• Title/Summary/Keyword: 보편적 학습설계

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A Suggestion of a Model of Needs Analysis By Using Max-Min (Max-Min을 이용한 요구분석 모형 제안)

  • Nam, Bo-Yeol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.5
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    • pp.2030-2037
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    • 2012
  • The purpose of this research is to suggest a model or method of needs analysis for designing syllabuses. As the learner-centered approach in teaching and learning methods becomes general, the learners' needs or wants should be reflected on the syllabus design. However, standardized scores in the previous research have disadvantages to be distorted in data interpretations because the difference between the maximum value and minimum value is so big compared to the Likert 5 scales. To solve this disadvantage, the Max-Min method is used in the needs analysis for the syllabus design. So, the differences are presented. Needs analyses need to be selected variously according to situations. Thus, further researches are needed to develop several new methods as well as the Max-Min method or the standardized score method for the whole needs analyses.

Development of high-speed paper currency recognition system based on Bayesian rule (Bayesian rule에 기초한 고속 Paper currency 인식 시스템 개발)

  • Cho, Youn-Ho;Lee, Sang-Hoon;Suh, Il-Hong
    • Proceedings of the KIEE Conference
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    • 2004.07d
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    • pp.2474-2476
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    • 2004
  • 지폐 인식 자동화기기가 여러 분야에 보편화되면서 다양한 지폐를 고속으로 처리할 수 있는 고속지폐 인식 자동화 기기가 요구되고 있다. 하지만 대부분의 지폐 인식 자동화 기기가 고속화에 적합하지 않은 구조로 설계되어 있고 신권 추가가 용이하지 않다. 본 논문은 고속 Paper Currency 인식 시스템에 적합한 범용 하드웨어 시스템과 Bayes Rule 기반의 고속 인식 알고리즘을 제안한다. 제안된 범용 하드웨어 구조는 고속의 CIS(Contact Image Sensor)와 DSP(Digital Signal Processor) 그리고 Dual Memory System으로 구성되었다. Bayes Rule에 기초한 고속 인식 알고리즘은 기존의 Paper Currency 인식 시스템에 사용되었던 기계학습 방법에 비해 신권 추가가 쉽고 적은 연산으로 권종을 판별할 수 있어 고속 지폐 인식 자동화기기에 적합하다. 본 논문에서는 제안된 방법들을 실제 자동화기기로 구현하여 그 유용성을 검증한다.

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A Study on Coding Education of Non-Computer Majors for IT Convergence Education (IT 융합교육을 위한 비전공자 코딩교육의 발전방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.1-8
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    • 2016
  • Coding education is an effective convergence type educational tool. While solving problems and designing programs, students can enhance problem solving ability, logical reasoning ability and creative thinking. Researches on coding education are done primarily for elementary school and middle school students. However, researches on college students are lacking. Today, educating college students about coding is in dire need. Although there are efforts to promote the importance of coding education and make it requirements. People find it difficult to find ways to provide training. There is a need for researches on coding as universal education. Therefore, this research proposed educational training using app inventor based on flipped running in order to effectively promote coding education. This study conducted the survey and the personal interview to measure the effectiveness of coding education. It is hoped that, through coding education, students who do not major in coding could combined their knowledge of their major with coding to improve their problem solving ability to solve various problems based on computing knowledge and approach.

The Analysis of Learner's Motivation and Satisfaction with 3D Printing in Science Classroom (3D 프린팅을 활용한 과학 수업에서 학습자의 동기와 만족감 분석)

  • Byun, Moon-Kyoung;Jo, Jun-Ho;Cho, Moon-Heum
    • Journal of The Korean Association For Science Education
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    • v.35 no.5
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    • pp.877-884
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    • 2015
  • Technology is an important means to enhance students' understanding about scientific concepts. In particular, newly introduced 3D printing technology has great potential to help students learn scientific concepts better. 3D printing is a process for a creating physical object with a three dimensional model. In this study, we explored two types of learners' (students vs. adults) motivation and satisfaction with 3D printing technology. With regard to motivation, student learners showed higher task value, self-efficacy for learning, and satisfaction than adult learners. The result implied that 3D printing technology is more effective to student learners than adult learners. In addition, for adult learner group, negative relationship between technology and satisfaction was found. Therefore, support for reducing the technology anxiety for adult learners is necessary. Further discussions are provided for the research and application of 3D printing technology in science classroom.

