• 제목/요약/키워드: 컴퓨터 교과목

검색결과 189건 처리시간 0.029초

A Study on the Practical Talent Training Method Based on Team Project Using CK-AR/VR PBL (CK-AR/VR PBL을 활용한 팀 프로젝트 기반의 실무형 인재 양성 교수법 연구)

  • Jung-Sun Kim
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 한국컴퓨터정보학회 2023년도 제67차 동계학술대회논문집 31권1호
    • /
    • pp.449-452
    • /
    • 2023
  • 본 연구는 신산업분야 특화 선도전문대학 지원사업 연구를 통해 개발된 CK-AR/VR PBL 교수법을 팀 프로젝트 기반의 캡스톤디자인 정규 교과목 수업에 적용해봄으로써, 해당 교수법의 장점 및 문제점을 파악하고 활용방안을 모색하기 위해 진행되었다. CK-AR/VR PBL 교수법은 기존 PBL(문제중심수업) 교수법의 특징과 장점을 유지하고 AR/VR 게임콘텐츠 특성에 맞는 특징을 중심으로 구축된 교수법으로 15주 정규교과목 수업인 '취업과창업을위한차세대게임창작프로젝트(캡스톤디자인)' 수업과 '취업과창업을위한차세대게임 포스트프로덕션(캡스톤디자인)' 수업을 수강한 200여 명의 학생에게 적용하였고 장단점을 파악하게 되었다. 이를 바탕으로 게임 개발 팀 프로젝트 교육과정을 운영 중인 교육 관계자들이나 앞으로 유사한 교육과정을 운영하기 위해 준비 중인 교육 관계자들에게 조금이나마 도움을 주고자 한다.

  • PDF

A Meta-Analysis on the Effects of Academic Achievement Using ICT Teaching-Learning: Focused on Theses and Journal Paper in Korea since 2000 (ICT 활용 교수-학습이 학업성취에 미치는 영향에 대한 메타분석: 2000년 이후에 발간된 국내 논문을 중심으로)

  • Ku, Byung-Doo
    • The Journal of Korean Association of Computer Education
    • /
    • 제17권5호
    • /
    • pp.53-68
    • /
    • 2014
  • The purpose of this study has been found to be effective using ICT teaching-learning than traditional teaching-learning method on academic achievement applying the meta-analysis method. This study set the following questions to be answered. 1. The 85% subject of analysis of ICT-using teaching-learning selected in this study turned out to be clear effective than traditional teaching-learning method in academic achievement of students. 2. ICT-using teaching-learning is more effective for academic achievement of elementary school students and university students than for middle school students and high school students relatively. 3. ICT-using teaching-learning is a most effective method in subject of art and physical education and social subject but less effective in mathematics subject.

  • PDF

A Meta-Analysis on the Effects of Academic Achievement in Web-Based Instruction (웹 기반 교수-학습이 학업성취에 미치는 영향에 대한 메타 분석)

  • Ku, Byung-Doo
    • The Journal of Korean Association of Computer Education
    • /
    • 제18권1호
    • /
    • pp.21-33
    • /
    • 2015
  • The purpose of this study has been found to be effective using web-based instruction than traditional teaching-learning method on academic achievement applying the meta-analysis method. The results of this study were as follows: First, The 85% subject of analysis of web-based instruction selected in this study turned out to be clear effective than traditional teaching-learning method in academic achievement of students. Second, Web-based instruction is more effective for academic achievement of elementary school students and university students than for middle school students and high school students relatively. Third, Web-based instruction is a most effective method in social subject and physical education but less effective in language subject. The overall results of this study concluded more powerful and big decisions which have integrated each different effects on academic achievement of studies web-based instruction method applying meta-analysis. Through this study, make better results were obtained and suggested the base line data and direction for follow up studies.

