Unlike in the past, where the expression of the form was given a priority, with the widening of the scopes of the designs, the proportion of design education institution curricula targeting user experience and the application of technology is continually and gradually increasing. Open source microcontroller boards such as Arduino have initiated attracting attention as a countermeasure against these changes. These prototyping tools have many advantages for the diversification of expression and design verification in the design field and therefore have a high likelihood of being introduced into many design education institutes; however, the tools act as high entry barriers for design students who lack engineering knowledge. Although various educational content and tools have been developed to address the issue of barrier, existing solutions remain insufficient as alternatives for the purpose of activation. In this study, we investigated the present state of related education content and conducted a pilot workshop using a prototype microcontroller board with simplified coding. We intend to use the results of this investigation to develop study material for design education. We started by conducting a survey regarding the pre-university education situation. It was observed that engineering education opportunities are insufficient and the problem of mutual application between educations due to course-based education was not realized. We also analyzed the characteristics of simplified training tools using the microcontroller to establish a direction for educational design and conducted a pilot workshop using the microcontroller toolkit with a simplified coding process based on this content. Students who lack a basic knowledge of engineering technology received instruction, and after completing minimum preliminary training, they proceeded to practical exercises that involved utilizing the toolkit. Through this process, we identified the need for a simple-type microcontroller board with low-complexity for use in educating students majoring in design. We also identified some obstacles that serve as barriers to entry of utilizing microcontroller board. Based on these results, we propose several functional requirements and teaching guidelines for prototyping toolkits for design education.
Journal of The Korean Association of Information Education
/
v.23
no.4
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pp.375-384
/
2019
In a rapidly changing society with the Fourth Industrial Revolution, future students should have the skills to utilize and organize high-quality knowledge, not the amount of knowledge. With the launch of the revised curriculum in 2015, the curriculum has been reorganized based on competency and the software education has been seeking capabilities such as 'Cultural computing knowledge', 'Computational thinking', and 'Collaborative problem solving skills'. Therefore, practical collaboration tools and education programs that can be used in the field of education are developed based on Pair Programming, which is a specific collaborative learning strategy to develop cooperative problem solving skill. The educational program using this collaboration tool was developed with a focus on developing computational thinking and collaborative problem solving skills through Pair Programming rather than focusing on learning grammar of programming language and programming techniques. In a educational program, students will be able to use collaborative tools for pair programming and foster collaborative problem-solving skills.
This study investigated how the use of a conversational artificial intelligence (AI) chatbot improved medical students' patient-centered communication (PCC) skills and how it affected their motivation to learn using innovative interactive tools such as AI chatbots throughout their careers. This study adopted a one-group post-test-only design to investigate the impact of AI chatbot-based learning on medical students' PCC skills, their learning motivation with AI chatbots, and their perception towards the use of AI chatbots in their learning. After a series of classroom activities, including metaverse exploration, AI chatbot-based learning activities, and classroom discussions, 43 medical students completed three surveys that measured their motivation to learn using AI tools for medical education, their perception towards the use of AI chatbots in their learning, and their self-assessment of their PCC skills. Our findings revealed significant correlations among learning motivation, PCC scores, and perception variables. Notably, the perception towards AI chatbot-based learning and AI chatbot learning motivation showed a very strong positive correlation (r=0.72), indicating that motivated students were more likely to perceive chatbots as beneficial educational tools. Additionally, a moderate correlation between motivation and self-assessed PCC skills (r=0.54) indicated that students motivated to use AI chatbots tended to rate their PCC skills more favorably. Similarly, a positive relationship (r=0.68) between students' perceptions of chatbot usage and their self-assessed PCC skills indicated that enhancing students' perceptions of AI tools could lead to better educational outcomes.
Journal of Information Technology Applications and Management
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v.25
no.1
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pp.47-66
/
2018
The development of IT is transforming from the way it has been working face-to-face in performing projects to the online collaboration method using web-based tools. Therefore, various online collaboration tools are being developed and commercialized, including 'Google Docs', which is called the online office. Using these online collaboration tools, users can share documents with other users and collaborate in real time. Therefore, in recent years, companies and educational institutions have been using online collaboration tools to carry out tasks and projects that require collaboration. Various factors can affect the project performance satisfaction through online collaboration tools. In this regard, it is necessary to confirm the factors affecting the satisfaction of the project performance. However, there is not enough empirical research on the satisfaction of the performance through the online collaboration tool. Therefore, this study will investigate the mechanism of project performance satisfaction through online collaboration tool considering the Individual characteristics of the project performing subject, the relationship characteristics between the project members, and the system characteristics of the collaboration tool.
The Journal of Korean Association of Computer Education
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v.8
no.1
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pp.33-42
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2005
The purpose of this study is to develop MICHS(Models of Interactive Cyber Home Study) for effective cyber home study(CHS) and a prototype system to support realtime and non-realtime interaction tools such as chatting with users, to study a method to connect MICHS with selective curriculum, and to verify the educational effect of the model. MICHS consists of two models. One model is an educational system model, and another model is a teaching-learning model. The major results of this study are summarized as follows. In the viewpoint of learning achievement, there is no significant difference in achievement between the experimental group(33 leaners) and the comparative group(33 leaners), but this fact can be construed as the possibility that CHS is an alternative system of school education. The interests on CHS of learners in the experimental group were increased twice. This result means that the system of CHS for active interaction needs various and important interaction tools, and the educational vision of CHS. In the viewpoint of system operation, CHS needs higher system requirements such as 100 Mbps Fast Ethernet. If an old system can not process streaming services in request, it should be upgraded to a new system.
