• Title/Summary/Keyword: 컴퓨터 활용 교육

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Implementation of Educational Brain Motion Controller for Machine Learning Applications

  • Park, Myeong-Chul;Choi, Duk-Kyu;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.111-117
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    • 2020
  • Recently, with the high interest of machine learning, the need for educational controllers to interface with physical devices has increased. However, existing controllers are limited in terms of high cost and area of utilization for educational purposes. In this paper, motion control controllers using brain waves are proposed for the purpose of students' machine learning applications. The brain motion that occurs when imagining a specific action is measured and sampled, then the sample values were learned through Tensor Flow and the motion was recognized in contents such as games. Movement variation for motion recognition consists of directionality and jump motion. The identification of the recognition behavior is sent to a game produced by an Unreal Engine to operate the character in the game. In addition to brain waves, the implemented controller can be used in various fields depending on the input signal and can be used for educational purposes such as machine learning applications.

Development of teaching and learning materials using Arduino and piezo buzzer

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.349-357
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    • 2020
  • In this paper, I propose a presentation examples of the development of teaching materials using Arduino. For this purpose, a six-step low-cost microcontroller teaching-learning development model was used, the steps being topic selection, exploration of implementation methods, experimentation, production of teaching and learning materials, implementing lesson plans, and improvement. After analyzing the composition of the source code and circuits introduced in the existing Arduino book, this content was reconstructed to fit the programming education context. A simple method of constructing a circuit using materials such as Arduino and a piezo buzzer is proposed to save time on circuit composition. Using this circuit, examples of use in teaching-learning activities for various programming content elements are presented. The core concept of this study is that it provides a direct experience of the content of C language programming exercises that can only be found on existing screens.

Design and Implementation of YouTube-based Educational Video Recommendation System

  • Kim, Young Kook;Kim, Myung Ho
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.37-45
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    • 2022
  • As of 2020, about 500 hours of videos are uploaded to YouTube, a representative online video platform, per minute. As the number of users acquiring information through various uploaded videos is increasing, online video platforms are making efforts to provide better recommendation services. The currently used recommendation service recommends videos to users based on the user's viewing history, which is not a good way to recommend videos that deal with specific purposes and interests, such as educational videos. The recent recommendation system utilizes not only the user's viewing history but also the content features of the item. In this paper, we extract the content features of educational video for educational video recommendation based on YouTube, design a recommendation system using it, and implement it as a web application. By examining the satisfaction of users, recommendataion performance and convenience performance are shown as 85.36% and 87.80%.

A Design and Implementation of Educational Delivery Robots for Learning of Autonomous Driving

  • Hur, Hwa-La;Park, Myeong-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.107-114
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    • 2022
  • In this paper, proposes a delivery robot that can be autonomous driving learning. The proposed robot is designed to be used in park-type apartments without ground parking facilities. Compared to the existing apartments with complex ground and underground routes, park-type apartments have a standardized movement path, allowing the robot to run stably, making it suitable for students' initial education environment. The delivery robot is configured to enable delivery of parcels through machine learning technology for route learning and autonomous driving using cameras and LiDAR sensors. In addition, the control MCU was designed by separating it into three parts to enable learning by level, and it was confirmed that it can be used as a delivery robot for learning through operation tests such as autonomous driving and obstacle recognition. In the future, we plan to develop it into an educational delivery robot for various delivery services by linking with the precision indoor location information recognition technology and the public technology platform of the apartment.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.47-54
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    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

A Study on information & communication ethics education method for elementary school students (초등학생의 정보통신윤리교육 방안 연구)

  • Kim, Jeong-Rang;Min, Kyung-Min;Ma, Dai-Sung
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.225-233
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    • 2002
  • Students are getting more opportunities to use the internet at school and home with the development of information & communication technology and the spread of computers. It can be used for education; otherwise, it also has some negative side effects, such as, the circulation of unsound information, game addiction, the misuse and overuse of information. Information communication ethics education is needed to protect students from those negative side effects in cyber space. This paper presents the systematic education contents and ways to teach correct information communication ethics education form the results of questionaires to students, teachers and parents, and other related study.

