• 제목/요약/키워드: Online-based education

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Analysis of Resilience according to Crossing School Classes in Microprocessor Learning (마이크로프로세서 수업에서 교차 등교 수업에 따른 회복탄력성 분석)

  • Kim, Semin;Hong, Ki-Cheon;You, Kangsoo;Snowberger, Aaron;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.295-297
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    • 2021
  • In this study, the difference in resilience was analyzed based on the results of the microprocessor class for the group who temporarily conducted online learning due to COVID-19 and made a cross-school course. As a result of the study, the resilience value in online learning was found to be less than 150 in 12, 150 to less than 180 in 33, and 180 or more in 10. On the other hand, the resilience value in offline learning was found to be less than 150, 8 people, 150 or more, 180, 30, 180 or more, 17. Therefore, in subjects that teach hardware and software at the same time, such as a microprocessor, it is necessary to proceed with offline learning that can establish a laboratory learning environment, and when proceeding with online learning unavoidably due to COVID-19, the theory is the same as other theoretical subjects. Content should be focused on.

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Design and Implementation of Survey System for Lecture Evaluation (강의 평가용 웹 기반 설문정보시스템의 설계 자동화 및 구현)

  • Park, Young-Rye;Kang, Min-Sook;Cho, Dong-Sub
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.165-178
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    • 2001
  • In order to attain a favorable result in the online education, well-developed lectures must be offered with appropriate evaluation feedback process. Internet-based questionnaire systems using CGI or ASP are the most general method under Web environment. This paper informs us of the characteristics and limits of present Internet-based questionnaire systems. For better education and overcoming the limits of the present system, we suggest the practical system which allows teachers to receive feedback from results of a questionnaire, that is easily composed and managed on the Internet using industry standard Microsoft IIS Web server and its embedded server-side script.

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Smart contract research for efficient learner problem recommendation in online education environment (온라인 교육 환경에서 효율적 학습자 문제추천을 위한 스마트 컨트랙트 연구)

  • Min, Youn-A
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.4
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    • pp.195-201
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    • 2022
  • For a efficient distance education environment, the need for correct problem recommendation guides considering the learner's exact learning pattern is increasing. In this paper, we study block chain based smart contract technology to suggest a method for presenting the optimal problem recommendation path for individual learners based on the data given by situational weights to the problem patterns of learners collected in the distance education environment. For the performance evaluation of this study, the learning satisfaction with the existing similar learning environment, the usefulness of the problem recommendation guide, and the learner data processing speed were analyzed. Through this study, it was confirmed that the learning satisfaction improved by more than 15% and the learning data processing speed was improved by more than 20% compared to the existing learning environment.

A Study on the Realistic Media Creator Curriculum Based on Drone Video

  • Kim, Gi-Weon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.83-91
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    • 2021
  • In this paper, presents an efficient education method for training specialized edutainment SW education instructors and drone realistic media creators, not just training to acquire certificates through drone manipulation training. To this end, the NCS-based curriculum was derived. The developed curriculum includes the edutainment drone curriculum and the realistic media creator curriculum. Among them, core responsibilities were defined for the drone control curriculum and core tasks, knowledge, and attitudes were described for each. After that, a detailed curriculum for drone control was derived. In the realistic media creator curriculum, pilot education was conducted to actually produce advertisement videos to foster experts who can work directly in the industrial field. Finally, through holding an online conference in a metaverse environment, a virtual conference was operated to share and discuss media videos produced by trainees. After the end of education, the efficiency of this curriculum was proved through education satisfaction analysis for 46 education graduates. This paper presented a method to achieve internalization of SW education in non-face-to-face online education that our society must solve after post-COVID-19. In addition, an efficient educational method in a realistic media environment was suggested by showing a realistic media creator training curriculum, pilot programs, and metaverse conference management cases.

Development of Convergence Educational Program Using AI Platform: Focusing on Environmental Education for Grades 5-6 (인공지능 플랫폼을 활용한 융합수업안 개발 : 5-6학년 환경교육을 중심으로)

  • Choi, Heyoungyun;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.213-221
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    • 2021
  • With the advent of the 4th industrial revolution, the need for artificial intelligence education has increased. The online learning environment caused by COVID-19 made it possible to use variety of artificial intelligence platforms. In this study, an aritificial intelligence class plan was developed and proposed to achieve the goal of artificial intelligence education using an AI platform. The AI platform used is AI for Oceans, With the theme of creating a program for the environment, designed a 6-hour project class using Novel Engineering-based on STEAM model. Students experience AI for Oceans enough time and learn supervised learning by experience. Based on understanding of supervised learning, students design their own programs for the environment using Entry's AI blocks. In this study, for AI convergence education, this lesson was developed and presented with the goal of acquiring the creative problem solving ability and integrated thinking ability by using the principles of artificial intelligence to solve problems.

