• Title/Summary/Keyword: unplugged

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Design and Implementation of Standby Power Cutoff System for Smart Home Environment Based on Zigbee-MQTT (Zigbee-MQTT 기반 스마트 홈 환경에 적합한 대기전력 차단 시스템 설계 및 구현)

  • Jang, Young-Hwan;Yang, Seung-Su;Park, Seok-Cheon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.4
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    • pp.129-135
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    • 2017
  • Recently, with the development of IoT technology, there has been an increase in interest in the power consumption of the devices used by the internal devices. Especially, the standby power consumption during the main function of the devices is about 11% of the power energy and the problem of standby power interruption is suggested. However, there is a problem that the plug must be unplugged in order to substantially shut off standby power. Therefore, in this paper, we design and implement a standby power cutoff algorithm that can automatically control and manage users' participation in order to solve there problems. As a result of evaluating the implemented system, it was confirmed that the standby power interruption rate improved by about 5.89Wh on average compared to the existing system.

Development of an Educational Tangible Coding Tools for Algorithmic Thinking Focused on Programming Activities (알고리즘적 사고 중심 프로그래밍 활동을 위한 교육용 텐저블 코딩 도구 개발)

  • Shim, Jaekwoun;Kwon, Daiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.6
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    • pp.11-18
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    • 2019
  • Software education is required from elementary schools to prepare students for the fourth industrial revolution, which aims to improve algorithmic thinking. In general, teaching is divided into two stages: using a flowchart to design algorithms and implementing them through programming. However, converting a flowchart into code and checking the results in an educational programming tool is time consuming and requires additional programming activities. This study proposes a tangible coding tool that enables elementary students to convert algorithms designed at the unplugged activity into educational programming tool codes. This tool was developed in order for students to design algorithms at the level of assembling paper blocks and input them into a programming tool by taking a picture. Sixth graders were participated in this activity to evaluate its usability.

Comparison of Computational Thinking Improvement Based on Teaching Aids and Student's Level in Elementary Software Education (초등학교 소프트웨어교육에서 교구와 학습자 수준에 따른 컴퓨팅사고력 향상도 비교)

  • Lee, YoungJae;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.31-39
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    • 2020
  • As the importance of software education is emphasized, various educations for improve the computational thinking of elementary school students are being provided. However, there are many limitations that apply to the school at preceding studies. because they were invented for specific environment or students. Therefore, in this study, software education was conducted by constructing teaching-learning activities in consideration of the characteristics of students such as teaching aids and level of computational thinking ability, which can influence students based on the contents of textbooks. Through the comparison about computational thinking improvements, this study tried to suggest the direction of effective software education method. As a result, there are differences in computational thinking improvements according to the student's level and used teaching aids. Specifically, visual programming and unplugged type teaching-learning activities were more effective in teaching aids, and according to the level of students, students with low level of computing thinking in pre-inspection showed relatively high improvement. This tendency suggests that it is necessary to consider various learning factors in designing teaching-learning activities in elementary software education.

Study of Effect of Information Representation Learning in Middle-School with Play Activities Materials on the Learning Achievement (놀이 활동 교육 자료를 활용한 중학교 정보 표현 학습이 학업성취도에 미치는 영향)

  • Nam, Dong-Soo;Park, Jin-Hwa;Seo, Soon-Shik;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.157-165
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    • 2011
  • As the contents of information were reinforced the rules of computer science, it was necessary to develop the new teaching and learning plans and various education materials that encourage students and easy to access. So, in this study developed a wide ran of play activities and educational materials without using a computer for the area of information representation and applied to 68 students, second grade of middle school for 4 weeks. After the class, the effect on the learning achievement was verified by the t-test. As a result, it was shown that there was a significant difference between learning with play activities materials and the traditional lecture-type. It means that learning with play activities materials in the information representation influences a positive effect to the learning achievement.

Analysis of difference in elementary-school students' recognition on CS education according to CS education with application of Education Programing Tool (교육용 프로그래밍 도구 활용의 정보과학교육을 통한 초등학생의 정보과학에 대한 인식 분석)

  • Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.385-393
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    • 2010
  • Elementary information education is currently provided in accordance with the 2000 ICT educational guidelines. Although the focus of education has shifted from practical use to computer science since 2005, in which way academic education should be led isn't yet clear. The purpose of this study was to examine the impacts of computer science education(CS education) by an education programming tool on school children's awareness of that education. The selected students received education about unplugged, scratch and robot programming, part of the computer science curriculum, in 12 sessions. As a result, there were significant differences between the experimental and control groups in all the variables that included attitude to computer science, interest in that, satisfaction level, self-efficacy and perception of the value of CS education. The findings of the study suggested that in CS education, the improvement of thinking faculty should take precedence over practical use of what's learned, which is expected to heighten the value of that education.

