• Title/Summary/Keyword: 컴퓨터 활용 교육

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The Analysis of Discussion Activities and Participants' Behavior in the e-BBS based on a Structural Analysis (구조적 분석에 의한 e-BBS 토의 활동 및 참여자의 행동 분석)

  • Moon, Gyo Sik
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.41-51
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    • 2006
  • Educators have recognized the usefulness of the e-BBS(electronic-Bulletin Board System) as an asynchronous communication medium for collaborative learning. However, theoretical outcomes to understand the structural analysis of thc e-BBS are not adequate enough. As a consequence, we are left with inadequate supportive tools to understand complex communication phenomena and to assist teachers to guide students to educational purposes. This can cause teachers to have a laissez-faire approach using BBS as a communication medium for education due to the lack of understanding the structural and overall situation. To address this issue, this paper presents a theoretical foundation to help understand the structure of discussion activities via the e-BBS and then presents a computational model, based on the structural analysis, for the behavioral analysis of participants. The formal representation of bi-directional discussion activities is realized by devising two graphs - the reply graph and the connection graph. Various measurements and statistics for the analysis are presented in the paper. To clarify the analysis, we classify the results produced through the analysis of discussion activities and participants' behaviors.

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A Computer Architecture Education Framework in IT Convergence Services Era (IT융합 서비스 환경을 위한 컴퓨터 아키텍쳐 교육 프레임워크)

  • Choi, Chang Yeol;Choi, Hwang Kyu
    • Journal of Information Technology and Architecture
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    • v.10 no.1
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    • pp.23-31
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    • 2013
  • A rapid growth of IT convergence into different application areas draws a lot of interest in high performance platform and embedded system. Industry needs well educated computer professionals with the practical understanding on the emerging technologies and core issues of contemporary popular services. In this paper, we present an education framework for computer system architecture based on rigorous analyses of the characteristics of IT convergence services and information technology trends. The proposed framework puts emphasis on real-world and hands-on subjects related to multicore architecture, embedded system and parallel processing. We believe effective use in the development and management of computer system architecture courses encouraging both industries and students.

Coding Education Academic Achievement Analysis According to Reference Book and Type of Reading

  • Na, Daeyoung;Kim, Koono
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.323-330
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    • 2021
  • In this paper, a study was conducted to understand how students' attitudes and tendencies toward reading affect the newly emerging coding education. Relevant data were collected by dividing it into three areas (reading, coding, and leisure). In the reading area, data on preference books, preferred types of reading and etc were collected. In the coding area, prior learning of coding, main tasks using a computer, time used for learning and etc were collected. In the leisure area, main leisure activities and hours of spent leisure time per one week were collected. Using the collected data, we classified and analyzed the data based on the preferred reading method to identify the problems of non-major students who have difficulties in coding education. In coding education, the excerpts reading student group showed the best achievement (average 60.1), and the extensive reading group showed the lowest achievement (average 48.4). The students who read extensively spent more time in coding study than the group of students who preferred other reading methods, but showed the lowest achievement.

A Study on the Deep Learning-Based Textbook Questionnaires Detection Experiment (딥러닝 기반 교재 문항 검출 실험 연구)

  • Kim, Tae Jong;Han, Tae In;Park, Ji Su
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.513-520
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    • 2021
  • Recently, research on edutech, which combines education and technology in the e-learning field called learning, education and training, has been actively conducted, but it is still insufficient to collect and utilize data tailored to individual learners based on learning activity data that can be automatically collected from digital devices. Therefore, this study attempts to detect questions in textbooks or problem papers using artificial intelligence computer vision technology that plays the same role as human eyes. The textbook or questionnaire item detection model proposed in this study can help collect, store, and analyze offline learning activity data in connection with intelligent education services without digital conversion of textbooks or questionnaires to help learners provide personalized learning services even in offline learning.

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.