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Factors affecting participation and achievement in wiki-based online learning (위키 기반 협력학습에서 자기효능감과 위키에 대한 불안이 참여도 및 성취도에 미치는 영향)

  • Lim, Kyu Yon
    • The Journal of Korean Association of Computer Education
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    • v.15 no.6
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    • pp.65-74
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    • 2012
  • Wiki is an online-based collaborative tool, and has been frequently used more recently as it realizes the paradigm of web 2.0 in educational context. Especially, wiki promotes collaborative knowledge building which is the major interest of this study. The purpose of this research is to investigate the relationships among academic self-efficacy, self-efficacy for group work, wiki anxiety, participation in wiki activity, and learning achievement. Fifty nine college students participated in the wiki activity, and the data from fifty three were used for the multiple regression and path analysis. The results reported that academic self-efficacy and wiki anxiety affected participation in wiki activity, and these two variables also had indirect effects on learning achievement, mediated by participation.

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A Study on Project Management Learning Community using Application (앱을 이용한 프로젝트관리 학습 커뮤니티에 관한 연구)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1126-1131
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    • 2011
  • As the recent paradigm of education changes to become learner-centered, there is an increasing interest in project based class as one of new teaching models. Universities are accepting this change and aiming at fostering human resources of next generations, who are able to create creative changes, and studies are being actively conducted to that end. This study suggested a learner-centered teaching model which minimizes intervention of teachers in conducting projects of main text contents in designed subjects. This study suggested support system for the suggested model project-based class, team organization method, various interaction methods of learners, and team work monitoring method of teachers. And the suggestions were designed and realized through project management applications using smart phones which are being used by a rapidly growing number of people recently.

Design and Implementation of Information Management Tools for the EDISON Open Platform

  • Ma, Jin;Lee, Jongsuk Ruth;Cho, Kumwon;Park, Minjae
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1089-1104
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    • 2017
  • We have developed an information management tool for the EDISON (EDucation-research Integration through Simulation On the Net) open platform. EDISON is, at present, a web-based simulation service for education and research in five computational areas, namely, nanophysics, fluid dynamics, chemistry, structural dynamics, and computer aided optimal design. The EDISON open platform consists of three tiers: EDISON application framework, EDISON middleware, and EDISON infra-resources. The platform provides web portals for education and research in areas such as computational fluid dynamics, computational chemistry, computational nanophysics, computational structural dynamics, and computer aided optimal design along with user service. The main purpose of this research is to test the behavior of the release version of the EDISON Open-Platform under normal operating conditions. This management tool has been implemented using the RESTful API designed in EDISON middleware. The intention is to check co-operation between the middleware and the infrastructure. Suggested tools include User management, Simulation and Job management, and Simulation software (i.e., solver) testing. Finally, it is considered meaningful to develop a management tool that is not supported in other web-based online simulation services.

A Study on the Service Provision Direction of the National Library for Children and Young Adults in the 5G Era

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.2
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    • pp.77-105
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    • 2021
  • In order to establish a digital-based use environment for the provision of new information services suitable for the 5G era, it is necessary to discuss the direction of service provision by the National Library of Children and Young Adults in the 5G era. Based on utilization services in other fields, library services in the 5G era, including the development and provision of employee education and training services, ultra-high-definition and 360-degree realistic contents and education on library use, provision of multi-dimensional realistic media streaming broadcasting services, provision of telepresence education programs, activation of virtual communities, implementation of hologram performance halls/exhibit centers, and provision of unmanned book delivery services, environment monitoring, safety monitoring, and customized services, were proposed. In addition, based on 5G service, 5G technology, and library application direction, advancing into a producing and supporting base for ultra-realistic and immersive contents in the 5G era, strengthening online and mobile services in the non-contact era, and establishing a smart library environment were proposed as the service provision direction for the National Library of Children and Young Adults in the 5G era.

Development and Application of the Improved Standard based on Ethics of Information for Online Game Addiction Test of Elementary School Students (초등학생 온라인 게임 중독 검사를 위한 정보 윤리학 기반의 개선된 척도 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.117-123
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    • 2010
  • 시대의 흐름에 따라 온라인 게임 중독 증상을 보이는 초등학생의 수가 증가하고 있다. 또한 온라인 게임 과몰입 청소년은 학교 및 일상생활에 많은 문제를 보이고 있으므로, 적절한 검사를 통해 가려내어 교육 및 치료를 꼭 해야 할 것이다. 이에 따라 본 연구에서는 본 논문에서는 정보 윤리학을 기반으로 온라인 게임 중독 초등학생을 유형별로 가려내기 위해, 보다 개선된 척도의 개발과 적용을 다루고 있다. 본 모형의 장점은 다음과 같다. 첫째, 기존 척도에 비해 검사 문항별 관련 도덕 항목을 구체적으로 제시하여 검사 후 교육에 도움을 줄 수 있다. 둘째, 기존 척도에 비해 항목을 보다 구체적으로 제시하여 정확한 검사가 이루어질 수 있도록 하였다. 개선된 검사도구로 실제로 측정해 본 결과, 서울 S초등학교 5학년 학생 중 고위험 사용자는 12%이며, 대부분의 학생들이 일반 또는 저위험 사용자에 속하는 결과를 알 수 있다.

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