• Title/Summary/Keyword: 교육과정설계

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A Survey of the State-of-the-Art in Korean Commercial IoT Services for deriving Core elements of Curriculum for Major Courses of IoT using RaspberryPi3 (라즈베리파이3 활용 IoT 교육과정 핵심요소 도출을 위한 한국의 상용 서비스 현황 고찰)

  • Lee, Kang-Hee;Ganiev, Asilbek
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.623-630
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    • 2017
  • This paper surveys the state-of-the-art in korean commercial Internet of Things(IoT) services for deriving the core elements of a curriculum for major courses of IoT using RaspberryPi3. First, we survey the state-of-the-art of IoT researches and commercial services in three korean major telecommunication corporations such as Korean Telecommunications (KT), LGU+ Telecommunication (LGT), and SK Telecommunication(SKT). Second, we consider the components and advantages of the RaspberryPi3 which is popular as a representative educational tool. Concludingly, this paper derives the core elements of curriculum for major courses of IoT using RaspberryPi3 from above both processes. The corresponding elements consist of platforms, hardwares, softwares, and big-data network. Based on the important design elements of the IoT curriculum using Raspberry Pie 3, we taught embedded system course to junior students for one semester. It was successfully completed and more than 90% students were satisfied with its contents and amounts.

Mathematics Curriculum Revising Processes & Directions from the Standpoints of the Comtemporary Two Reports in the 1920's as the Origin of Math Wars (수학전쟁의 기원과 우리나라 수학교육과정 개정 - '중등수학교육의 문제점'과 '1923 Report' -)

  • Chang, Kyung Yoon
    • Journal of Educational Research in Mathematics
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    • v.24 no.4
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    • pp.645-668
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    • 2014
  • This study was designed to gain insights into contemporary secondary mathematics curriculum revision in Korea. The two secondary mathematics curriculum reports submitted in the 1920s, the Kilpatrick Reports and 1923 Reports were compared and contrasted as the origin of recent math wars, and their backgrounds, committee members, viewpoints of math and math education and contents were analyzed to understand the perspectives of the two extreeme parts. Kilpatrick Reports was selected at that time, but nevertheless 1923 Report had taken a role of guiding secondary mathematics in US until the New Math era. The direction and process of mathematics curriculum revision were suggested based on the analysis of reports' short- and long-term influences. A close examination of the curriculum revision process in US and in Korea and the implications from the results are also included in the suggestion.

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A Study on the Instructional System and Curriculum Design to Evolve the Software Education in Elementary School (초등학교 소프트웨어교육의 교육과정 개선을 위한 내용체계 및 교과 편성의 설계에 대한 연구)

  • Park, Phanwoo;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.273-282
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    • 2019
  • In this study, we have look through the national progress of computer science education in South Korea and analyzed the main subjects and contents of each period. We suggests the ways to evolve the current computer science education in terms of class hours for computer science education, hierarchical instructions, and the limitation of current national curriculum. In South Korea, it has been leaded the computer science education in the world since the it was promoted in earnest since 1995. Based on the recently revised national curriculum, South Korean government are taking efforts to nurture a leader through computer science education in terms of the students' future skills. However, it should be promoted to strengthen the ability of not only problem-solving ability through programming education, but also balanced computing and digital literacy through enhancing the ICT skills. In order to improve the curriculum of computer science education in elementary school of South Korea, a sufficient class hours of computer science education should be secured first.