An Analysis on effectiveness of Problem-Based Learning in Web 2.0 Environment (웹 2.0 기반의 문제중심학습의 효과)

  • Kim, Hongrae
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.439-450
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    • 2012
  • This paper explores effectiveness of integrating Problem-Based Learning with Web 2.0 technologies in Computer subject matter education for improving quality of lessons and adapting of social needs for pre-service teachers. Students have studied about computer subject matter for 4 times. The process of leaning have recorded by Web 2.0 tools that is one of the cloud services. Also the students have written reflection journals about experiences of PBL process and results. The PBL process and reflection journals have been analyzed by qualitative data analysis. Conclusions are drawn as to potential for the use of Web 2.0 tools for PBL in computer subject matter. The results of the analyses showed the following: 1) Increasing the understanding of the computer subject matter education, 2) enhancing students' competence in using ICT potentially, 3) cultivating teaching and learning strategies on Web 2.0 environment and 4) enhancing competence of future teaching activities through experiencing e-portfolio as a performance-assessment tool.

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Presenting the Development Direction Through the Analysis of Tool used to Measure Computational Thinking (컴퓨팅사고력 측정에 사용되고 있는 도구 분석을 통한 새로운 검사도구 개발방향 제시)

  • Kim, MinJeong;Lee, WonGyu;Kim, JaMee
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.17-25
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    • 2017
  • In order to ensure that the 2015 revised curriculum is successfully settled at the field of school, there are 68 national SW schools operated by 2015 and 2016 at national level, and an inspection tool was developed to measure the effectiveness of SW education. The purpose of this study is to present the direction of the computing thinking inspection tool which can verify the effectiveness of the curriculum from 2018 through the analysis of the previously developed computing thinking inspection tool. As a result of the analysis, the validity of the ability factors to measure the problem solving process based on computing thinking was not enough. In the analysis of the item characteristics, the degree of discrimination was good, but difficulty was not enough to accurately measure the competence of students because of the high percentage of easy questions. Based on the results, this study suggested the development of the items considering the problem solving process based on the computing thinking, the application of the students' empirical knowledge, and the constitution that can confirm the flow of the thinking power with materials in the real life.

Implication for Construction Computing System Unit of the 2015 Revised Curriculum (2015 개정 교육과정의 컴퓨팅 시스템 단원의 집필에 대한 시사점)

  • Yu, ByeongGeon;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.31-40
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    • 2016
  • Textbook is a tool that helps achieve the learning objectives based on the content of the curriculum. The contents of the textbook will be constructed newly because revised curriculum 2015 was announced. The aim at this study is to provide an indication of the textbook writing. To achieve the objectives, we conducted a pilot study in order to analyze the content of the textbook of informatics currently being used in middle schools and to derive the direction of access to the newly configured physical computing unit. Analysis of content elements was used Romey. The pilot studied makes lesson harmonized with H/W and S/W by utilizing the robot. According to the results of the analysis, there is one textbook among the currently used textbooks that is suitable to help students develop their thinking and in the case of physical computing unit, inquiry instruction showed positive results. This study suggestions necessity of writing types that sets importance on activities in the form of textbook.

Improvement of Accessibility and Universality for Educational Digital Contents (디지털 교육용 콘텐츠의 접근성과 보편성 개선 방안)

  • Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.169-174
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    • 2011
  • Recently, Korean government has, enacted "Individuals with Disabilities anti-Discriminatory Act" in 2008, and is actively promoting the law. However, it is still at its infancy in comparison to other advanced countries in terms providing access for all users. Educational digital contents offered through cyber home learning need to be universally designed to include all learners. This study, I have analyzed the accessibility of K cyber home learning contents using FAE tool, and the result showed low scores or failed for 'HTML Standards', 'Scripting' and the 'Text Equivalents.' To assist digital contents' accessibility, UDL 7 principles could be use to improve accessibility and universality for learner-centered designs. Use of UDL will include learners with and without disabilities to learn from educational digital contents.

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Educational Contents for Concepts and Algorithms of Artificial Intelligence

  • Han, Sun Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.37-44
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    • 2021
  • This study is to design and to develop the educational contents to enhance artificial intelligence literacy. First, we designed artificial intelligence education contents and constructed education programs. The contents are composed of a total of 15 lectures in 8 AI domains. The contents contain the elements of knowledge-skill-attitude, and 5 learning steps. The developed contents were organized in the form of online materials and included simulations and worksheets to directly manipulate and explore the concepts and algorithms of AI. In addition, we provided evaluation questions for each content. To examine the suitability of content, we conducted a validity test for experts. As a result of the content validity test, the overall average was .71 or higher, and the CVI value of the class suitability was .82, indicating a high validity. We are expected to use the contents developed in this study as an effective program to improve AI literacy in university liberal arts education.