A Study on Contents of Information Science Curriculum (정보과학 교과 내용체계에 관한 연구)

  • Kim, Kapsu;Kim, Chul;Kim, Hyun-Bae;Jeong, InKee;Jeong, Young-sik;Ahn, Seonghun;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
    • /
    • 제18권1호
    • /
    • pp.161-171
    • /
    • 2014
  • The Computer Education in Korea since 2000 mainly were 'how to use computer tools', Computer education from 2005 to emphasize problem-solving and programming, but did not perform well, and In 2010 it was not compulsory computer training. Thus, our country have training elementary and middle school students for computer education without creating a curriculum content of computer. U.S. and UK educate students computer training to foster future generations the essential core competencies to be recognized as a new educational curriculum. In this study, the basic course in computer studies of Korean is proposed as Information Science. Information science subject from middle school to first grade curriculum is consistently able to study was composed. The subarea of information science curriculum computer systems, software production, the fusion activity. The computer system is composed of 18 subdivisions, software production is composed of 11 subdivisions, and fusion activity was composed of 15 subdivisions. The results of the students' school life and social life in the future core competencies necessary to be available to train.

Educational Sort Simulator (교육용 정렬 시뮬레이터)

  • Jo, Sang-min;Kim, Sang-hoon;Koh, Jeong-Gook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 한국정보통신학회 2015년도 추계학술대회
    • /
    • pp.913-915
    • /
    • 2015
  • 일반적으로 교육 활동은 이론과 실습을 모두 포함하며, 실습은 학습 내용에 대한 이해를 돕고 활용 능력 배양을 위해 필요하다. 컴퓨터 분야에서도 학습자가 직접 조작할 수 있는 교육용 도구의 활용이 매우 효과적이다. 본 논문에서는 자료구조 교과목의 주요 학습 주제인 정렬 기법을 대상으로 정렬 기법들의 동작 방식을 확인할 수 있는 교육용 정렬 시뮬레이터를 설계하고 구현하였다.

  • PDF

Analysis of Educational Content Cases and Exploration of Utilization Plans (교육콘텐츠 사례 분석 및 활용 방안 탐색)

  • Yang, Ji-Won;Lee, Hyeong-Ok
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 한국정보처리학회 2022년도 춘계학술발표대회
    • /
    • pp.739-741
    • /
    • 2022
  • 개인교수형, 반복학습형, 학습용 게임형, 시뮬레이션형 프로그램등의 교육콘텐츠등의 우수사례인 장애인식교육 이러닝센터와 Simcity 시리즈를 교육 목적, 교육 대상, 관련 교과목, 전달 매체, 전체 분량, 프로그램 및 학습 내용의 구조를 바탕으로 분석하여 교육 자료가 필요한 교수자들이 활용할 수 있는 방안을 모색하였다.

Data modeling and algorithms design for implementing Competency-based Learning Outcomes Assessment System (역량기반 학습성과 평가 시스템 구현을 위한 데이터 모델링 및 알고리즘 설계)

  • Chung, Hyun-Sook;Kim, Jung-Min
    • Journal of Convergence for Information Technology
    • /
    • 제11권11호
    • /
    • pp.335-344
    • /
    • 2021
  • The purpose of this paper is the development of course data models and learning achievement computation algorithms for enabling the course-embedded assessment(CEA), which is essential of competency-based education in higher education. The previous works related CEA have weakness in the development of the systematic solution for CEA computation. In this paper, we propose data models and algorithms to implement competency-based assessment system. Our data models are composed of a layered architecture of learning outcomes, learning modules and activities, and an associative matrix of learning outcomes and activities. The proposed methods can be applied to the development of the course-embedded assessment system as core modules. We evaluated the effectiveness of our proposed models through applying the models to a practical course, Java Programing. From the result of the experiments we found that our models can be used in the assessment system as a core module.

