• Title/Summary/Keyword: software educational

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Development of An Interactive Computer Graphic Software for the Education of Power System Transient Stability (전력계통 과도안정도 교육을 위한 대화식 컴퓨터 그래픽 소프트웨어 개발)

  • Im, Dong-Hae;Lee, Uk-Hwa;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 1996.07b
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    • pp.787-789
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    • 1996
  • This paper describes a Transient Stability Education & Training Software that can make the students or beginners easily be familiar with power system stability problems. The Major objective of this study is to provide, for educational purpose, an interactive computer graphic tool that can facilitate power system study in highly user-friendly environment. The proposed software is designed to have the particular features such as follow : simulation with animation of the rotor, useful interactive scheme, various graphic illustrations related to critical factors of the stability, trace function including revival simulation with different processing speed. With these features, the software could be suitable for educational and training of students/beginners in power system stability engineering field.

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Implementation of educational DNC system for multiple users (다수 사용자를 위한 교육용 DNC 시스템의 구현)

  • 서기성;성대중
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1328-1331
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    • 1996
  • The importance of training for NC, CNC and Machining Center has been greatly increased. This paper presents implementation of a DNC system and operating software for educational purpose. This system is able to connect 8-32 CNCs to Control PC with RS232 multi-port serial card. Therefore, it allows much efficiency in training even after costs are considered. The KISCO DNC S/W for above system includes various communication function, communication parameter setting, program editor, tool management and user-friendly environment.

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The Understanding the Necessity Proof and Using Dynamic Geometry Software (증명의 필요성 이해와 탐구형 기하 소프트웨어 활용)

  • 류희찬;조완영
    • Journal of Educational Research in Mathematics
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    • v.9 no.2
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    • pp.419-438
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    • 1999
  • This paper explored the impact of dynamic geometry software such as CabriII, GSP on student's understanding deductive justification, on the assumption that proof in school mathematics should be used in the broader, psychological sense of justification rather than in the narrow sense of deductive, formal proof. The following results have been drawn: Dynamic geometry provided positive impact on interacting between empirical justification and deductive justification, especially on understanding the necessity of deductive justification. And teacher in the computer environment played crucial role in reducing on difficulties in connecting empirical justification to deductive justification. At the beginning of the research, however, it was not the case. However, once students got intocul-de-sac in empirical justification and understood the need of deductive justification, they tried to justify deductively. Compared with current paper-and-pencil environment that many students fail to learn the basic knowledge on proof, dynamic geometry software will give more positive ffect for learning. Dynamic geometry software may promote interaction between empirical justification and edeductive justification and give a feedback to students about results of their own actions. At present, there is some very helpful computer software. However the presence of good dynamic geometry software can not be the solution in itself. Since learning on proof is a function of various factors such as curriculum organization, evaluation method, the role of teacher and student. Most of all, the meaning of proof need to be reconceptualized in the future research.

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A Study on the educational methods of 3D Software (3D 소프트웨어 교육방법에 대한 연구)

  • 최성원
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.28-29
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    • 1999
  • 본 연구의 목적은 현 대학교육에 있어서 어떻게 학생들에게 3D Software를 그 근본개념의 연장선 안에서 도구개념으로 이해시킬 수 있는가이며, 이는 3D Software를 한번도 대해본 적이 없는, 또는 자신이 사용하던 3D Software의 인터페이스가 완전히 변화하였을 경우, 학생들이 어떻게 가장 빠르고, 효율적으로 습득할 수 있게 하는가에 그 목적이 있다. (중략)

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Automotive Engineering Educational System Development Using Augmented Reality (증강 현실을 이용한 자동차 공학 교육 시스템 개발)

  • Farkhatdinov, Ildar;Kim, Dae-Won;Ryu, Jee-Hwan
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.51-54
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    • 2009
  • In or automotive engineering education is introduced. Main objective of the system is teaching disassemble/assemble procedure of automatic transmission of a vehicle to students, who study automotive engineering. System includes vehicle transmission, set of tools and mechanical facilities, two video cameras, computer with developed software, HMD glasses and two LCD screens. Developed software gives instructions on assembling and disassembling processes of real vehicle transmission with the help of augmenting virtual reality objects on the video stream. Overlaying of 3D instructions on the technological workspace can be used as an interactive educational material. In disassembling process, mechanical parts which should be disassembled are augmented on video stream from video cameras. Same is done for assembling process. Animation and other visual effects are applied for better indication of the current assembling/disassembling instruction. During learning and training, student can see what parts of vehicle transmission and in which order should be assembled or disassembled. Required tools and technological operations are displayed to a student with the help of augmented reality, as well. As a result, the system guides a student step-by-step through an assembly/disassembly sequence. During educational process a student has an opportunity to return back to any previous instruction if it is necessary. Developed augmented reality system makes educational process more interesting and intuitive. Using of augmented reality system for engineering education in automotive technology makes learning process easier and financially more effective.

