• Title/Summary/Keyword: 컴퓨터 활용 교육

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A Study on Developing CT through Physical Computing : Implications of 3D Printing Class using Codeblocks® (피지컬 컴퓨팅을 통한 CT역량 계발 연구 : 코드블록® 활용 3D 프린팅 수업의 시사점)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.219-227
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    • 2019
  • The educational method of physical computing, where students can experience software programming principles and practices while making concrete objects beyond outputs residing just inside of computer monitors, are drawing attentions. This current research sought an instructional method for pre-service teachers that they can experience 3D printing and modeling and at the same time they can understand programming principles in the 3D modeling processes. To achieve this aim, the TinkerCAD $Codeblocks^{(R)}$ was analyzed based on the computational thinking framework and a course utilizing the $Codeblocks^{(R)}$ to 3D modeling was devised. The designed class was applied to pre-service teachers and the students' perceptions of the class were collected by using a semi-structured survey. This study provides implications to software education for pre-service teachers as an instructional case that 3D printing is used to connecting computational thinking skills.

Analysis of Correlation between Satisfaction and Academic Achievement of Software Education Based on Problem-solving Learning (문제해결학습 기반의 소프트웨어 교육에 대한 만족도와 학업 성적의 상관관계 분석)

  • Lee, Youngseok;Cho, Jungwon
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.49-54
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    • 2019
  • University education emphasizes the development of convergent as well as computational thinking, many universities provide software education to improve their problem-solving ability. In this study, we use Python programming based on problem-solving learning, and analyze the correlation between problem-solving learning satisfaction and academic achievement. A questionnaire survey was conducted among 143 students, we tried to analyze the relationship of problem-solving learning with actual academic performance using correlation and multiple regression analysis. The results indicate a relationship between satisfaction and academic achievement, and that it affects students' academic achievement. The ability to identify various problem situations and solve problems using computational thinking will become increasingly important, it is desirable that the universities provide software education based on problem-solving learning.

A Development of a Curriculum of Robotics Process Automation Education for Digital Transformation (디지털 전환을 위한 대학교 로보틱스 프로세스 자동화 교육과정 개발)

  • Park, Jongjin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.545-550
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    • 2021
  • In this paper, a university curriculum of Automation Robotics Process(RPA) among several goals for digital transformation of companies was developed. In the process of the development of ICT technology and the 4th industrial revolution, the existing analog information has changed through the stages of digitization, digitalization, and digital transformation. Recently, digital transformation has been cited as an essential survival strategy following a disruptive revolution that changes the paradigm of existing industrial systems and business. It is defined as a continuous process by which a company adapts to or promotes disruptive changes in customers and markets by using digital capabilities to create new business models, products and services. To this end, process automation in companies or organizations is an important factor. Accordingly, the need for a curriculum of robotics processes automation in universities has been raised according to these changes, and the related education contents, which have been centered on companies, have been redesigned to introduce the curriculum for universities. Education contents are composed to help students to attain certificates of essential or advanced of AA.

A Study on a Project-based Blockchain Web Developer Education Model Customized for Companies (기업 맞춤형 프로젝트 기반 블록체인 웹 개발자 교육모델에 관한 연구)

  • Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
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    • v.8 no.4
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    • pp.77-83
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    • 2022
  • In the era of the 4th industrial revolution, various universities' corporate field application education models are being presented. In particular, along with new teaching methods, various educational models for customized education of many companies are being studied, increasing their usability. Research on project-oriented teaching methods for competencies required in the field of business is the most developed field in recent years. In this study, we intend to propose a case-oriented curriculum model that applies the project-oriented teaching method to the requirements of these companies. In particular, we design an industry-oriented curriculum model through a companycustomized education model for blockchain and web developers, and suggest the direction of development focusing on examples of the operation process. The model through this case was designed and operated as a curriculum model suitable for the field through in-depth interviews with industries, etc.

The Development and Application for Multimedia Rich Project Based Learning (멀티미디어 기술을 활용한 프로젝트 학습 전략 개발 및 적용)

  • Lee, YoungMin;Ryu, JinSon
    • 대한공업교육학회지
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    • v.33 no.1
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    • pp.213-232
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    • 2008
  • The purpose of this study is that after developing and applying multimedia rich project-based learning methods in a Korean Special high school(Industrial and Technical Area), to provide how the learners recognize the effectiveness for it and to obtain the implication from effectiveness which they recognized. This study was conducted as action research based on a high school situation. The study included 100 participants in two classes purposively selected from 9 classes at 450 student high school. Data were collected through observations, surveys and interview. Results indicated the multimedia rich project-based learning allowed students to understand the contents of major subject overall, improve the handling skill for computer multimedia and be better at investigating and organizing skill for subject content. Also, it allowed them to improve interaction among students and participation, motivation, satisfaction, interest and confidence for learning. And there was close cooperation with and among group members to create better products.. Finally, the flexibility in the project-based learning environment allowed the participants to make decisions about their abilities, resources, and plans. Recommendations and implications for teacher educators as well as inservice and preservice teachers are also presented.

Analysis of Loaming Effects on Utilization of CAI Program (CAI 프로그램의 활용에 따른 학습 효과 분석)

  • Jo, Hae-Gon;Jeong, Jae-Yeol;No, Yeong-Uk;Choe, Jae-Hyeok
    • The KIPS Transactions:PartA
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    • v.9A no.1
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    • pp.113-120
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    • 2002
  • Many CAI materials have been developed for middle school education. Among subjects in middle school education curricula, various multimedia materials are used in science subjects. Especially, those materials are necessary to teach basic knowledge of the environment, structure and components of animal. Thus, we implemented a multimedia title for a chapter of heart and blood circulation from first year science subject in middle school curricula. Most previous researches mainly focussed on the development of CAI programs, but did not suggest the analysis result of impact using those CAI programs. In this paper, we presented the analysis method of impact and the result, but also suggested a way to improve effectiveness of teaching in a clams.

