• Title/Summary/Keyword: Design of Education Curriculum

Search Result 1,086, Processing Time 0.028 seconds

Design and Satisfaction Analysis of Embedded IoT Course (임베디드 IoT 과목 설계 및 만족도 분석)

  • Hong, Jun-Ki;Paik, Jong Ho;Kang, Mingoo;Hong, Sung-Chan
    • Journal of Internet Computing and Services
    • /
    • v.20 no.5
    • /
    • pp.19-26
    • /
    • 2019
  • Recently, the importance of the internet of things (IoT) education has been emphasized due to the progress of research on IoT technology. Therefore, universities require an efficient IoT course. In this paper, we propose an undergraduate IoT course using the Bluetooth function of smartphone and Arduino kit. The proposed embedded IoT class uses the Bluetooth capabilities of the smartphone to connect Arduino and activate various sensors to encourage students to become interested in the class. According to students' midterm and final exam scores, students programming skills have been improved since students' projects were in progress during the course. Further, according to students' survey, the proposed IoT class is very effective in understanding the embedded IoT and 75% of the students satisfied with the proposed course.

Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.11
    • /
    • pp.59-66
    • /
    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.

A Case Study on a Programming Subject through Project-Based Learning in the COVID-19 Environment (코로나-19 환경에서의 프로젝트 교수법을 통한 프로그래밍 지도 사례)

  • Lee, Sungock;Yang, SeungEui;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.11
    • /
    • pp.1655-1662
    • /
    • 2021
  • The purpose of this study is to draw implications through a case study on the curriculum operation of a professor who operated a programming subject as a PBL(project-based learning) method in an untact situation due to COVID-19. A survey was conducted for first-year freshmen students to determine their learning condition before project implementation. Based on the results of the questionnaire, individual interviews were conducted to identify the needs for education, and then, basic grammar for project completion and lectures that segmenting each stage of the project were composed. Repeated learning was induced through weekly quizzes, and feedback was given by giving time in advance until the project deadline. 23 students (40 students in total) completed the project. The remaining 17 students took the exam but did not complete the project. The purpose of this study is significant in that it investigated whether a project can be carried out through instructional design, execution, and interaction while operating a programming subject through PBL in the COVID-19 environment.

A Validation of Differences in Academical Achievement among Bartle's Player Types in Educational Gamification Environments (교육 게이미피케이션 환경에서 바틀의 플레이어 유형간 학업 성취도 차이 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
    • /
    • v.17 no.4
    • /
    • pp.25-36
    • /
    • 2017
  • The purpose of this study is to verify the difference in academic achievement among Bartle's player types in an educational gamification environment. For the research, we conducted a questionnaire survey of 250 students who took courses at the K - university in $2^{nd}$ semester, 2016. A total of 235 people participated a survey. The Overall score data and player type questionnaire results were combined and statistical analysis was used to validate the difference in academic achievement. According to the results, there was a significant difference in academic achievement by each type of players. The result of this study may be used to design a gamified curriculum considering the characteristics of learner's player types.

Focused on the Adminstration of Student Affairs (규칙기반의 전문가 시스템 개발 도구에 관한 연구)

  • 곽훈성;황병하
    • Korean Journal of Cognitive Science
    • /
    • v.3 no.2
    • /
    • pp.329-347
    • /
    • 1992
  • This paper deals with the results of development tools for knowldge base implementation on personal computers which is focused on university's student affairs as the education sector.Tje consultant expert system consists of the inference system which makes the object-oriented inference possible by using the present typical rule-based expert systems organized with inference engine,knowledge base,and user interface the user interface management system providing a variety of interfaces,the knowlege managment system for the efficient management and acquirement of knowledge which is independently constucted,and the object management system for the effective management of these systems. This system's design is the consultant expert system'C-I(Consultant-One),in which users can consult with expert at the use's various points of view and which can be operated on the easily accessible personal compuers. We implemented the Student Affairs Administration Consultation Expert System(SACES)'which constructed the knowledge base for three fields of university student affairs management such as timetable management,curriculum and grade points.

A study on the comparative analysis of learning effects between offline face-to-face classes and asynchronous online classes - Focusing on lecture evaluation and a final exam question in the 'HTML5 Web Programming' course (오프라인 면대면 수업과 비동기식 온라인 수업의 학습효과에 대한 비교분석 연구 - 'HTML5 웹 프로그래밍' 과목의 강의평가 및 기말고사 문항을 중심으로)

  • Kwon, Chongsan
    • Journal of Industrial Convergence
    • /
    • v.20 no.7
    • /
    • pp.37-50
    • /
    • 2022
  • This study intends to analyze the learning effect of asynchronous online classes used in education fields around the world after the COVID-19 pandemic. To this end, we compared and analyzed the lecture evaluation and final exam questions of the HTML5 web programming course, which was conducted offline in 2019 and asynchronously online in 2020 due to COVID-19. As a result of the analysis, no significant difference was drawn between the two teaching methods in the lecture evaluation score and final exam score. However, contrary to concerns about the application of online classes to the entire curriculum, the lecture evaluation and final exam scores of the video-based online classes were high, suggesting the possibility that online classes could be more effective than offline classes if well organized and managed in the future.

