• Title/Summary/Keyword: 컴퓨터 교과목

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Educational impact of reflection activities using Facebook in university lectures (대학 강의에서 페이스북 기반 성찰활동의 효과)

  • Seo, Juyeon;Lee, Jeongmin
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.107-114
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    • 2014
  • This study aims to investigate the effects of reflection activities on using Facebook in university lectures. To accomplish the purpose of this study, an experiment was conducted with 181 students who took a large-scale university lecture. Subjects were assigned into two groups: 90 facebook group(experimental group) and 91 cybercampus group(control group). They participated reflection activities on facebook or cybercampus during 4 weeks. Independent samples t-test with in-depth interview were employed to analyze data. The results of this study are summarized as follows: there was a statistically significant difference in learning satisfaction between facebook group and control group. Learning satisfaction of facebook group is significantly higher than that of control group because reflection activities on facebook provided to gather information on reflection and to interact with peers easily. In conclusion, these findings imply that reflection activities on facebook is effective for improving learning satisfaction of large-scale university lectures.

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Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.

A Survey on the Perception for Legal Education Efficiency of Engineering Department (공학 계열의 법학 교육 효율화를 위한 인식 조사)

  • Oh, Tae-Kon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.161-168
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    • 2014
  • This study conducted a survey on the perception for legal education efficiency of engineering department. This study is to search for more efficient legal education method to engineering department's students, reflecting the reality that our universities have appointed the subjects - related with engineering accreditation such as engineering law - as compulsory subjects. The method of this study is that with questionnaire extracted the advanced researches, it selected the 180 undergraduates of engineering college in C university as original samples, chose 161 data as final efficient samples except for 19 untrustworthy respondent, analyzed and drew the result. The specific results are as follows. In case of legal education in engineering department, it was found that women rather than men, the students first taking the subject more than those retaking the subject, the students who have taken the basic law subjects such as law and society, an introduction to law, and the students who hope to get a job in their major field showed the higher class concentration degree and satisfaction degree.

Development of an Eclipse-based IDE for Educational Compilers (이클립스 기반의 교육용 컴파일러 통합개발환경)

  • Sung, U-Kyung;Kang, Hyun-Syug;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.9-18
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    • 2011
  • Compiler development projects, which are designed and taught in compiler course, allow students to practice and absorb valuable amount of experience and techniques in developing compilers. However, both instructors and students face difficulties as they are often limited by insufficient hands-on time during course of an academic year along with a relatively high level of technologies involved when dealing with compilers. As well, most compiler's target systems use interpreter-based technologies which are rather limited in drawing student's attention. As a result compiler courses often end up being more of a theoretical course than practical. This paper presents a new integrated development environment (IDE) that will help overcome aforementioned difficulties and allow students to obtain both theoretical and practical knowledge more efficiently. The development environment includes a reference compiler with $Mindstorms^{(R)}$ NXT Robots as the target system, compiler development tool, target language test tool, and code generation visualizer. It is developed as a plug-in for the popular Eclipse IDE which enables easy access and great expandability. This integrated development environment allows students to understand compilers better and start their development faster.

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A Study on the Application of Curriculum for Strengthening SWP for Adult Learners

  • Cho, Woo-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.193-199
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    • 2021
  • The purpose of this study was to apply a teaching method that fits the characteristics of learners through the improvement and application of subjects for reinforcing SWP, and to seek ways to strengthen field practice. As a result of the study, first, as a method of applying learner motivation, it is necessary to conduct discussions by inviting practitioners in the field, and to watch the progress of projects by type of social welfare site. Second, as a way to participate in learners, it is necessary to analyze excellent proposals, participate in events held at welfare sites, present various dilemma cases in the field, and try to overcome ethical dilemmas by sharing cases overcoming dilemma, and to make efforts to list practical skills required in social welfare field practice. Third, it is necessary to apply such methods as phone calls, e-campus, Kakao Talk, Zoom, and counseling techniques that are conducted in the case management process as a way to apply interaction, and discuss issues that are important in the welfare field.

A Study on the Standard AI Developer Job Training Track Based on Industry Demand

  • Lee, Won Joo;Kim, Doohyun;Kim, Sang Il;Kim, Han Sung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.251-258
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    • 2022
  • In this paper, we propose a standard AI developer job training track based on industry needs. The characteristic of this curriculum is that it can minimize the mismatch of AI developer job competency between industries and universities. To develop an AI developer job training track, a survey will be conducted for AI developers working in industrial fields. In this survey, among the five NCS-based AI developer jobs, job analysis is conducted by deriving AI developer jobs with high demand for manpower in industrial fields. In job analysis, the core competency unit elements of the job are selected, and knowledge, skills, tools, etc. necessary to perform the core competency unit elements are derived. In addition, a standard AI developer job curriculum is developed by deriving core subjects and road-map that can educate knowledge, skills, tools, etc. In addition, we present an efficient AI developer job training method using the standard AI developer job training course proposed in this paper.

