• Title/Summary/Keyword: 컴퓨터공학교육

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Exploring Pre-Service Earth Science Teachers' Understandings of Computational Thinking (지구과학 예비교사들의 컴퓨팅 사고에 대한 인식 탐색)

  • Young Shin Park;Ki Rak Park
    • Journal of the Korean earth science society
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    • v.45 no.3
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    • pp.260-276
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    • 2024
  • The purpose of this study is to explore whether pre-service teachers majoring in earth science improve their perception of computational thinking through STEAM classes focused on engineering-based wave power plants. The STEAM class involved designing the most efficient wave power plant model. The survey on computational thinking practices, developed from previous research, was administered to 15 Earth science pre-service teachers to gauge their understanding of computational thinking. Each group developed an efficient wave power plant model based on the scientific principal of turbine operation using waves. The activities included problem recognition (problem solving), coding (coding and programming), creating a wave power plant model using a 3D printer (design and create model), and evaluating the output to correct errors (debugging). The pre-service teachers showed a high level of recognition of computational thinking practices, particularly in "logical thinking," with the top five practices out of 14 averaging five points each. However, participants lacked a clear understanding of certain computational thinking practices such as abstraction, problem decomposition, and using bid data, with their comprehension of these decreasing after the STEAM lesson. Although there was a significant reduction in the misconception that computational thinking is "playing online games" (from 4.06 to 0.86), some participants still equated it with "thinking like a computer" and "using a computer to do calculations". The study found slight improvements in "problem solving" (3.73 to 4.33), "pattern recognition" (3.53 to 3.66), and "best tool selection" (4.26 to 4.66). To enhance computational thinking skills, a practice-oriented curriculum should be offered. Additional STEAM classes on diverse topics could lead to a significant improvement in computational thinking practices. Therefore, establishing an educational curriculum for multisituational learning is essential.

A Study on Research Trends of Library Science and Information Science Through Analyzing Subject Headings of Doctoral Dissertations Recently Published in the U.S. (학위논문 분석을 통한 미국 도서관학 및 정보과학 최근 연구 동향에 관한 연구)

  • Kim, Hyunjung
    • Journal of the Korean Society for information Management
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    • v.35 no.3
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    • pp.11-39
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    • 2018
  • The study examines the research trends of doctoral dissertations in Library Science and Information Science published in the U.S. for the last 5 years. Data collected from PQDT Global includes 1,016 doctoral dissertations containing "Library Science" or "Information Science" as subject headings, and keywords extracted from those dissertations were used for a network analysis, which helps identifying the intellectual structure of the dissertations. Also, the analysis using 103 subject heading keywords resulted in various centrality measures, including triangle betweenness centrality and nearest neighbor centrality, as well as 26 clusters of associated subject headings. The most frequently studied subjects include computer-related subjects, education-related subjects, and communication-related subjects, and a cluster with information science as the most central subject contains most of the computer-related keywords, while a cluster with library science as the most central subject contains many of the education-related keywords. Other related subjects include various user groups for user studies, and subjects related to information systems such as management, economics, geography, and biomedical engineering.

Quantum Inspired Eco-system Transformation in Augmented Reality (양자 기법 기반 증강현실 객체 간 생태계 변형)

  • Kim, Ju-Hwan;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.573-575
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    • 2019
  • Recently, augmented reality (AR) technology has been widely used in a variety of fields such as defense, medical, education, and entertainment. In the augmented reality environment, a user can interact a virtual object by the user 's specific behaviors. Also, it is necessary to use a technique to automatically interacts among the generated virtual objects. In this paper, we propose an authoring model to apply augmented reality environments based on quantum computing inspired entanglement and overlapping phenomenon. For example, it is possible to allow the user to automatically increase and decrease the number of the object with the characteristics of the virtual object without user intervention. As a tested platform for this purpose, this paper provide an augmented reality eco-system environment with automatic interaction among virtual animals.

