• Title/Summary/Keyword: AI and Physical Education

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Research of Data Collection for AI Education Using Physical Computing Tools (피지컬 교구를 이용한 인공지능 교육용 데이터 수집 연구)

  • Lee, Jaeho;Jun, Doyeon
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.265-277
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    • 2021
  • Data is the core of AI technology. With the development of technology, AI technology is also accelerating as the amount of data increases explosively than before. However, compared to the interest in AI education, research on data education with AI is still insufficient. According to the case analysis of exsisting AI data education, there were cases of educating the process and part of data science, but it was hard to find studies related to data collection. Cause physical computing tools have a positive effect on AI education for elementary school students, data collection cases using tools were studied, but researches related to data collection were rare. Therefore, in this study, an efficient data collection method using physical tools was designed. A structural diagram of a data collection program was created using COBL S, a modular physical computing teaching tool, and examples of program screens from the service side and the user side were configured. This study has limitations in that the establishment of an AI education platform that can be used in conjunction with future program production and programs should be prioritized as a proposal in terms of design.

Influence of Body Weight Perception on Weight Management Behavior among Korean Female Adolescents

  • Lee, Dae Taek;Lee, Myung Chon;Kim, Jae Ho;Cho, Jung Ho;Cha, Kwang Suk;Chandler, Steve B.
    • Nutritional Sciences
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    • v.7 no.4
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    • pp.241-246
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    • 2004
  • This study investigated the influence of weight perception on weight management strategies including diet and exercise in Korean female adolescents. Junior (J) and senior (S) high school girls were divided in two groups; those who had $\leq$100% (BI) and > 100% (AI) of ideal weight (J-BI, n=376, 14.8 yr, 46.1 kg; J-AI, 11=128, 15.0 yr, 57.4 kg; S-BI, n=325, 17.4 yr, 50.1 kg; and S-AI, n=133, 17.5 yr, 58.2 kg, mean values). Questionnaires to assess weight perception, desire to lose weight, body image, eating behavior, weight control strategies and physical activity (PPA) were administered J-AI(9.4 kg) and S-AI(9.8 kg) desired to lose weight more than J-BI(2.5 kg) and S-BI(3.6 kg), respectively (p < 0.001). 85% of J-AI and 93% of S-AI perceived their weight being above average and 23% of J-BI and 34% of S-BI responded similarly (p < 0.001). Body dissatisfaction index (BDI) and eating attitude (EAT26) scores were lower in J-BI(9.7, 12.0) vs. J-AI(16.4, 14.7) and S-BI(12.4, 12.4) vs. S-AI(19.5, 15.4) (p < 0.001). However, PPA was not different for J-BI vs. J-AI, and S-BI vs. S-AL Only 17, 18, 9, and 15% of J.BI, J.AI, S-BI, and S-AI, respectively, exercised regularly. PPA and BDI were only slightly correlated in J-BI(r=0.194, p < 0.005) and S-BI(r=0.220, p < 0.005). Even that the majority of Korean female adolescents perceived they were heavy and desired to lose weight, appropriate exercise and physical activities were not practiced.

Integrated Arts Education Program with AI Literacy

  • Jihye Kim;SunKwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.281-288
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    • 2023
  • This study aimed to develop an integrated arts education program for improving AI literacy among elementary school students. First, we developed two thematic programs that are research on the goals of the art, music, physical curriculum in the 2022 revised elementary school curriculum, and a matrix of goals and elements of integrated art education. The developed program was revised and supplemented through the first expert validity test, and the second revision was made based on the results of students' AI literacy pre/post-test and satisfaction survey with the program. Finally, the final program was developed through the third expert validity test. We hope that the developed program will be used as a convergence education program to cultivate AI literacy in elementary school students.

AiMind: AI Experience and Physical Computing Education Platform (AiMind: AI 체험 및 피지컬컴퓨팅 교육 플랫폼)

  • Se-Hoon Lee;Ki-Tea Kim;Jay Yun;Do-Hyung Kang;Young-Ho Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.395-396
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    • 2023
  • 본 논문에서는 디지털 전환 시대에 모든 사람들이 인공지능(AI) 체험부터 피지컬컴퓨팅을 통해서 SW·AI 융합해 아이디어를 쉽게 구현하고 교육 받을 수 있는 플랫폼을 구현하였다. AI 체험을 위해 P5.js와 텐서플로우에 기반한 ML5.js 라이브러리를 이용해 블록 코딩을 할 수 있도록 하였다. 또한 피지컬컴퓨팅에서는 마이크로비트와 아두이노, 라즈베리파이 등을 WebUSB를 통해서 PC와 연결하고 플랫폼에서 인공지능의 다양한 서비스와 융합시킬 수 있도록 제공한다.

