• Title/Summary/Keyword: 교육용 도구

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Development of an Eclipse-based IDE for Educational Compilers (이클립스 기반의 교육용 컴파일러 통합개발환경)

  • Sung, U-Kyung;Kang, Hyun-Syug;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.9-18
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    • 2011
  • Compiler development projects, which are designed and taught in compiler course, allow students to practice and absorb valuable amount of experience and techniques in developing compilers. However, both instructors and students face difficulties as they are often limited by insufficient hands-on time during course of an academic year along with a relatively high level of technologies involved when dealing with compilers. As well, most compiler's target systems use interpreter-based technologies which are rather limited in drawing student's attention. As a result compiler courses often end up being more of a theoretical course than practical. This paper presents a new integrated development environment (IDE) that will help overcome aforementioned difficulties and allow students to obtain both theoretical and practical knowledge more efficiently. The development environment includes a reference compiler with $Mindstorms^{(R)}$ NXT Robots as the target system, compiler development tool, target language test tool, and code generation visualizer. It is developed as a plug-in for the popular Eclipse IDE which enables easy access and great expandability. This integrated development environment allows students to understand compilers better and start their development faster.

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Development and Feasibility Study of the Nature of Science Instrument for Elementary School Students (초등학생용 과학의 본성 검사 도구 개발 및 타당성 검토)

  • Park, Jaehyeon;Park, Jaeyong
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.701-724
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    • 2022
  • In this study, the Nature of Science (NOS) instrument for elementary school students in the form of open questionnaires was developed specifically to reveal elementary school students' perceptions of the NOS, and its validity and effectiveness were investigated. To develop a NOS instrument for elementary school students, problems that may occur when applying the existing NOS instruments to elementary school students were analyzed and based on this, the development direction of the NOS instrument was established. In addition, after selecting seven NOS types suitable for the level of elementary school students, the preliminary instrument was produced by modifying and supplementing the items in the existing instruments for each type or by developing new items. Finally, the NOS instrument consisting of eight questions was developed by adding one question asking for a comprehensive understanding of science to seven questions related to each type of NOS after a content validity test of the science education expert group. To verify the practical effect of the developed instrument, pre- and post-tests were conducted on 50 students in two classes of sixth grade at two elementary schools in Seoul: 'existing instrument → development instrument' in one class, and 'development instrument → existing instrument' in the other class. The collected data were then compared and evaluated through summary content analysis and analyzed by executing the Wilcoxon signed-rank test. As a result of comparing and analyzing students' responses to the existing NOS instrument and the developed NOS instrument, students' perspectives on the NOS were more diverse when using the developed instrument, and the level of error in the response caused by misinterpreting the intention of the question was reduced. In addition, when using the developed instrument, the responses of the majority of students at a statistically significant level changed more specifically. In this study, the implications for the development of NOS instruments suitable for elementary school students were discussed based on these results.

A Study on the Possibility of a Robot as a New Learning Tool for Creativity (로봇이 새로운 창의성 학습도구로서의 가능성 탐색)

  • Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.259-264
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    • 2010
  • This study examined a possibility of a new learning method using a robot to improve elementary school students' creativity and problem solving ability. It researched and analyzed school teachers' tendency about robot education and based on this it developed curriculum and teaching materials to teach and evaluate the education after school. According to the findings, a robot is found to have a possibility of a creative learning method.

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A Development Discrimination Test for Information Gifted Students using the Concepts of Computational Thinking (Computational Thinking의 개념을 활용한 정보영재 판별도구의 개발)

  • Kim, Hyeonsoo;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.271-278
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    • 2015
  • This study proposed new approach for the information gifted discrimination test using EPL. We tried to distinguish high level thinking in the information gifted through test of this study. We categorized testing tool according to context type: simple attribute problem, complex same attribute problem, complex focus attribute problem, mathematic-verbal ability required problem. And testing tool divided into modifying scripts, guess scripts's result, using scratch program. In the effectiveness test of proposed tool, we confirmed content validity and credibility.

The Study of the Educational Hypermedia Editor (교육용 하이퍼미디어 자료 편집기에 관한 연구)

  • Lee, Gi-Hm
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.92-101
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    • 1997
  • There has been increasing demand of hypermedia as computing and educational environment change. Most authoring tools developed recently have various built-in functions., but they are not enough to create hypermedia program or easy to learn. Even though teachers might try to develop hypermedia program with existing authoring tools, they usually come to face with the difficulties of creating new nodes, adding new data, or keeping user's activity records. Therefore, this study investigated to present a prototype of Educational Hypermedia Editor that can be conveniently used in hypermedia programs. According to the theories of courseware design, instructional design, learning theory, and hypertext and hyperemia, design strategies for the study were selected. Based on the analysis of the characteristics of domestic authoring tools as well as foreign authoring tools, the Educational Hypermedia Editor that has authoring and executing mode was designed and developed. Because the Educational Hypermedia Editor was designed for information retrieval CAI(Computer Assisted Instruction) materials, it is expected that the Educational Hypermedia Editor will be extensively used in the urea of social science classes, investigation studies, and information processing studies.

