• Title/Summary/Keyword: 컴퓨터 활용 교육

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Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.

Analysis of Factors to Measure Information Communication Ethics of Adolescents Using Delphi and AHP (Delphi와 AHP를 활용한 청소년의 정보통신윤리 의식 측정 요인 분석)

  • Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.1-9
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    • 2008
  • The goal of the education of Information Communication Ethics(ICE) is to improve the consciousness level of adolescents so that they themselves are able to judge between what's ethically right and wrong and, as a result, to take the right behavior. For this, we need to preferentially identify the primary factors in understanding and diagnosing the consciousness level of adolescents on the ICE. To solve this problem, in this paper, we identified four major indices that consist of the ICE consciousness through the meta analysis of the both domestic and international researches from the past 5 years in the related area and then, they are validated by experts. We also analyzed the factors in assessing the ICE consciousness level of adolescents by using the Delphi technique, which, during its analysis, even considers elements that are qualitative or cannot be objectified. Finally we deduced 22 ICE factors given the weight through the AHP of an expert group that consists of experienced teachers and professors in the related area.

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The Development and Application of Tutoring Strategy for On-line Programming Learning Based on Affective Learning Style of the Informatics Gifted (정보영재의 정의적 학습양식에 기반한 온라인 프로그래밍 학습 튜터링 전략의 개발 및 적용)

  • Kim, Jiseon;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.33-44
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    • 2016
  • In this study, learning preferences of the informatics gifted participating in on-line programming practice has been investigated and the tutoring strategy based on learning styles was developed and verified its effectiveness. On-line programming learning is the environment in which learning is done through interaction with a tutor. For determination of the students' learning styles, Grasha-Reichmann's learning style was utilized. Key elements, learning activity and feedback, of tutoring strategy were derived based on learning style and developed on-line programming learning tutoring strategy. To verify the effectiveness, six-class period of learning C-language of 173 middle and high school students based on learning styles was applied for 12 weeks. As a result, the experiment group applied with a tutoring strategy based on the learning style showed significant improvements in terms of satisfaction and achievement than the control group.

A Study on the Development of a Test for the Identification Gifted Children, based on the Characters of the Creativity and the Information Science (창의성 및 정보과학적 특성을 기반으로 한 정보영재 판별도구 개발연구)

  • Shin, Seung-Yong;Shin, Soo-Bum;Bae, Young-Kwon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.7-14
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    • 2004
  • Since the science of information is appearing no less important than mathematics and natural science as our society is rapidly becoming information-oriented, the necessity to distinguish prodigies of this field and to educate them as early as possible is also being emphasized. Unfortunately, however, the pertinent study is still in its beginning stage. In this study, I have reviewed the character, definition and method to distinguish prodigies and the procedure of developing a test, as well as researching and analyzing the proper process of distinguishing prodigies, through theoretical contemplation on the method of distinguishing the gifted children. Also, I have characterized and defined the information prodigies after clarifying the character of 'Discrete Mathematics' which becomes the basis of the science of information, paving the way to make a test method that can distinguish those information prodigies. As a result of our applying the system by using the distinction test, it turned out that the distinction test was pretty reliable. Accordingly, it can be utilized as a significant distinction test for information prodigies in the forthcoming future.

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A Study on the Method for Managing the Quality of Teaching and Learning Materials (교수·학습자료 질 관리 방안 연구)

  • Kang, Shin-Cheon;Kim, Kyung-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.157-169
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    • 2003
  • Teachers talked about the teaching and learning materials which were many but they were not always useful. Many teaching and learning materials called forth the quantitative expansion of them because of developing and delivering them after activating the education of using ICT. These results gave many teachers many advantages in comparison being in a difficult class because of few them. But, in spite of many good points, many teachers said that there were many materials but they were not useful and they could not find easily the fit material for themselves. These teacher's response based on the delivery method of teaching and learning materials is to be improved and the searching method of them is to be improved. To solve these problem, we proposed a method aobut the system for managing the quality of teaching and learning materials. It gives many teachers the advanced teaching and learning materials and the method for finding them more easy.