Dynamic Syllabus Composition System Considering the Priority of Educational Objectives (교육목표의 우선순위를 고려한 동적 강의계획서 구성 시스템)

  • Kim, Ho-Sook;Kim, Hyoung-seok B.
    • The Journal of Korean Association of Computer Education
    • /
    • 제12권2호
    • /
    • pp.13-22
    • /
    • 2009
  • In this paper, we propose a new dynamic syllabus composition system to solve the problems of a static syllabus which can appear in the field of computer education, where the relationship between pre-post study subjects is clear and teachers may grasp easily the degree of understanding of learners in real time. Our dynamic syllabus composition system is designed to be adjusted according to the physical change of the amount of education and the level of learners, which is based on the priority of educational objects. The result of instance performed on two groups of different entering behavior shows that the proposed method enhances the degree of transfer of education and helps us teach a class around the representative subject which has to be dealt with in the class, so that it is very effective for the achievement of educational objects prior to others.

  • PDF

Application Plan of Flip Learning Using Practical Instruction in Algorithm Theory (알고리즘 이론과목에서 실기수업을 적용한 플립러닝 활용방안)

  • Jang, Seong-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 한국정보통신학회 2017년도 춘계학술대회
    • /
    • pp.662-665
    • /
    • 2017
  • Recently, the rapid development and development of the industrial environment has changed the talent that companies need. As the educational paradigm changes, the university education should complement the problems of the lecture education method (the existing knowledge transfer method) in order to cultivate the talents needed for the corporation. In order to improve self - directed and creative problem - solving ability, new teaching and learning methods are needed. In this study, we apply flip learning in the algorithm class which is an essential curriculum of computer engineering. This group is divided into groups that are combined with theoretical and practical lessons, and groups that have applied theoretical lessons by applying flip learning, and groups that employ traditional lecture techniques. To improve learner's learning motivation and academic achievement, we propose a flip learning teaching method suitable for the algorithm subject and apply it directly to the class. Based on the results, we compare and analyze the academic achievement and learning satisfaction of learners.

  • PDF

An Exploratory Study on Educational instruments of Physical Computing for Maker Education (메이커 교육을 위한 피지컬 컴퓨팅 교구에 관한 탐색적 연구)

  • Lee, Chang Youn;Ahn, Jae-Hyun;Seo, Tae-Kyun
    • Proceedings of The KACE
    • /
    • 한국컴퓨터교육학회 2018년도 동계학술대회
    • /
    • pp.157-160
    • /
    • 2018
  • 인공지능 기술의 발달과 함께, 4차 산업 혁명에 관한 사회적 논의가 이슈화됨에 따라 교육 학계도 변화의 목소리를 높이고 있다. 지식기반 사회에서 컴퓨터 활용 역량이 강조되면서, 코딩/소프트웨어 교육 등 테크놀로지 기반 교수학습이 교과목과 관계없이 주목받고 있다. 최근에는 오픈소스를 만드는 사람들에 대한 긍정적 인식이 생겨나면서부터, 그들을 메이커라 지칭하고 메이커를 양성하기 위한 운동이 확산되기 시작하였다. 학계에서도 이 운동을 수용하려고 시도하였으나, 관련 연구에서는 기존 테크놀로지 기반 교수학습과 구분되는 특성을 명백하게 보여주지 못했다. 본 연구는 메이커 교육의 시론적 연구로서, 이재호와 장준형(2017)이 제안한 메이킹 역량을 중심으로 이를 키워줄 수 있는 피지컬 컴퓨팅 교구를 조사하였고, 동시에 활용 가능성을 제안하였다. 초기에 제안된 교구의 활용방안은 현장 교사 3인의 전문가 검토를 받았으며, 그들이 제공한 조언을 참고하여 수정하였다. 보완된 활용방안은 메이킹 역량을 구성하는 분석역량, 설계역량, 구현역량으로 구분하여 제시하였다. 이를 통해 메이커 교육의 이론적 발전과 확산에 기여하고자 하였다.

  • PDF