;Wang, Hye-nam;Noh, Tae-hee
    • The Journal of Korean Association of Computer Education
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    • v.9 no.2
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    • pp.79-88
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    • 2006
  • This study investigated the effects of computer-assisted instruction adapting to the level of students' conceptual understanding upon students' conceptual understanding, retention of conceptions, learning motivation, and perception about computer-assisted instruction in concept learning. 94 seventh grade students from a coed middle school in Seoul were randomly assigned to control, CAI, adaptive CAI groups, and were taught about 'motion of molecules' for 7 class periods. Two-way ANCOVA results revealed that the scores of a conception test and a learning motivation test for the adaptive CAI group were significantly higher than those for the control group. The scores of a retention test of conceptions for the adaptive CAI group were significantly higher than those for other two groups. There were no significant interactions between the instruction and the level of previous achievement in the scores of the conception test, the learning motivation test, and the retention test of conceptions. The perception about computer-assisted instruction for the students of the adaptive CAI group were more positive than those for the students of the CAI group.

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An Educational Effect on the Process of Design for 3D Simulation of Disaster Response System (재난 대응 3D 시뮬레이션 설계과정을 통한 교육적 효과)

  • Song, Eun-Jee;Suh, Don-Hee
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.23-29
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    • 2016
  • Our society is endemic in safety insensitivity, yet we have been concerned for safety education and disaster drill since the Sewol Ferry accident. However, the practical training costs very high, and it has its limit to increase reality. Recently, industry fields put emphasis on virtual reality (VR) as alternatives, so various contents are invented by using advantages of VR. The paper explores crucial application in 3-dimensional simulation for fire drill, suggests novel design, and contemplates about educative result through designing process. In order to construct and materialize the suggested system, practical 3D spatial information model and various disaster-drill scenarios are necessary. Also, to apply game elements for augmentation in users' utility, educations based on computer science and visual art are inevitable, which requires skills in programing and modeling respectively. Thus, this study investigates educational effect of convergence field through the suggested system designing process.

Effects of Programming Education using Visual Literacy: Focus on Arts Major (시각적 문해력을 활용한 프로그래밍 교육의 효과 : 예술계열 중심으로)

  • Su-Young Pi;Hyun-Sook Son
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.105-114
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    • 2024
  • Recently, with an emphasis on software proficiency, universities are providing software education to all students regardless of their majors. However, non-majors often lack motivation for software education and perceive the unfamiliar learning content as more challenging. To address this issue, tailored software education according to the learners' characteristics is essential. Art students, for instance, with their strong visual comprehension and expressive abilities, can benefit from utilizing visual literacy to enhance the effectiveness of programming education. In this study, we propose decomposing everyday problems into flowcharts and pseudocode to construct procedural and visual images. Using the educational programming language PlayBot, we aim to analyze the effectiveness of teaching by coding to solve problems. Through this approach, students are expected to grasp programming concepts, understand problem-solving processes through computational thinking, and acquire skills to apply programming in their respective fields.

A Study on the Efficient Development of Teaching-Learning Contents Using Multimedia Authoring Tools (멀티미디어 저작도구를 이용한 효율적인 교수-학습 콘텐츠 개발에 관한 고찰)

  • Kim, Min-Sung;Kim, Yoon;Park, Sung-Hoon
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.1-8
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    • 2010
  • Computers can intensify the students' motivation and understanding about the solution to the problems in class, therefore, computers can be the most appropriate educational tools for the study of problem solving and have been also recognized as a representable study method in the information age, which can pass on various educational experience to the right place at the right time. Mutimedia producing tool helps us develop and maintain the educational courseware by way of using general technology of multimedia system. In this thesis, it presents the efficient development process of educational software by using mutimedia producing tool, its educational advantages and problems, and its future progress direction as well.

LLM-based chatbot system to improve worker efficiency and prevent safety incidents (작업자의 업무 능률 향상과 안전 사고 방지를 위한 LLM 기반 챗봇 시스템)

  • Doohwan Kim;Yohan Han;Inhyuk Jeong;Yeongseok Hwnag;Jinju Park;Nahyeon Lee;Yujin Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.321-324
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    • 2024
  • 본 논문에서는 LLM(Large Language Models) 기반의 STT 결합 챗봇 시스템을 제안한다. 제조업 공장에서 안전 교육의 부족과 외국인 근로자의 증가는 안전을 중시하는 작업 환경에서 새로운 도전과제로 부상하고 있다. 이에 본 연구는 언어 모델과 음성 인식(Speech-to-Text, STT) 기술을 활용한 혁신적인 챗봇 시스템을 통해 이러한 문제를 해결하고자 한다. 제안된 시스템은 작업자들이 장비 사용 매뉴얼 및 안전 지침을 쉽게 접근하도록 지원하며, 비상 상황에서 신속하고 정확한 대응을 가능하게 한다. 연구 과정에서 LLM은 작업자의 의도를 파악하고, STT 기술은 음성 명령을 효과적으로 처리한다. 실험 결과, 이 시스템은 작업자의 업무 효율성을 증대시키고 언어 장벽을 해소하는데 효과적임이 확인되었다. 본 연구는 제조업 현장에서 작업자의 안전과 업무 효율성 향상에 기여할 것으로 기대된다.

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A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.1-10
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    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.

Managing a Project-based Subject of Large Credit in an Undergraduate Course (대단위 학점(9학점) 프로젝트수행 수업 사례 연구)

  • Ok Bo-Myoung;Shin Dong-Gui;Park Mi-Keung
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.38-43
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    • 2003
  • The objective of our large credit project-based undergraduate subject is to help students to combine programming language skills and learned algorithms into a complete IT solution. This paper describes our experience in running an undergraduate 9 credit project-based subject 'Enterprise Solution Development' of Youngsan University. Proven educational effect showed that solution development experience helps students be more competitive in the job market thus makes contribution in human resource development.

A Survey Study on the Design and Development of UML-based Education for Novice Computer Programmers (컴퓨터 초보자 소프트웨어교육에 있어서의 UML 도구의 적합성 연구)

  • Kim, Yun-Woo;Oh, Ji-Hye;Oh, Uran;Park, Hyun-Seok
    • Journal of Engineering Education Research
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    • v.22 no.6
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    • pp.3-11
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    • 2019
  • To evaluate the suitability of UML (Unified Modelling Language) in terms of educating novice software engineers, we have conducted a survey study with 102 students who were enrolled in a mandatory course for sophomores in computer science and engineering department. The results indicate that UML 1) has high satisfaction rate among software novices as an education material, 2) improves computational thinking and problem-solving skills, and 3) increases the efficacy of learning when the education program is implemented in the order of UML, programming practice, and physical computing. This paper suggests the applicability of UML as a new education paradigm in software education.

Personalized VDT Syndrome Prevention System Using PoseNet (PoseNet을 이용한 개인 맞춤형 VDT 증후군 예방 시스템)

  • Young-bok Cho
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.115-119
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    • 2024
  • With the increase in the number of ICT industry workers, there is a demand for research on preventing VDT syndrome. However, existing posture correction products mostly rely heavily on cameras or sensors in wearable devices. In this paper, we have developed a posture correction system that utilizes built-in cameras and circular pressure sensors to collect posture information. Additionally, the system provides a personalized service by capturing the correct posture of the user initially and monitoring the user's posture based on that input. By precisely correcting postures during users' daily tasks, this system aims to prevent and improve VDT syndrome, ultimately enhancing the efficiency of ICT industry workers.