• Title/Summary/Keyword: SW교육 효과

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A Case Study of Basic Data Science Education using Public Big Data Collection and Spreadsheets for Teacher Education (교사교육을 위한 공공 빅데이터 수집 및 스프레드시트 활용 기초 데이터과학 교육 사례 연구)

  • Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.459-469
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    • 2021
  • In this paper, a case study of basic data science practice education for field teachers and pre-service teachers was studied. In this paper, for basic data science education, spreadsheet software was used as a data collection and analysis tool. After that, we trained on statistics for data processing, predictive hypothesis, and predictive model verification. In addition, an educational case for collecting and processing thousands of public big data and verifying the population prediction hypothesis and prediction model was proposed. A 34-hour, 17-week curriculum using a spreadsheet tool was presented with the contents of such basic education in data science. As a tool for data collection, processing, and analysis, unlike Python, spreadsheets do not have the burden of learning program- ming languages and data structures, and have the advantage of visually learning theories of processing and anal- ysis of qualitative and quantitative data. As a result of this educational case study, three predictive hypothesis test cases were presented and analyzed. First, quantitative public data were collected to verify the hypothesis of predicting the difference in the mean value for each group of the population. Second, by collecting qualitative public data, the hypothesis of predicting the association within the qualitative data of the population was verified. Third, by collecting quantitative public data, the regression prediction model was verified according to the hypothesis of correlation prediction within the quantitative data of the population. And through the satisfaction analysis of pre-service and field teachers, the effectiveness of this education case in data science education was analyzed.

Development and Applyment Selection Standards of Physical Computing Teaching Aids for Elementary SW Education According to the 2015 Revised Curriculum (2015 개정 교육과정의 초등학교 소프트웨어 교육을 위한 피지컬 컴퓨팅 교구 선택 기준 개발 및 적용)

  • Lee, Young-jae;Jeon, Hyung-gi;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.437-450
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    • 2017
  • This study derived optimized teaching aids that use the physical computing method as the solution for effective software education at the elementary level. We set standard for selecting physical computing teaching aids in elementary-level by gathering the opinions from previous studies and think tanks and then applied the standard to some aids and choose one. We also made lesson plan and tried it to the experimental group. Subsequently, students' logical thinking skills showed a statistically significant improvement in terms of the t-test. Also, in the analysis of the effect size, it was shown to have a positive influence on the improvement of the students' logical thinking skills. Additionally, survey of satisfaction evaluation from the students showed that the teaching aid selection standard was effective in selecting suitable teaching aids for elementary students and that the classroom activities utilizing physical computing teaching aids were at a suitable level for elementary students.

Development of Digital and AI Teaching-learning Strategies Based on Computational Thinking for Enhancing Digital Literacy and AI Literacy of Elementary School Student (초등학생의 디지털·AI 리터러시 함양을 위한 컴퓨팅 사고력 기반 교수·학습 전략 개발)

  • Ji-Yeon Hong;Yungsik Kim
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.341-352
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    • 2022
  • The wave of a knowledge and information society led by AI, Big Data, and so on is having an all-round impact on our way of life. Therefore the Ministry of Education is in a hurry to strengthen Digital Literacy, including AI and SW Education, by improving the curriculum that can cultivate basic knowledge and capabilities to respond to changes in the future society. It can be seen that establishing a foundation for cultivating Digital Literacy through all subjects and improving basic and in-depth learning in new technology fields such as AI linked to the information curriculum is an essential part for future society. However, research on each content for cultivating Digital and AI literacy is relatively active, while research on teaching and learning strategies is insufficient. Therefore in this study, a CT-based Digital and AI teaching and learning strategy that can foster that was developed and Delphi expert verification was conducted, and the final teaching and learning strategy was completed after evaluating instructor usability and analyzing learner effectiveness.

A Study of College Students Local Volunteering Activity Making Use of Software Creativity Donation

  • Lee, KyungHee
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.6
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    • pp.181-188
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    • 2022
  • This study analyzed the effectiveness of sharing activities through software creative sharing classes. The purpose is to find a way for related activities to be carried out continuously. For this study, pre and post were test on changes in self-esteem, responsibility, and sense of community targeting 25 university students in Chungnam. The collected data were analyzed with SPSS 24. The results derived from this study are as follows. First, the self-esteem was significantly higher after the software creative sharing class than before. Second, the responsibility was significantly higher after the software creative sharing class compared to the prior. Third, the sense of community was found to be significantly higher after the software creative sharing class than before. Therefore, it was found that the software creative sharing class had a positive effect on self-esteem responsibility and sense of community. Based on these data, a method to expand continuous participation in talent sharing was suggested.

Learning Effect Analysis for Flipped Learning based Computer Use Instruction (플립드 러닝 기반 컴퓨터 활용 수업의 학습 효과 분석)

  • Heo, Seo Jeong;Son, Dong Cheul;Kim, Chang Suk
    • Journal of the Korea Convergence Society
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    • v.8 no.1
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    • pp.155-162
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    • 2017
  • This paper suggests efficient learning improvement method of computer use instruction based on flipped learning. Traditional computer use classes were difficult to practice and collaborative with sufficient lectures. However, we used KOCW (Korea Open Courseware) as a footsteps in the class using the flipped learning method and learned in advance before entering the classroom. In the classroom, we conducted collaborative hands on class based on mutual discussion. After the instruction, we measured learning motivation and satisfaction by gender, grade, and major using the motivation test tool. The results showed that degree of attention awareness, perception of class relevance and perception of learning satisfaction were analyzed as 'very satisfied' and 'satisfied' more than 90%.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Extended Adaptation Database Construction for Oriental Medicine Prescriptions Based on Academic Information (학술 정보 기반 한의학 처방을 위한 확장 적응증 데이터베이스 구축)

  • Lee, So-Min;Baek, Yeon-Hee;Song, Sang-Ho;CHRISTOPHER, RETITI DIOP EMANE;Han, Xuan-Zhong;Hong, Seong-Yeon;Kim, Ik-Su;Lim, Jong-Tea;Bok, Kyoung-Soo;TRAN, MINH NHAT;NGUYEN, QUYNH HOANG NGAN;Kim, So-Young;Kim, An-Na;Lee, Sang-Hun;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.367-375
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    • 2021
  • The quality of medical care can be defined as four types such as effectiveness, efficiency, adequacy, and scientific-technical quality. For the management of scientific-technical aspects, medical institutions annually disseminate the latest knowledge in the form of conservative education. However, there is an obvious limit to the fact that the latest knowledge is distributed quickly enough to the clinical site with only one-time conservative education. If intelligent information processing technologies such as big data and artificial intelligence are applied to the medical field, they can overcome the limitations of having to conduct research with only a small amount of information. In this paper, we construct databases on which the existing medicine prescription adaptations can be extended. To do this, we collect, store, manage, and analyze information related to oriental medicine at domestic and abroad Journals. We design a processing and analysis technique for oriental medicine evidence research data for the construction of a database of oriental medicine prescription extended adaption. Results can be used as a basic content of evidence-based medicine prescription information in the oriental medicine-related decision support services.