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An Analysis of Research Trend about Devices and Programming Languages in Physical Computing Education (피지컬 컴퓨팅 교육 연구에서 활용한 도구 및 프로그래밍 언어에 대한 동향 분석)

  • Lee, DongGyu;Yi, SoYul;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.378-379
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    • 2017
  • 2015 개정 교육과정에서는 컴퓨팅 사고력을 핵심 역량 중 하나로 설정하였으며 역량 함양을 위해 문제해결과 프로그래밍, 컴퓨팅 시스템영역에서 각각 프로그래밍 교육과 피지컬 컴퓨팅을 편성하였다. 또한 선행연구를 통해 효과성을 알 수 있었지만 연구의 편차로 인해 피지컬 컴퓨팅이 가지는 교육적 효과크기에 대한 검증의 필요성이 제기되나 관련연구가 진행되지 않았다. 따라서 본 연구에서는 피지컬 컴퓨팅의 동향 및 효과 분석 연구의 부분으로 피지컬 컴퓨팅 도구 및 프로그래밍 언어의 활용 동향을 분석하고자 한다.

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Development and Application of an Evaluation Tool for Serious Games (기능성 게임 평가 도구 개발 및 적용)

  • Jung, Hana;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.401-412
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    • 2014
  • The main purpose of this research is to develop and apply an evaluation tool of serious games for science learning. To develop the evaluation tool, probing references and analyzing previously generated evaluation tools and softwares were carried out. After that, 17 experts in elementary science education appraised serious games, 'milc & seereal', made by Gwacheon National Science Museum with the evaluation tool. The findings on the characteristics of good serious games from assessments are as follows; The learning objects of the games are coincident with national science curriculum, they strongly stimulate the students' motivation, the interfaces are neat and pretty useful for users to get informations, games are easy to maintain, inexpensive, and moral. When we develop or select serious games for science class, the strengths of good games should be considered.

An Emotional-Shadow Playing Tool for Casual Environment (기본환경에서의 그림자 놀이 도구 연구)

  • Lim, Yang-Mi;Hwang, Ji-Yeon;Park, Jin-Wan
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.513-518
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    • 2006
  • 본 논문에서는 특별한 스튜디오 조명이 아닌 가정용 혹은 학교용 조명 하에서 동작하는 감정 표현이 가능한 그림자 놀이 도구를 소개한다. 이 놀이는 사용자의 실사로부터 추출된 가상 그림자에 사용자의 동작에 따라 실시간으로 반응하는 가상 표정 애니메이션 캐릭터를 투영한다. 이 놀이 도구는 행위전시 등의 공연 환경뿐만 아니라 가정, 학교 등의 일상 환경에서도 동작이 가능하도록 설계되었다. 따라서 가장 일반적인 조명의 하나인 가정용 형광등과 백열등 환경을 가정하였고, 배경에 대해서는 어떤 제약도 가정하지 않았다. 사용자의 실사를 구분하는 과정에는 배경 차분화 기법을 사용하였고, 빛의 산란 및 실제 그림자의 영향 등으로 인한 잡음을 최소화하기 위해 몇 가지 잡음 제거 알고리즘을 결합하여 적용하였다. 이 도구에서 가상 그림자의 표정 애니메이션은 사용자의 손동작에 따라 변화하며, 손동작 및 머리 위치의 추적을 위해 새로이 고안한 자질 기반 추적 기법을 적용하였다. 이 도구는 공연장에서의 인터렉티브 미디어 아트 전시 또는 공연, 아동 대상의 미술 교육, 예술치료 등의 분야에 활용될 수 있을 것으로 판단된다.

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Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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Development of PBL program for elementary school students using educational robot, pico-cricket (피코크리켓 교육용로봇을 활용한 초등학생 대상 PBL학습프로그램 개발)

  • Kim, Eun-Jung;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.229-232
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    • 2011
  • 초등학생들의 학습에서 학생들이 알고 있는 지식을 이용하여 Project를 해결해가면 그 과정에서 지식이 살아있게 되고 지식이 더 깊어질 것이다. 주입식으로 지식을 알아가기보다 스스로 과제를 해결해가면서 무엇을 알고 무엇을 모르는지 스스로 깨닫고 알아가는 학습이 필요하다. PBL학습은 프로젝트를 해결하기 위해 학생들이 자기주도적으로 이끌어가는 학습이다. Piaget의 인지발달이론에서 구체적조작기에 해당하는 초등학생시기에는 직접 만질 수 있는 학습도구인 교육용로봇이 효과가 있을 것이다. 이에 교육용로봇인 피코크리켓을 활용하여 PBL학습프로그램을 개발하였다.

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