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Evaluating Learner's Fun and Usability for Act-Based Informatics Teaching Material (행위 기반 정보교재의 유용성 및 학습자의 재미 평가)

  • Yoo, Seung-Wook;Yeum, Yong-Chul;Kim, Yong;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.11-20
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    • 2007
  • In order to measure students' fun and the effectiveness of teaching materials related to computer science theory, this paper conducted an experiment lesson against middle school students using Timbel's 'Unplugged' textbook. A preliminary test was conducted and it revealed that the students' understanding of computer science theory was extremely poor. The learner's fun for the experimental lesson showed the positive reaction in the viewpoint of expectation, engagement, endurability. In post-test after one month, the students were able to recall most of the materials covered during the experiment lesson. In addition, they all showed sign of good understanding. In conclusion, Timbel's textbook proved effective in increasing students' fun and learning ability related to computer science theory. Furthermore, this paper would like to suggest a new type of Informatics science teaching material that might be essential for future computer science education.

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Synthesis of Silica/Alumina Composite Membrane Using Sol-Gel and CVD Method for Hydrogen Purification at High Temperature (Sol-gel 및 CVD법을 이용한 고온 수소 분리용 silica/alumina 복합막의 합성)

  • 서봉국;이동욱;이규호
    • Membrane Journal
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    • v.11 no.3
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    • pp.124-132
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    • 2001
  • Silica membranes were prepared on a porous ${\alpha}$-alumina tube with pore size of 150nm by sol-gel and chemical vapor deposition(CVD) method for hydrogen separation at high temperatures. Silica and ${\gamma}$-lumina membranes formed by the sol-gel method possessed a large amount of mesopores of a Knudsen diffusion regime. In order to improve the $H_2$ selectivity, silica was deposited in the sol-gel derived silica/${\gamma}$-alumina layer by thermal decomposition of tetraethyl orthosilicate(TEOS) at $600^{\circ}C$. The CVD with forced cross flow through the porous wall of the support was very effective in plugging mesopores that were left unplugged in the membranes. The CVD modified silica/alumina composite membrane completely rejected nitrogen permeation and thus showed a high $H_2$ selectivity by molecular sieve effect. the permeation of hydrogen was explained by activated diffusion and the activation energy was 9.52kJ/mol.

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Case Study of Software Education for Students of Child Welfare Center (지역아동센터 학생 대상 소프트웨어교육 사례)

  • Han, Kyu-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1578-1587
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    • 2019
  • Software education enhances creative thinking and critical thinking for students living in the era of the Fourth Industrial Revolution, and helps them choose jobs in software-related industries. This study is an example of software education applied to the vulnerable students of the child welfare center to narrow the software gap and achieve the equity in education. This education was conducted in Unplugged activity, Entry coding, and Physical computing classes for 170 students from 20 institutions in South Chungcheong Province, North Chungcheong Province, and Daejeon city in Korea. The curriculum utilized a total of four types of student and teacher level materials, with a total of 10 hours of classes per child welfare center. In addition, the surveys of the students and institutions confirmed that this education influenced their interest in software education and their desire for continuous software education.

The Use of AI Chatbot as An Assistant Tool for SW Education (SW 교육 보조 도구로서의 AI 챗봇 활용)

  • Choi, Seo-Won;Nam, Jae-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1693-1699
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    • 2019
  • The recent software education in middle schools is focused on physical computing, unplugged learning and pilot training. However, they are struggling in many ways, including cost, inducement of interest, motivation, and concentration. Also, the lack of systematic classroom design could make negative effect to students' understanding of classes or academic performance. In this paper, we intend to study the method of algorithm education using Chatbot system, which will increase efficiency of software education, with less burdensome in terms of cost, and also could be able to used as an assist tool in various classes. In class scenarios that require the understanding of coding mechanisms such as function application, algorithm design, and program coding, students can learn by themselves through the Chatbot system, which has a positive effect on student learning.

A Study on Effective Software Education Model by Disability Type for Youth

  • Lee, Hyun Ju;Lee, Won Joo;Jung, Hoe Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.261-268
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    • 2020
  • In this paper, we propose an effective software education model for youths with disability. This software education model consists of a four-step process. In the first step, it draws the education curriculum of the software education for different types of disabled youths based on the results of comparative analysis of software education field in special education curriculum. In the second step, it suggests achievement standards for effective software education for the disabled students by classifying students with intellectual disabilities and visual, hearing, and physical disabilities without any multiple disabilities. In the third step, the study developed a modular textbook comprised of unplugged activities using coding robot Albert, physical computing, and block/text coding with the reflection of the characteristic of each type of disability. In the fourth step, it applied the textbook to the school field and educated disabled students focusing on experience to allow them to think logically and by stages about different problems they face in daily lives. In addition, by analyzing the results of youths' performance evaluation and surveys, it was shown that 82.3% of developmental disabilities, 78.8% of visual impairments, 90.9% of hearing impairments, and 78.8% of physically disabilities achieved achievements above the "medium" level. These results prove that the software education model for youths with disabilities proposed in this paper is very effective in improving computational chinking of youths with disabilities.