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Data Preprocessing Technique and Service Operation Architecture for Demand Forecasting of Electric Vehicle Charging Station (전기자동차 충전소 수요 예측 데이터 전처리 기법 및 서비스 운영 아키텍처)

  • Joongi Hong;Suntae Kim;Jeongah Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.131-138
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    • 2023
  • Globally, the eco-friendly industry is developing due to the climate crisis. Electric vehicles are an eco-friendly industry that is attracting attention as it is expected to reduce carbon emissions by 30~70% or more compared to internal combustion engine vehicles. As electric vehicles become more popular, charging stations have become an important factor for purchasing electric vehicles. Recent research is using artificial intelligence to identify local demand for charging stations and select locations that can maximize economic impact. In this study, in order to contribute to the improvement of the performance of the electric vehicle charging station demand prediction model, nationwide data that can be used in the artificial intelligence model was defined and a pre-processing technique was proposed. In addition, a preprocessor, artificial intelligence model, and service web were implemented for real charging station demand prediction, and the value of data as a location selection factor was verified.

A Study on u-Learning based IT Vocational Education Contents Development of the Deaf Using HTML5 (HTML5를 이용한 청각장애인의 u-Learning 기반 IT 직업 교육 콘텐츠 개발에 관한 연구)

  • Rhee, K.M.;Kim, D.O.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.195-201
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    • 2015
  • In this study, IT education contents have been developed based on the u-Learning approach for people with hearing impairment, focusing on allowing the user to learn from anywhere and anytime. Specifically, this study applies HTML5 to implementing IT education contents(JSP, Oracle) for the deaf because HTML5 enables the learner to access the contents through both web and mobile device on various platforms including android, Mac OS, and PC etc. The results of this study are as follows: First, the online computer courses are mostly supposed to be compatible with diverse types of mobile devices. However, some of the contents could not be run on applications residing in web and mobile devices because the contents tend to be developed using FLASH. HTML5 is the effective way to overcome the compatibility problem. Second, FLASH and HTML5 contents authoring tools have been compared in terms of their strong and weak points by applying the developed contents to those tools. The study also suggests that the future work would be needed in order to implement wide variety of event functions with HTML5. Lastly, design strategies enabling access through web and mobile devices have been analyzed in accordance with u-Learning design guidelines for the deaf and mobile application accessibility guidelines. However, in the latter case, the future work regarding design guidelines needs to be conducted to improve the educational accessibility depending on the level of impairment.

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Exploring the Motivational Factors Influencing on Learner Participation of Adult Learners in e-Learning (성인학습자의 이러닝 학습참여에 대한 학습동기 요인 연구)

  • JungHyun Park;Ji Su Park;Jin Gon Shon
    • KIPS Transactions on Software and Data Engineering
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    • v.13 no.1
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    • pp.28-34
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    • 2024
  • Since e-learning is conducted based on the learner's autonomy, motivation to continuously participate is crucial for success in e-learning. As the number of adult learners participating in lifelong education increases, it is necessary to study learner participation and the motivating factors. Drawing upon the Expectancy-Value Theory and Self-Regulated Learning Theory, this study analyzed the influence of motivational factors (value, costs, cognitive regulation, and scheduling) on learner participation. An e-learning program was implemented on MoodleCloud, and learners completed a survey before going through the program. Regression analysis was conducted using the survey response data along with the participation score, calculated using the log data. The results of the analysis demonstrated that value and scheduling significantly influenced learner participation, with gender differences found in value. This means that as adult learners perceive higher value in the e-learning program and possess better scheduling skills, they are more likely to participate. These findings can be utilized in developing teaching and learning strategies for both learners and instructors, ultimately helping to prevent dropout in e-learning.

Evaluation of Present Curriculum for Devlopment of Dept. of Radiological Science Curriculum (방사선학과 교육과정 개선을 위한 현 교육과정 평가)