Development of Children Food Safety Education Program for 4th and 5th Grade Elementary School Students in Daegu and Evaluation of Its Effects (대구지역 초등학교 4, 5학년 대상 어린이 식생활 안전관리 교육 프로그램 개발 및 효과 평가)

  • Kim, Jung-Mi;Lee, Nan-Hee
    • Journal of the Korean Society of Food Science and Nutrition
    • /
    • v.41 no.2
    • /
    • pp.213-220
    • /
    • 2012
  • This study was conducted on 4th and 5th grade elementary school students in Daegu, Korea for the purpose of promoting health and proper dietary habits. A children food safety education program was developed and its effects evaluated on 4th and 5th graders (3,932 students for 4th year, 4,438 students for 5th year) at 46 elementary schools, which were under the jurisdiction of the four educational bureaus of Daegu city. Education was conducted in accordance with an education design plan, of which there were two goals, including know the contents of 'special act on children's dietary life safety management' and 'practice proper hand-washing'. 'Special act on children's dietary life safety management' was explained, and the education curriculum included proper hand-washing for prevention of food poisoning, quality certification mark on children's favorite foods, harmful foods such as unsanitary and adulterated foods, and green food zone. Flash songs, PowerPoint, 'glitter burger' notice note, and banner were used as education media. It was found that the awareness level of items related to 'special act on children's dietary life safety management' increased significantly after education (p<0.001). 'Necessity of nutrition education and children's food safety' also increased significantly (p<0.05) after education. Lastly, children answered that they washed their hands more often after education (62.9%) than before (60.7%).

A Study on Communication Competency Analysis and Development Plan of Educational Content for Engineering Undergraduates (이공계 대학생의 커뮤니케이션 역량 분석 및 교육콘텐츠 개발 방안 연구)

  • Kim, Kyung-Hwa
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.5
    • /
    • pp.529-539
    • /
    • 2017
  • The purpose of this study is to categorize and analyze the communication competency of engineering undergraduates and to develop educational content in order to improve that. In this study, communication competency of engineering undergraduates was categorized into three areas: critical thinking, scientific communication, and media literacy. As a means to improve communication competency, the experience with and perception of writing were investigated. The communication competency of undergraduates needs to be improved overall. There is a high need for writing programs that enhance critical thinking oriented around practice. It suggests flipped learning based on smart education, E-community, problem-solving programs based on action learning, cooperative learning programs, reflection journals & portfolio, and collaborative writing programs as educational content. The results of this study can be used as basic data to design competency-based communication curriculum and practical applications for engineering undergraduates.

The Case Study of Using Technology in Education of Pre-service Mathematics Teachers. - Developing Materials Assisting Teaching-Learning for 7th-9th Grade Mathematics Classroom - (예비수학교사교육에서의 공학적 도구 활용 사례연구 - 7${\~}$9단계 수학수업과 연계된 교수$\cdot$학습보조자료 개발을 중심으로 -)

  • Kim, Nam-Hee
    • School Mathematics
    • /
    • v.7 no.4
    • /
    • pp.337-352
    • /
    • 2005
  • In this study, we carried out a case study with 38 pre-service mathematics teachers. A theoretical basis of this study is the 'technology principle' by NCTM(2000) and teaching-learning methods by the 7th curriculum. Using mathematics program(Grafeq.), we executed classroom activities for developing materials assisting teaching-teaming for 7th-9th grade mathematics. Pre-service mathematics teachers constructed mathematical designs for each grade by Grafeq. program. We tried to find the results for three research problems. On the basis of observation data, interview data and document materials, we analysed our results as follows. First, our activities help Pre-service mathematics teachers to examine and understand each grade mathematics. Second, we can developamathematicaldesignineachgrade mathematics. Therefore mathematical designs developed in this study can be used middle school mathematics classroom. Third, pre-service mathematics teachers gained the belief that the activities using mathematical in this study can be applied program. effectively to teaching and loaming school mathematics.

  • PDF

High School Students' Perception of Performance Assessment: Focusing on the Performance Assessment of Chemistry Teacher (수행평가에 대한 고등학생의 인식: 화학 교사의 수행평가를 중심으로)

  • Kim, Hyunjung;Kim, Sungki
    • Journal of the Korean Chemical Society
    • /
    • v.66 no.5
    • /
    • pp.405-415
    • /
    • 2022
  • This study investigated the perceptions of high school students for 8 performance assessment methods in a chemistry teacher's class by using an explanatory sequential design. To this end, a survey was conducted with 439 students from 10 high schools, and after that, 28 students from 5 schools were interviewed to interpret the survey results. The findings were as follows: First, students were experiencing a biased assessment method rather than various performance methods. Second, intuitive confirmation, relevance to a career path, and internal growth were mentioned in the performance assessment method that felt fun, and readiness and unclear evaluation criteria were mentioned in the performance assessment method that felt difficult. Third, the students recognized that it was not an appropriate performance method if the assessment result was affected by individual abilities less relevant to the chemistry subject or the assessment criteria were unclear.