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A Case Study of Artificial Intelligence Education Course for Graduate School of Education (교육대학원에서의 인공지능 교과목 운영 사례)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.673-681
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

A Case Study of Artificial Intelligence Education for Graduate School of Education (교육 대학원에서의 인공지능 교육 사례)

  • Han, Kyujung
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.401-409
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

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Exploring the Operating and Supporting Direction of AI Curriculum by Analyzing A High School Case Study

  • Sungryong Ju;Seulgi Song;Seung-Bo Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.4
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    • pp.175-186
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    • 2023
  • This study was conducted to explore the necessary conditions and support for stable operation of an expanded AI curriculum in education. A high school that has implemented an AI curriculum since 2020 was targeted, and students and teachers were surveyed on their perceptions of the AI curriculum, implementation and support strategies. The survey items were categorized into 1) experience with AI education, 2) implementation direction of AI education, and 3) expected effects through AI education, and the results were derived focusing on frequency analysis to identify trends. The analysis resulted in three implications. First, it was suggested that the activation of AI education. Second, the need to develop a hands-on AI curriculum and incorporate AI throughout the entire curriculum was highlighted. Third, it was emphasized that efforts to enhance the capabilities of teachers to implement AI teaching and learning, along with the expansion of physical infrastructure for hands-on education, are necessary.

Development and Effectiveness of Problem Solving based Safety Education Program using Physical Computing

  • Jooyoun Song;YeonKyoung Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.235-243
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    • 2023
  • In this paper, we developed a problem-solving based safety education program using physical computing for middle school students and applied it to verify the impact on self-efficacy and interest. The safety education program developed in this study includes four stages of the creative problem-solving model: problem identification, planning, implementation, and evaluation, and learning activities using Arduino, a physical computing tool. After implementing the education program with 77 third-year middle school students, both self-efficacy and interest of middle school students increased significantly. Based on the research results, the effectiveness of the safety education program that used physical computing and problem-solving steps was confirmed, and practical implications were presented to promote the activation of physical computing education in the school field.

Teacher Training Program and Analysis of Teacher's Demands to Strengthen Artificial Intelligence Education (인공지능교육 역량 강화를 위한 교원 연수 프로그램과 교사 요구분석)

  • Jeon, In-Seong;Jun, Soo-Jin;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.279-289
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    • 2020
  • The purpose of this study is to apply the training program for teachers to strengthen the competence of artificial intelligence education in primary and secondary school teachers and to analyze its effectiveness and analyze teachers' demands for artificial intelligence education to provide basic research data. The referenced training program was designed based on the ADDIE model by selecting the educational contents based on the five core elements of AI, and teachers from the G Metropolitan Office of Education and the AI Education Research Association collaborated to develop the program. The effectiveness of the developed program and questionnaire of teacher needs analysis for AI teaching were examined for content validity. As a result of the training conducted by applying the developed program, satisfaction with each curriculum of the training and the possibility of application to the field were highly evaluated. It was found that teachers consider the need of teaching unplugged activities for AI education and basic AI experiences in elementary school level, and AI education contents including block programming languages and physical computing activities are needed to teach in middle school level.

A Case Study on Tangible Contents Development for Contactless Physical Education (비대면 체육 교육을 위한 실감 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.47-57
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    • 2022
  • Demands for tangible contents using VR/AR technologies are much bigger as contactless services such as sports, physical activity, and fitness are expanded after COVID-19. A variety of technologies such as an offer and analysis of tangible data through a sensor technology, users' physical movement sensing through a motion recognition sensor, a real-time measurement of a physical skeleton point a multiple access to a real-time video, and AI training are being utilized as main technologies. This case study utilized motion recognition technologies as the study on tangible contents necessary for indoor-based physical education, sports, and fitness in the contactless environment and suggested cases to develop the physical measurement contents by design approach for the measurement assessment necessary for the development in tangible contents. The research established lists of the measurement assessment based on professionals' consultations within the measurement assessment function through the test to plan tangible contents and developed tangible contents by reflecting them as assessment measurement elements of tangible contents. The research can be utilized as the design approach of industrial companies which intend to develop tangible contents as well as reference cases of the research on contactless tangible contents for the sports and physical education.