Journal of the Korean Institute of Educational Facilities
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v.20
no.1
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pp.3-14
/
2013
The following research, analysis about an integral part of current elementary classroom, has been done to grasp the importance of re-organization of an elementary school classroom. For the research process 11 schools, 60 classrooms have been studied to analyze the physical elements of classroom(learning tools, equipment, etc.) to provide deeper understanding on their display, and spatial arrangement, as well as characteristic of a classroom. By looking at these analyzed elements with perspective to the grade, the number of students per class, the result turned out to be uninteresting. The observation that was made by this analysis was that there are more usages of multi-purpose desk in the classroom when there are only a few numbers of students. Also the observation could be made on the classroom wall-post. Each post had a tendency to have its defined area to be posted. The analysis showed that there are total of 24 corners can be created in the classroom, also it distinctly showed that the number of corners gets changed depending on the number of students in the classroom. The 24 corners including learning tools, equipment, and posts could be sorted to a minimum of 11 areas and a maximum of 22 areas depending on the educational purpose of the corners. The current layout of these corner and area will be the primary component that will be needed for the new coming classroom. For the future progress, depending on the system of education, the following needs to be done: (1) The installation of corners in the classroom (2) A small common-lounge area between two classrooms (3) A common-corner for each grade (4) Deeper research will be required to discuss the installation of a wide-educational area.
Journal of the Korea Society of Computer and Information
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v.20
no.8
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pp.121-128
/
2015
This study aimed to investigate the effects of an unplugged robot education system capable of computerless coding education. Specifically, this study compared this education system with PicoCricket, an educational robot that can also be used with elementary students in lower grades, using assessment tools on perceived usefulness and ease. Using random sampling and randomized assignment for more objective validation, 30 participants were assigned to the unplugged robot education system group (experimental group) and 30 participants were assigned to the PicoCricket group (control group), for a total of 60 study participants. The research procedure included verification of the equivalence of the two groups by conducting a pretest after a 2-hour basic training session on algorithms and programming. The experimental and control groups learned the same content using different educational tools in accordance with software training guidelines for a total of 12 hours. Then, the difference in perceived usefulness and ease between the two groups was examined using a post-treatment test. The study results showed that scores on both dependent variables, perceived usefulness and perceived ease, were significantly higher in the experimental group than the control group. Moreover, scores on all sub-variables of the dependent variables were significantly higher in the experimental group than the control group. These results suggest that learners using the unplugged robot education system found it more useful and easier to use than learners using the existing educational robot, PicoCricket. This study's findings are significant, as according to the technology acceptance model, the perceived usefulness and ease of an educational tool are important variables that determine the acceptance of the tool (i.e., persistence of learning).
Purpose: This study was done to develop a reliable and appropriate evaluation tool for sexual educational materials and to apply it to video materials for recommendation of excellent materials. Method: The items of the content for evaluation were based on the previous studies on the sexual education and evaluation tools. After testing validity and reliability of tool, final evaluation tool for sexual educational materials was developed. The evaluation tool was applied to 84 video materials and the excellent materials were recommended. Result: The final evaluation tool for sexual educational materials which consisted of two parts was developed. One is the evaluation of basic information which includes 8 items: target population, type of materials, producer, year of production, subject, theme, running time, and guide book. The other is the evaluation of content which includes 36 items related to characteristics of material, purpose, efficiency and scope of content. After applying the tool to 84 video materials, 39 excellent sexual education materials were suggested. Conclusion: The systematic development of materials for sexual education appropriate to the specific subjects should be done. Producers should describe the basic information on the outside of materials. For recommending the excellent materials, the periodical standardized evaluation of sexual educational materials should be done, and the database of the excellent materials should be provided for further utilization.
$21^{st}$ century has seen a tremendous advancement in the field of Information and Communication Technology. The commercial utilization of Internet tools and technologies has brought change in the traditional working environment. The functioning in an electronic environment is far more complicated than working in traditional environment and this brings many challenges, threats and potential problems. In this paper we analyze the challenges, threats and potential problems in the working environment of Pokhara University due to application of Internet tools and technology. We have chosen four basic areas on the basis of use that include web resources, electronic mails, social sites and P2P technologies. The main focus is to analyze the impact on work place productivity, social interaction, use and abuse of technology and legal issues associated with them. We, finally summarize the findings and offer solutions and recommendations from the observed data based on direct survey conducted in Pokhara University, Nepal.
The purpose of this study is to explore tools for systemic and integrated teaching analysis in recognition of problems derived from the existing teaching analysis which have been held fragmentarily and temporarily. In order to do so, a teaching analysis tools is identified by examining the current services of video-taping and analysis, which are the most representative teaching analysis methods among the Centers for Teaching and Learning (CTLs) in Korea, and by redefining teaching analysis through literature review. A teaching analysis is to be done to challenge teachers to change and grow by providing a motive to reflect on the act of teaching and carry out improvements, and it has to be held covering the general act of teaching and examined through diverse methods in systemic and multidimensional perspectives over a full period of teaching. In this study, an act of teaching is examined in four areas: planning, teaching skill, evaluation and reflection, and teaching analysis frameworks according to an act of teaching are suggested by periods of before, during, and after a term. Teaching analysis methods are also suggested by the frameworks.
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