Analyzing the Influence of Digital Textbook Use for Potential Risk Group of Internet Addiction and Average Group (디지털교과서 활용이 인터넷 중독 잠재적 위험군과 일반 사용자군에게 미치는 영향의 차이 분석)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.431-440
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    • 2015
  • The purpose of this study is to analyze the influence of digital textbook use for potential risk group of internet addiction and average group. For this, I selected two samples. One was a group to use digital textbook at school, the other was a group not to use that. Then each potential risk group of internet addiction were sort out in two groups by a test of internet addiction. I firstly compared a average user group and a potential risk group of internet addiction in group to use digital textbook. Also, I too did that in group not to use digital textbook. Then I analyzed the relevance of using digital textbook and internet addiction. As a result, I found that using digital textbook have not the relevance with internet addiction. But in this paper, I proposed a way to teach ICT ethical training before students use the digital textbook, because most of potential risk students of internet addiction tend to think they was influenced by digital textbook.

A Study on Survey of Non Face to Face Realtime Education Focused on Firefighter in COVID-19 (코로나19 상황에서 소방공무원의 비대면 실시간 교육에 관한 의식조사연구)

  • Park, Jin Chan;Baek, Min Ho
    • Journal of the Society of Disaster Information
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    • v.17 no.4
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    • pp.722-732
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    • 2021
  • Purpose: Due to the coronavirus infection-19 (COVID) pendemics, all educational institutions were required to provide full non-face-to-face real-time education, and fire officials were required to provide fire-fighting education by applying non-face-to-face education. In this difficult situation, the National Fire Service Academy tries to find the direction of the non-face-to-face real-time education and suggest ways to improve it through a survey of the status of non-face-to-face real-time education conducted by the NFSA to fire officials. Method: A survey was conducted on fire officials under the theme of "Consciousness Survey for Improving the Quality and Specialization of Non-face-to-face Real-Time Remote Education" and an in-depth analysis was conducted based on the results. Result & Conclusion: First, professors or educational operators shall actively utilize remote education programs suitable for educational characteristics by utilizing various programs. Second, a dedicated notebook for non-face-to-face training should be provided to provide an educational environment where all learners can participate in the training without difficulty. Third, in the case of education and training that requires the use of equipment due to the nature of fire officials' education and training, it is necessary to consider it as a non-face-to-face training place by arranging educational equipment at each fire station. Fourth, it is hard to expect a satisfactory educational effect to cope with practical education with theoretical education. Therefore, facilities and programs that enable non-face-to-face real-time hands-on training should be developed. It is worth considering the proper combination of face-to-face education while maintaining the social distance as much as possible until such non-face-to-face training is possible. Fifth, non-face-to-face education is considered to have high eye fatigue due to the light and electromagnetic waves of the computer screen, and as time goes by, the concentration level decreases. Therefore, it is necessary to form an education time to reduce the eye fatigue of learners and increase concentration through proper class and rest time. Finally, professors should operate a learner participation-oriented education that allows professors and learners to interact rather than one-sided knowledge transfer education. In addition, technical problems of non-face-to-face remote education should be thoroughly prepared through preliminary system checks to ensure that education is not disrupted.

A Study on Internet Addiction of Teenagers and College Students, and Development of Therapeutic Techniques (청소년과 대학생의 인터넷 중독 실태 및 치료기법 개발에 관한 연구)

  • Lee, Hun-Jae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.157-165
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    • 2012
  • The purpose of this study is to treat the students addicted to the internet by implementing a program using computers. In order to accomplish the purpose, the program was created by combining the game making activities using scratch programming, self-examination activities, and future occupation search activities. This treatment program will have major positive effects on the students who are addicted to the internet. First, it will be effective for reducing the time for using the internet and it will also improve the addictiveness such as being immersed in playing games. Second, there will be a change in attitude toward the internet and an improvement in intellectual capacity of the students. They will realize the fun of making and sharing the programs with friends, and their thinking skills will be improved by getting training for algorithmic and creative thinking. Third, this treatment program will have positive effects on the students' affective domain. They will have deeper and wider perspective on occupation by searching their future occupation, and discover the meta-ego through self-examination., which in turn, help them gain confidence and feel a sense of accomplishment.

Efficient Smart Learning Mechanism Using Standardization of Digital Book (전자책 표준화를 활용한 효율적인 스마트러닝 기법)

  • Lim, Ji-yong;Heo, Sung-uk;Jeon, Jae-Hwan;Choi, Sung-Wook;Kim, Gwan-Hyung;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.890-892
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    • 2014
  • 최근 스마트기기가 널리 보급되고 소셜네트워크 서비스가 확산되면서, 스마트 기기 및 소셜미디어를 활용함으로서 학습에서 상호작용을 극대화한 교육환경으로 스마트러닝이 크게 부각되고 있다. 그리고 스마트러닝 콘텐츠 및 환경의 확산으로 PC 위주에서 스마트폰 등으로 이러닝 콘텐츠의 사용환경이 확장됨에 따라 콘텐츠 저작의 경제성과 효율성 등을 고려하게 되었으며, 하나의 콘텐츠를 다양한 환경에서 활용 가능하도록 하고 있다. 그러나 기존 PC기반의 콘텐츠를 스마트기기에 적용함에 있어 여러 가지 문제가 발생하는데 이 문제들을 해결하는 방안으로 먼저 콘텐츠에 대한 표준화가 중요한 요소로 작용한다. 따라서 본 논문에서는 전자책 표준화를 활용한 효율적인 스마트러닝 기법을 제시하고자 한다.

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