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The Analysis of the Relationship between the Elementary Students' Specialty-Aptitude and Programming Ability - a Case of LOGO Language Use (초등학생의 프로그래밍 능력과 특기적성간의 관계 분석 - 로고 언어 활용 사례)

  • Lee, HyeonSuk;Lee, SooJung
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.23-30
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    • 2009
  • Most previous studies on programming learning effect is limited to measuring the enhancement degree of creativity and problem solving ability. This study is to find out indexes related to programming ability, other than creativity and problem solving ability by the specialty-aptitude test(SAT) in the elementary school. For this, 4th grade elementary students took LOGO programming class and the achievement test. As a result, among 4 regions of SAT, all five indexes of intellectual ability is highly related to programming ability, indicating that students with high intelligence rather than creativity have higher programming ability and that for our experiment settings the reverse of the previous result stating that programming education positively affects the development of problem solving ability and creativity does not hold.

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Development of A Sketch-Based Robot Simulation Tool (스케치 기반 로봇 시뮬레이션 도구 개발)

  • Aoki, Hiroyuki;Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.15 no.2
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    • pp.57-66
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    • 2012
  • It is the advantage of robot programming to improve the learners' interest. However, the drawback is existed in the fact that it is not easy to determine whether the problem lies in the hardware factor or programmed logic when an error takes place. This study is an attempt to develop a simulation tool which assists learners to concentrate on the problems not relating to robot assembling but to robot program. It aims to enable beginners make a sketch of their ideas and examine their logic through simulation. Therefore, an Etoys-based robot programming tool is developed to allows user to download and execute the simulated program into an assembled robot. The significance of this study is that easy activity of sketch-based simulation can support learners to understand how the principles of computer science are applied in daily life such as an automatic door system.

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A Study of Solving Maze Escape Problem through Robots' Cooperation (로봇협동을 통한 미로탈출 문제해결 방안)

  • Hong, Ki-Cheon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4167-4173
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    • 2010
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. It means that goal of computer education is improving problem-solving abilities not using of commercial software. So this paper suggests problem-solving method of maze escape through robots' cooperation in an effort of learning these elements. Problems robots should solve are first-search and role-exchange. First-search problem is that first robot searches maze and send informations about maze to the second robot in real time. Role-exchange problem is that first robot searches maze, but loses its function at any point. At this time second robot takes a role of first robot and performs first robot's missions to the end. To solve these two problems, it goes through four steps; problem analysis, algorithm description, flowchart and programming. Additional effects of our suggestion are chance of cooperation among students and use of queue in data structure. Further researches are use of more generalized mazes, application to real field and a talented curriculum.

The Artificial Intelligence Literacy Scale for Middle School Students

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.225-238
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    • 2022
  • Although the importance of literacy in Artificial Intelligence (AI) education is increasing, there is a lack of testing tools for measuring such competency. To address this gap, this study developed a testing tool that measures AI literacy among middle school students. This goal was achieved through the establishment of an expert group that was enlisted to determine the relevant factors and items covered by the proposed tool. To verify the reliability and validity of the developed tool, a field review, exploratory factor analysis, and confirmatory factor analysis were conducted. These procedures resulted in a testing tool comprising six domains that encompass 30 items. The domains are the social impact of AI (eight items), the understanding of AI (six items), AI execution plans (five items), problem solving with AI (five items), data literacy (four items), and AI ethics (two questions). The items are to be rated using a five-point Likert scale. The internal consistency of the tool was .970 (total), while that of the domains ranged from .861 to .939. This study can serve as reference for developing the analysis of AI literacy, teaching and learning, and evaluation in AI education.

Validation of a tool evaluating MOOCs for higher education from the perspective of education service

  • Sung-Wan, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.177-187
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    • 2023
  • This study aims to validate a tool evaluating MOOCs for higher education from the perspective of education service. Based on the results of related researches, a potential model for evaluating MOOCs (4 factors and 8 sub-factors) was made. An evaluation tool consisting of 18 survey items was delivered to 138 college students. After data cleaning, 136 surveys were used for exploratory factor analysis (principal component analysis. varimax rotation) and reliability analysis that confirmed the fitness of the potential model. Four exploratory constructs and seven sub-factors were extracted: Factor I was labeled as 'Systemic Learning Experience,' Factor II, 'Value Experience,' Factor III, 'Co-creation of Value Experience,' and Factor IV, 'High Order Learning Experience.' Reliability estimates using Cronbach's alpha indicated that the evaluation tool had good internal consistency. In conclusion, the evaluation tool for MOOCs in higher education was proven to be valid and reliable.