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Education of Algorithms Using the RAPTOR Programming Educational Tool (RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육)

  • KIM, SungYul;LEE, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.23-31
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    • 2015
  • The main aim in software education is to improve problem-solving ability based on computational thinking with the healthy information ethics. For this purpose, many institutions have attempted various educational programs such as Educational Programming Language, Physical Computing, and Robot education. However, it is possible to obscure the essence of computer education for computational thinking if the computer education focuses on using certain special education programming language and products. Therefore, this paper suggests a method of algorithm education using RAPTOR which is a visual programming development environment and is based on flowcharts. In order to verify the effectiveness of the algorithms education using the RAPTOR, 16 high-school students were applied to an educational program for twelve hours on five steps and then we obtained positive results.

A case study of education game - In the case of Jumbini 2 (mountain rescue operations) (교육용게임의 적용 사례 분석 - 줌비니2(산악구출작전)을 중심으로)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.459-465
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    • 2013
  • In this study, an educational game named "Jumbini 2: Mountain Rescue Operation" is compared and analyzed as a case of highly effective educational as well as significant popular game. In order to develop effective game software for education, stories and structure elements of the game are examined. Significant results are found on aspects of value and effect as an educational game, analyzing based on goal, rule, competition, challenge, fantasy, safety and fun, which are general elements for educational games.

The Effects of Educational Robot-based SW Convergence Education on Primary Students' Computational Thinking, Collaborative and Communication Skills (교육용로봇기반 SW융합교육이 초등학생의 컴퓨팅 사고력, 협업능력 및 의사소통능력에 미치는 효과)

  • Choi, Hyungshin;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.131-138
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    • 2020
  • The aim of software education is to increase students' Computational Thinking(CT) skills that they can compose problems and provide solutions which can be carried out effectively by information-processing systems. Furthermore, if problem solving situations can provide students with meaningful problem solving opportunities in authentic social contexts, then software education would be more valuable. This study pursued educational robot-based SW convergence education where 4th grade primary students have access to tangible outputs and can engage in authentic problem solving situations working with peers by using robots and programming. In addition, this study investigated the effectiveness of the classes in terms of computational thinking skills and social capabilities(collaborative skills and communication skills). The current study provides educational robot-based SW convergence education cases of a primary school and discusses the effectiveness of the classes in terms of students' computational thinking skills and social capabilities.

Educational Software Development of Bluetooth Protocol for Protocol Monitoring and Emulation (프로토콜 모니터링 및 에뮬레이션 기능을 제공하는 블루투스 프로토콜의 교육용 소프트웨어)

  • 정중수
    • The Journal of the Korea Contents Association
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    • v.4 no.1
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    • pp.1-7
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    • 2004
  • In addition to wired communication technology, wireless communication technology has been driving communication revolution nowadays. Bluetooth technology carries out data/voice communication making pico-net and the various application services are supported by access network connected to public network. This paper presents educational software development of bluetooth protocol stack including HCI, L2CAP, RFCOMM, SDP and profiles including GAP, SPP, GEOP, FTP. This software which supports programming environment of these protocol monitoring and emulation is implemented basically step by step for education based on H connected to the bluetooth device through RS-232-C, UART or USB cable. Application program coded by Visual C is operated over the firmware loaded on the bluetooth device connected to the PC. Additionally ftp and chatting function are developed to enhance educational efficiency.

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Trial of Educational Computer Simulation Software 'SimRiver' for Assessment of River Water Quality for Environmental Education in Schools (학교 환경교육을 위한 하천 수질 컴퓨터 시뮬레이션 프로그램 SimRiver의 활용)

  • Lee, Jung-Ho;Cheong, Cheol;Kwon, Nan-Joo;Kim, Young-Ju;Park, Hye-Gyeong;Mayama, Shigeki;Katoh, Kazuhiro;Ohmori, Hiroshi
    • Hwankyungkyoyuk
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    • v.24 no.1
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    • pp.40-48
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    • 2011
  • SimRiver, computer simulation software for assessment of river water quality is an educational simulation software created for studying the relationship between human activity and river environment using epilithic diatom communities, The SimRiver program was applied to total seventy eight teachers of elementary, middle and high schools in Korea, and the teachers' reactions were analyzed with the questionnaire survey. Total 79.2% of the teachers estimated the possibility of SimRiver to be applied as a educational material in lessons is high. Especially total 93.6% of the teachers answered that they will use SimRiver in their lessons. The results of the questionnaire survey indicate that SimRiver is an interesting and easy simulator of alternative field exercise for students to understand the relationship between human activity and quality of river water.

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