Benchmarking analysis of product design and development programs of domestic and foreign universities (국내외 대학의 제품 설계 및 개발 교육과정 과정 벤치마킹)

  • Mun Jeong-Tae;Jeong Gi-Hyo;Han Yun-Taek;Yu Hui-Cheon;Jang Su-Yeong;Jeon Chi-Hyeok;Jeong Mu-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.05a
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    • pp.203-207
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    • 2006
  • 기업의 시장개척과 경쟁 우위 확보에 있어 인간친화형 혁신 제품의 개발이 중요해지고 있다. 인간친화형 혁신 제품의 개발은 기술, 인간, 미학, 비즈니스와 경영, 윤리와 법에 대한 전공 지식 및 제품 개발 전 과정에 대한 통합적인 시각과 경험을 필요로 한다. 이를 위한 교육과정은 학제간 및 산학간 연계를 통해, 교과과정을 이수한 인력이 별도의 교육 없이 제품 개발 업무를 수행할 수 있도록 개발되어야 한다. 본 연구는 국내 대학의 산업공학, 기계공학, 산업디자인학과와 국외 MIT, Stanford, Carnegie Melon 대학의 제품 설계 및 개발 교육 프로그램을 대상으로 (1) 목표 및 대상 파악, (2) 교과과정 특성분석, (3) 운영 모델을 파악한다. 이를 바탕으로 국내외 현황에 대한 비교 분석 결과를 제시하고 대상과 목표, 이수방식 등에 따른 다양한 학제간/산학간/프로그램 운용 등에 필요한 모델을 정리하고 그 활용방안을 제안한다.

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A Study on Development of a Curriculum for Teachers in Culture & Art Education: Focused on Cartoon & Animation Courses (문화예술교육을 위한 교사차원 교육과정 개발과정 연구 -만화 애니메이션 과목을 중심으로)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.43
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    • pp.387-433
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    • 2016
  • The ability to develop curriculums is a crucial factor in evaluating the expertise of a teacher who teaches culture & art education. Establishing a one-year plan for classes is an effort to create a well-designed curriculum for the year and also to foresee the big picture of classes in the corresponding year. A curriculum should not be composed of merely educational content or a series of knowledge and skills. It should be well-designed, based on principles of a coherent plan. This study examines organizational principles on which common curriculums are based on and looks at how a curriculum can be designed, especially for cartoon & animation classes, as part of Culture & Art education, and which factors should be considered in planning. In the process of forming such a curriculum, these steps should be followed: considering educational standards for cartoon animation classes; determining the learning experience, organizing the learning experience; and, lastly, evaluating the level of learning. In addition, effective teaching strategies that reflect the characteristics of a class on cartoon animation should be formulated. This study suggests actual examples of an effective annual curriculum for cartoon animation classes based on all the factors presented above.

A Digital Design Curriculum Model in Architectural Design Studio (건축 설계교육에서 디지털 설계 커리큘럼 모델 제안)

  • Kim, Myung-Sun;Choi, Soon-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.5314-5320
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    • 2011
  • The purpose of this study is to draw the digital design curriculum in architectural design studio. For this study, works using digital design process in professional and academic projects were investigated. Digital design curriculum is consisted of 3 steps; fundamental, intensive and advanced courses. The fundamental course acquires capability for raising architectural thought through digital media. The intensive course acquires capability for raising architectural design process. Finally, the advanced course acquires capability for raising synthesis design works and professional abilities in architectural design. It is also a urgent need of unified roadmap about digital design curriculum for architectural design education in Korea.

The Effects of Internal Accreditation on the Quality Improvement of Competency-Based Curriculum in Higher Education (대학 자체교육인증제가 역량기반 교육과정 질 향상에 미치는 영향)

  • Leem, Gwanghyun;Kang, Jihye
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.233-243
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    • 2020
  • This study investigated the internal accreditation system of A University which is a quality management system of curriculum that allows departments to examine the curriculum of itself. The results showed that the internal accreditation improved satisfaction of students in four areas: education goal & curriculum organization, curriculum implementation, support for curriculum, and curriculum development. It was also found that the system improved core competencies of students. Lastly, the students' evaluation for lecture was significantly improved compared with evaluation before internal accreditation. Based on these results, the study provided basic data for the design of internal accreditation system at A university.