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A study on the enhancement of basic scholastic ability applied combined model of cyber home study (온라인 보충학습 결합 모형을 적용한 기초.기본학력 신장에 관한 연구)

  • Kim, Seung-Tae;Kim, Chul
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.9-16
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    • 2010
  • 미래의 교육은 전통적인 면대면 방식으로 이루어지는 오프라인 학습과 컴퓨터와 네트워크를 활용한 온라인 학습이 통합적으로 이루어지는 학습체계 속에서 교과서의 지식을 학생들에게 전달하는 방식의 기존 교육과는 매우 다른 모습을 보일 것이고, 학습자 중심의 개인별 맞춤식 교육을 지향하고, 원활한 의사소통 방법을 이용하여 협력 중심의 활동을 강조할 것이다. 이에 교육현장에서는 다양한 이론과 연구를 통해 교수 학습방법 개선하고, 기초 기본 학력 신장에 끝없는 노력을 기울여 왔다. 하지만 이처럼 부단한 노력에도 불구하고 기초 기본 학력의 성취 수준이 부족한 학생은 여전히 대부분의 학급에서 많이 존재하고 있다. 때문에 학생들의 학력과 교사의 지도방법을 신뢰하지 못하는 학부모들은 자녀들을 어릴 때부터 사교육으로 내몰고 있는 것이 우리 교육의 현실이다. 이러한 현실에 공교육을 보완하기위해 등장한 사이버가정학습이 그 취지에 맞게 공교육울 내실화하여 학부모와 학생들에게 신뢰성을 회복한다면 사교육비 경감 효과와 더불어 제대로 된 학교 교육의 정체성을 확보하게 될 것이다. 이에 본 연구에서는 블렌디드 학습모형의 하나인 온라인 보충학습 결합모형을 적용하여 학생들에게 학습에 대한 흥미와 지적 호기심을 자극함으로써, 기초 기본학습의 내실화가 이루어져 결과적으로 학생들의 기초 기본학력이 신장되었음을 확인하였다.

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Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop (플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠)

  • Kim Min-Jung;Park Doo-Soon
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.353-359
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    • 2006
  • For answering a given condition of education which tries groping various instruction way of learner-leading, project-based instruction is noticed that inducing motive and interest of study by learner maker the effect of teaming, instruction way of owner-leading which solve by themselves. In this thesis, it develops education contents for applying project-based instruction to visualbasic course. Using FLASH MX and PHOTOSHOP 6.0 program which became known web production means, in distinction from the instruction contents which is a freeze-frame, it makes prossible interaction between computer and learner, induce interest and concentration of learner. In result of applying this, it appears real effect to the learning effect.

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The Effects of Programming Education with KODU on Problem-Solving Abilities in an Elementary School (초등학교에서 코두를 활용한 프로그래밍 교육이 문제해결력에 미치는 영향)

  • Hong, Taekyung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.1-10
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    • 2015
  • This study investigates the effectiveness of computer programming with KODU on problem-solving abilities of elementary school students. Diverse tools were developed for novice programmers to become more easy and comfort in learning a computer programming. Among them, KODU has focused on facilitating the programming of various multimedia applications to create games, animations and music videos etc. It is expected that KODU will help elementary school students to improve their problem-solving abilities through creating their own games, animation, and music etc. In this paper, we developed the educational program using KODU for teaching the elementary school students. The developed programming course was offered at the 5th grade students of a elementary school in Seoul and a total of 27 elementary school students were participated in our programming courses. Most of the students stated that the course was interesting, and their problem-solving ablilities were improved after the course from March 2014 through May 2014.

Automatic Selection of Similar Sentences for Teaching Writing in Elementary School (초등 글쓰기 교육을 위한 유사 문장 자동 선별)

  • Park, Youngki
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.333-340
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    • 2016
  • When elementary students write their own sentences, it is often educationally beneficial to compare them with other people's similar sentences. However, it is impractical for use in most classrooms, because it is burdensome for teachers to look up all of the sentences written by students. To cope with this problem, we propose a novel approach for automatic selection of similar sentences based on a three-step process: 1) extracting the subword units from the word-level sentences, 2) training the model with the encoder-decoder architecture, and 3) using the approximate k-nearest neighbor search algorithm to find the similar sentences. Experimental results show that the proposed approach achieves the accuracy of 75% for our test data.