• Title/Summary/Keyword: convergence thinking

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A Case Study on Artificial Intelligence Education for Non-Computer Programming Students in Universities (대학에서 비전공자 대상 인공지능 교육의 사례 연구)

  • Lee, Youngseok
    • Journal of Convergence for Information Technology
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    • v.12 no.2
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    • pp.157-162
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    • 2022
  • In a society full of knowledge and information, digital literacy and artificial intelligence (AI) education that can utilize AI technology is needed to solve numerous everyday problems based on computational thinking. In this study, data-centered AI education was conducted while teaching computer programming to non-computer programming students at universities, and the correlation between major factors related to academic performance was analyzed in addition to student satisfaction surveys. The results indicated that there was a strong correlation between grades and problem-solving ability-based tasks, and learning satisfaction. Multiple regression analysis also showed a significant effect on grades (F=225.859, p<0.001), and student satisfaction was high. The non-computer programming students were also able to understand the importance of data and the concept of AI models, focusing on specific examples of project types, and confirmed that they could use AI smoothly in their fields of interest. If further cases of AI education are explored and students' AI education is activated, it will be possible to suggest its direction that can collaborate with experts through interest in AI technology.

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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Study on Strategy for Applying Flipped Learning Method for Programming Practice (프로그래밍 실습을 위한 플립드러닝 교수법 적용 전략 연구)

  • Kim Hyun Ah
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.753-761
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    • 2023
  • This study investigates strategies to increase learning efficiency for programming subjects to which flipped learning teaching method is applied targeting non-major students. Design a learner-centered flipped learning-based programming class and get strategies for effective application methods for field application. Also, the purpose is to explore the efficient application of the flipped learning teaching method to the computational thinking subject of liberal arts classes at this university. By applying the flipped learning teaching method, one of the innovative teaching methods, we consider ways to improve the quality of programming subject classes, the efficiency of practical education, and the improvement of learner achievement. The purpose of this study is to design an efficient learning model for software education targeting non-majors by applying various teaching methods and learning design models convergence away from the traditional teaching method.

Art Mask Converged Design Based on an Expression Method of Cubism (입체주의 표현기법을 활용한 아트 마스크 융합 디자인)

  • Park, Li-La
    • Journal of the Korea Convergence Society
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    • v.8 no.4
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    • pp.273-278
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    • 2017
  • Contemporary art make-up is being widely developed in line with the trends of individualization and differentiation departing from basic desires or logical thinking about the desires of human beings who ultimately pursue beauty and experiencing diversified convergence and integration befitting customer needs. Cubism that has been playing a central role at the center of art history in the $20^{th}$ century can act as a good material based on creativity with regard to expression of the art make-up. In this regard, the study was focused on creating new concepts of design and novel areas of expression by combining expressive methods of cubism with art make-up to suggest an art mask. As for a method of the study, cubism and art make-up were examined based on preceding studies, Internet data and technical books, and the expression method of cubism was divided into plural points of view, partition of shape and collage and motivated the works of Picasso for the purpose of art mask-converged design. As a result of the study, it was found out that the expression method of cubism was applicable to the art make-up, and creative art make-up converged design could be generated to make a suggestion. In this regard, it is hoped that further studies will be facilitated and that this study can be instrumental in developing art make-up design.

A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

Analysis of Application Cases and Performance of Multidisciplinary Convergence Capstone Design based on Industry-Academic Cooperation (산학협력기반 다학제적 융합 캡스톤디자인 적용사례 및 성과분석)

  • Yoon, Sang-Sik
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.639-652
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    • 2021
  • In accordance with the rapidly changing social environment, it is becoming more important to cultivate creative and convergent practical talents with flexible thinking skills and problem-solving skills. Therefore, it is necessary for universities to provide educational experiences that enable students to cooperate and converge multidisciplinaryly to carry out on-the-job projects based on what they have learned at school. Therefore, this study designed, developed, and operated with the aim of cultivating creative talents with integrated problem-solving ability through a multidisciplinary capstone design curriculum based on industry-academia cooperation. To this end, the curriculum was developed together by recruiting participating companies and forming a convergence professor team, and it was operated for 15 weeks for students majoring in cosmetics engineering at D University. After the education was over, learning satisfaction and perceived academic achievement were surveyed, and as a result of the analysis, it was found to be above average with 3.77 points and 3.86 points, respectively. And as a result of the in-depth interview on the participation experience, five themes related to the positive experience and three themes related to the negative experience were derived. This study will be able to provide basic data when operating a multidisciplinary convergence capstone design curriculum based on industry-academia cooperation in the future.

Implementation of a Political Online Platform Using Mobile Phones (스마트폰을 이용한 정치 온라인 플랫폼의 구현)

  • Yang, Yong Jun;Lee, Sang Gu
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.2
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    • pp.205-209
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    • 2018
  • In this paper, we design and implement a political online platform using smartphones. This platform is consisted of monitoring of members of the National Assembly, monitoring of legislation, and participating in several issues. It is implemented as an AWS server, DB and an Android applications. Especially, we update the political information in real time by using Open API and Naver API. This system will be well applied to the division in discussion and sharing of thinking about legislation and political issues.

Comparative Analysis on the Types of Representation to Communicate in Elementary Science and Mathematics Textbooks - In Case of the Sixth Grade 1st Semester - (초등 과학·수학 교과서의 의사소통 표현 방식에 따른 유형 비교 분석 - 6학년 1학기를 중심으로 -)

  • Jang, Mikyung;Shin, Youngjoon
    • Journal of Korean Elementary Science Education
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    • v.36 no.3
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    • pp.256-272
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    • 2017
  • The purpose of this research is to study and learn more features how this type of distribution for communication in $6^{th}$ grade first semester elementary science and mathematics according to communicative expression by 2009 revised curriculum. For this study, based on an analysis standard presented in previous research on the types of communication. The results of this research are as follows. First, because the mathematics presents the number of ways to communicate twice more than science, mathematics go through with much more problems to solve than science. Second, in mathematics, spoken method and written method have similar proportion, less in physical activity method. Third, Science showed balanced proportion among four areas; earth, life, energy, and material. On the other hand, mathematics only showed small numbers in the area of geometry but similar numbers in number and operations, regularity, measurement. Fourth, there is no common feature or relevance about communicative approach for convergence thinking in 2009 revised curriculum, it seems that it doesn't consider it as a revised.

The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.212-224
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    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

A Study on Foreigners' Korean Language Learning Experiences through Design Thinking Analysis (디자인 사고 분석을 통한 외국인의 한국 언어 학습의 연구)

  • Lee, Pei Zhi;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.345-351
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    • 2017
  • The international status of the Korean language has been elevated as the demand for studying the language among foreign students has grown sharply over the past few years. Unfortunately, foreign students face difficulties in learning the language, conflicts are also deepening between Korean and foreign students. Using Erin Sander's design research spiral, this paper investigates foreigners' Korean language learning experiences, identify the main cognitive and affective factors influencing their learning process. Research findings collected with the design analysis revealed needs and insights that offer opportunities relevant specifically for the conception, design and development of new products and services related to Korean language learning.