Computing Curriculum Design in Secondary School Focused On Computer Science Curriculum (컴퓨터과학 교육을 중심으로 한 중등 컴퓨팅 교육과정 설계)

  • Shin, SangKook;Kwon, DaeYong;Kim, HyungShin;Yeum, YongCheu|;Yoo, SeungWook;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.8 no.3
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    • pp.61-76
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    • 2005
  • The seventh secondary computer education curriculum is focused on computer literacy education. This computer curriculum is an elective course not a required course and is a part of other specific course. This computer education has problems that it is not consecutive, overlapped with other classes and not systematic. This research analyzes the computer education in Israel, India, and Japan. And it suggests the new secondary school computing education curriculum based on computer educating of Computer Curricula 2001 Computer Science, lEEE Computer Society and ACM has suggested 2001 for computer science education in university, and with a standard of 'A Model Curriculum for K-12 Computer Science', the suggestion for computer-science education for all grade of school.

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Design of Teaching-Learning Model for Programming Language Education using Advance Programming Assignment (사전 과제를 활용한 프로그래밍 언어 교수 학습 모델 설계)

  • Kim, Kyong-Ah;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.327-328
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    • 2016
  • 프로그래밍 교육은 프로그래밍에 필요한 지식 교육부분과 문제해결능력과 연관된 프로그래밍 전략을 교육하는 부분이 함께 필요하다. 프로그램 작성 기술을 교육하는 과정은 단순한 지식 습득과정이 아니므로 수업과정에서 학습자 스스로 문제해결능력을 배양할 수 있는 유도과정이 필요하다. 이러한 특성의 프로그래밍 수업의 대표적인 수업방식은 실습방식으로, 실제 수업에서 학습자들의 서로 다른 수준을 고려하면서 실습수업을 효과적으로 운영하기에는 수업시간에 대한 제약이 많이 발생한다. 본 연구에서는 프로그래밍 교육에서 사전 프로그래밍 과제를 활용하여 주어진 학점과 시간 안에서 실습 중심의 학습 효과를 높일 수 있는 교수 학습 모델을 제시한다. 이를 통해 프로그래밍 언어 교육 과정에서 발생하는 제한된 실습수업 시간으로 인해 학습자 스스로가 문제해결능력을 배양할 수 있도록 유도하는 수업을 실시하는데 발생하는 어려움을 해결하여, 학습자가 문제해결능력을 향상시키고 좋은 프로그램 작성 기준에 적합한 프로그램 개발 능력을 배양하는 결과를 얻을 수 있었다.

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A Study of Computer-Creativity Development for Bringing up of Creative Man of Ability in the Ubiquitous Age (유비쿼터스 시대의 창의적 인재양성을 위한 컴퓨터 창의성 개발에 관한 연구)

  • Kim, Woo-Kyung;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.193-201
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    • 2005
  • 제 3의 혁명이라 불리고 IT 분야의 새로운 패러다임으로써 부각되는 유비쿼터스 패러다임의 도래에 따른 컴퓨터 교육의 방향을 모색함과 동시에 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발 과정을 설계하여 적용해 보고자 한다. 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발은 창의적인 마인드와 사고를 지닌 미래 유비쿼터스 시대를 담당할 창의적인 인재를 육성하는데 그 목적이 있다. 따라서 유비쿼터스 시대의 IT 동향과 발전 방향을 이해하고, 실제 유비쿼터스가 구현되는 생활 모습을 통하여 우리 생활과 유비쿼터스와의 관계를 더욱 창의적인 시각에서 바라볼 수 있도록 하는데 역점을 두었다. 또한 미래의 유비쿼터스를 예견해 보는 과정을 통하여 제기되는 여러 가지 문제를 찾고 그 해결 방안을 모색해 봄으로써 학습자 자신이 미래 유비쿼터스 시대를 만들어 나가는 주역임을 스스로 깨닫도록 하는데 역점을 두어 교육 과정을 설계해 보았다.

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