  • Kang, Se-Sik;Kim, Chang-Soo;Choi, Seok-Yoon;Ko, Seong-Jin;Kim, Jung-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.242-251
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    • 2011
  • A curriculum of study demands a change as period of time and society evolve. Therefore, at this point where changes are required, this study is to analyze and evaluate the curriculums which will enhance and improve current studies as a preceding stage. The research was based on the survey by groups of education experts and 19 universities with current curriculum of study in radiologic science, and their references. The study was focused on the scope of work by radiologic technologist, change of college systems, academic research about radiologic science, and the improvement and the future of radiologic science field in perspective to globalization and the digital era. In terms of work scope, angiography and interventional radiology at 6 to 8 schools, fluoroscopy at 4 schools, ultrasound and practices at 6 schools, magnetic resonance image at 2 schools were found to be unestablished. The basic medical subjects, humuan physiology, human anatomy and practices, medical terminology courses were set up at most schools; however, pathology at 5 schools, image anatomy at 6 schools, clinical medicine at 11 schools were yet opened. Among the basic science and engineering subjects, general biology and its practices at 11 schools, general physics and its practices at 14 schools, and general chemistry and its practices at 8 schools were established which is about a half from a total number of schools. Only 4-5 schools established digital subjects such as, health computer, computer programming, PACS which are the basic major subjects. In order to provide academic improvement in radiologic science, digitalized education and globalization, and basis for future-oriented education for the field of radiologic science, including expanded scope of work, it is acknowledged that curriculums that are opened and run at each school need to be standardized. Therefore, the need for introduction of certificate for the radiologic science education courses are suggested.

Introduction to Improve for Testing Method of National Technology Qualification to Meet Demands From the era of Knowledge & Information (지식.정보화시대에 요구되는 국가기술자격 검정방법 도입을 위한 연구 - 기능장, 기사, 산업기사, 기능사를 중심으로 -)

  • Cho Jeong-Yoon;Park Jong-Sung;Kim Deog-Ki;Kim Hyun-Soo
    • Journal of Engineering Education Research
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    • v.4 no.1
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    • pp.57-78
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    • 2001
  • Due to developments in information technology and ensuing changes in the concept of time and space, the significance of national boundaries has been weakened, bringing to attention the heightened competition among nations. In order to respond to these transformations, the Korean government is increasing its efforts to raise the authenticity of the National Technology Qualification System(NTQS) by closely linking NTQS testing method and procedure to practical knowledge and skills in the industry field. This initiative is based on the recognition that the human resources development is a crucial factor in determining a nation's competitiveness. This study aimed, first of all, to diagnose the problems directly and indirectly affecting the testing method in the current NTQS. And then, differentiated solutions according to grade and improvements in the testing infrastructure were suggested. The ultimate purpose was to provide a blueprint for enhancing national competitiveness through increased authenticity and efficiency of the NTQS. Research methods applied during this study include: the collection and review of qualification-related literature; a series of conferences with leading experts; interviews with vocational educators and researchers from qualification-related institutes; a survey of national qualification holders from a variety of professions and industries; and participatory observation at qualification exam centers. This research suggested policy recommendations as follows; First, measures to improve for testing method of professional engineer Second, measures to improve for testing method of Master craftsman Third, measures to improve for testing method of Engineer, Industrial Engineer, Craftsman Fourth, plans for the establishment of operation system for a computerized testing Fifth, institutional perspective on establishing qualification infrastructure Sixth, operational perspective on establishing qualification infrastructure

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Development and Application of Mobile-Based Math Learning Application (모바일 기반 수학 학습 어플리케이션 개발 및 활용 방안)

  • Kim, Bumi
    • School Mathematics
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    • v.19 no.3
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    • pp.593-615
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    • 2017
  • The purpose of this study is to develop a mobile-based math learning application and explore its application. In order to develop a learning application, the present study included literature review on math education involving mobile learning, investigation of literature related to mathematics education conducted in a digital environment, and method of use and implementation environment of existing math learning applications by type. Based on these preliminary investigation and analysis, an android version application, 'Mathematics Classroom for Middle School 3rd Graders' was developed. This application can be used for learning units such as Quadratic Functions and Graphs, Representative Value, and Variance and Standard Deviation. For the unit on Quadratic Functions and Graphs, the application was constructed so that students can draw various graphs by using the graphic mode and discuss their work with other students in the chatting room. For the unit on Representative Value, the application was constructed with the mathematical concept of representative value explained through animation along with activities of grouping data acquired after playing archery games by points or arranging them according to size so that students can study when and how to use median value, mode, and average. The application for Variance and Standard Deviation unit was also constructed in a way that allowed students to study the concept of variance and standard deviation and solve the problems on their own. The results of this study can be used as teaching & learning materials customized for individual student in math classes and will provide anyone the opportunity to engage in an interesting self-directed learning of math at anytime. Developed in the format of real life study, the application will contribute to helping students develop a positive attitude about math.

Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.