An Analysis of Artificial Intelligence Education Research Trends Based on Topic Modeling

  • You-Jung Ko
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.197-209
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    • 2024
  • This study aimed to analyze recent research trends in Artificial Intelligence (AI) education within South Korea with the overarching objective of exploring the future direction of AI education. For this purpose, an analysis of 697 papers related to AI education published in Research Information Sharing Service (RISS) from 2016 to November 2023 were analyzed using word cloud and Latent Dirichlet Allocation (LDA) topic modeling technique. As a result of the analysis, six major topics were identified: generative AI utilization education, AI ethics education, AI convergence education, teacher perceptions and roles in AI utilization, AI literacy development in university education, and AI-based education and research directions. Based on these findings, I proposed several suggestions, (1) including expanding the use of generative AI in various subjects, (2) establishing ethical guidelines for AI use, (3) evaluating the long-term impact of AI education, (4) enhancing teachers' ability to use AI in higher education, (5) diversifying the curriculum of AI education in universities, (6) analyzing the trend of AI research, and developing an educational platform.

Based on the Analysis of Entrepreneurship Support Policy Information, Establishment of Customized Entrepreneurship Promotion Model for Sports Major

  • Byung-Kwan Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.165-175
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    • 2024
  • In this paper, the purpose of this study was to analyze various information related to the government's youth entrepreneurship support policy, propose a customized entrepreneurship promotion strategy for college students majoring in sports, and increase their entrepreneurship efficacy. Through this, the aim was to increase the entrepreneurship efficacy of sports majors. Firstly, a literature study was conducted, and secondly, alternatives for promoting entrepreneurship among college students majoring in sports were analyzed based on expert interviews. Therefore, the following suggestions were made. 1. Recognizing the added value and individuality of the sports field in startup policy. 2. Creation of a start-up network and platform for sports majors to start a business. 3. Sports start-up space composition. 4. Organizing and supporting start-up clubs. 5. Activating entrepreneurship education and competitions in capstone design and employment seminar subjects. 6. Increasing start-up efficacy through start-up mentoring.

A Study on the Operation of Technology. Home Economics Curriculum of Middle and High Schools in Kyungnam Area (기술ㆍ가정교과 운영실태와 평가 -경남지역 소재 중.고등학교를 중심으로 -)

  • 김상희
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.29-44
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    • 2003
  • This study aimed to evaluate the subject matters and goals, and to know the operation of Technology·Home Economics of middle and high schools in Kyungnam area. Data were collected from 235 teachers with the questionnaire by mail. The results were following; 1. The major of teachers was Technology·Industry 30.6%, Home Economics 67.2%. The teaching style was the team-teaching 51.1%, one's responsible teaching 41.3%. The team-teaching was operated more frequently in high schools than middle schools. The most difficulties were the shortage of subject's hours, the shortage of practice hours, etc. 2. The overall evaluation of subject's matters and goals were about middle levels. but the items of the job-course education and the interrelatedness of Technology and Home Economics were a little low levels. 3. The speciality and the utility of the subject's matters were evaluated highly oneself for one's major, but those of different major were lowly so. The sector of Computer was shared commonly with Technology and Home Economics' teachers. 4. The attitudes toward the separation or integration of Technology·Home Economics in the 8th curriculum revision were half and half. If Technology·Home Economics will be separated, each subject need 2 hours per week.

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A Study on the Effects of Literacy Therapy Program for the Prevention of Adolescents' Smartphone Addiction (청소년의 스마트폰 중독 예방을 위한 문학치료 프로그램 효과에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.269-276
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    • 2018
  • The purpose of the study is to verify whether literature therapy program for prevention of smartphone addiction is effective for adolescents. The subjects of this study were 150 students of J City, K middle school. After completing the program, they were conducted post-test for both the experimental and control groups. The study found that the program was effective in mitigating smartphone addiction but not in reducing the directed life problem. It was also found to be effective in reducing tolerance and loss of control and problems of withdrawal and emotional experience. The study suggests that institutional arrangements are needed for linking with related organizations in the region because it is difficult to effectively prevent the increasing problem of smartphone addiction unless an adolescents program for youth is linked to the school. Therefore, it is necessary to conduct parent education for prevention of smartphone addiction in computer curriculum of school subjects.