An Elementary Educational Contents Retrieval System Using Semantic Web (시맨틱웹을 활용한 초등학교 학습자료 검색시스템)

  • Lee, Hee-Kyoung;Jun, Woo-Chun
    • The KIPS Transactions:PartA
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    • v.13A no.6 s.103
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    • pp.545-554
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    • 2006
  • Although the current Web search engines provide tremendous information, it is hard to find right information among the huge information. Users need to spend extra time to filter out unnecessary information. In order to overcome the limit of current Web search engines, Semantic Web was developed to provide efficient search, integration, and reuse of information by structuring semantic information from Web resources. In this paper, an elementary education contents retrieval system using Semantic Web is proposed. The proposed system emphasizes history contents that have high relevancy among data. For construction of the proposed system, ontology is proposed first for elementary study contents and ontology for historical contents is proposed for easy access to those contents using semantic relation among them. Based on the ontology, the proposed system is designed and implemented. The proposed system has the following characteristics. First, the system provides various query formats in detail so that search results can be refined efficiently. Second, the system presents only semantically information connected with key words or including key words using study contents ontology. Finally, the proposed system can increase study effects by presenting various contents that are related with query by users.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

An Empirical Study on Students' Problems of Internet-based Distance Learning (인터넷 원격교육에서 학습자 관점의 문제점에 관한 연구)

  • Nam Sang-Zo
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.102-107
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    • 2006
  • While Internet-based distance learning has proliferated, its educational effectiveness remains controversial. As such, investigation into the problems of Internet-based distance learning is important and fundamental for an assessment of its educational effectiveness. In this study, problems of Internet-based distance learning are grouped into four categories, environmental problems, student problems, course design problems and operational problems. Based on survey data from 606 distance learning participants, perceptional and relative seriousness of problems are analysed. The results indicate that perceptional seriousness of all the problems is not statistically important. However, the findings indicate that the relative seriousness of self willingness among student problems and cheating within operational problems is most remarkable. In contrast, the relative seriousness of traditionally recognized problems such as H/W availability and network speed among environmental problems is least remarkable. An analysis of demographic differences such as sex, employment and age in terms of seriousness of problem is also performed. The results reveal the existence of statistically significant differences according to sex, employment, and age difference with regard to seriousness of problems.

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Design and Implementation of Simulation Program for CPU Scheduling Operating Systems (CPU 스케줄링을 학습하는 운영체제 시뮬레이션 프로그램의 설계 및 구현)

  • Jeong, Seong-Kyun;Lee, Samuel Sang-Kon
    • Journal of Korea Multimedia Society
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    • v.14 no.3
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    • pp.449-461
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    • 2011
  • In the field of computer science, operating system concept is taught in university, but we now teach it in the middle and/or high school. Computer is also taught not only in college but also in middle and high school. If we look up the education of computer that is trained in school, basic principles or core techniques of computer science is educated only with its theory. If the theoretical education of computer science is just trained, sometimes students are not interested in it because of lack of shortage of mass media. Therefore, we could say that it is important that the computer education features a diverse range of media, including prints, paintings, sculpture, digital photographs, mixed media, and a simulation program. For all this reason, we design and implement a program for simulation with computer operating systems especially, CPU scheduling. There are many CPU scheduling algorithms we suggest to make students understand scheduling with some different examples in practical use. In this paper, we practically propose a new approach to be used with a study tool to make a motivation for students. We design a simulation program for teaching computer operation systems to show CPU scheduling and we implement a program to make use of comparison of FCFS, SJFS, PS, and RR scheduling algorithms. With our simulation program we present a comparative analysis between scheduling algorithms could be possible.

Python-based Software Education Model for Non-Computer Majors (컴퓨터 비전공자를 위한 파이썬 기반 소프트웨어 교육 모델)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.73-78
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    • 2018
  • Modern society has evolved to such an extent that computing technology has become an integral part of various fields, creating new and superior value to society. Education on computer literacy, including the ability to design and build software, is now becoming a universal education that must be acquired by everyone, regardless of the field of study. Many universities are imparting software education to students to improve their problem-solving ability, including to students who are not majoring in computers. However, software education contains courses that are meant for computer majors and many students encounter difficulty in learning the grammar of programming language. To solve this problem, this paper analyzes the research outcomes of the existing software education model and proposes a Python-based software education model for students who are not majoring in computer science. Along with a Python-based software education model, this paper proposed a curriculum that can be applied during one semester, including learning procedures, and teaching strategies. This curriculum was applied to a liberal arts class and a meaningful result was derived. If the proposed software education model is applied, the students will be interested in the computer literacy class and improve their computational thinking and problem-solving ability.

아동의 잠재된 영재성 개발 프로그램

  • Lee, Sun-Ju
    • Journal of Gifted/Talented Education
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    • v.10 no.2
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    • pp.71-86
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    • 2000
  • According to Torrance, it is said that about 30% of feeble-headed children are bearing potential brilliant quality. Such potential gifted children exist really much more than children who appear to show their own brilliant quality. Nevertheless, research activity to reveal children's potential giftedness has not been relatively actively progressed. Renzulli, Smith and so on progresses research activity to reveal children's potential giftedness and strategies developed by them are being used widely all over the world, but these strategies show the defect that children can not overcome by themselves the interfered factors influenced negatively on their gift revelation. Russian scholar Babaeva made the effective education program to develop children's potential giftedness. Her program includes various activity methods or mental correct activity and psychological training activity and such training activity is realized through some steps and each step has it's own purpose and realization method. With the result that children discriminated as common children by the experimental study which is progressed by the present program participate, their standard of intelligence and originality showed the improved effect of the similar standard to children factors not a little influencing on children's giftedness development process but she also developed the leading concrete study method for the children to overcome this by themselves. In this paper, the present writer will examine potential giftedness development program researched in Russia and discuss their theoretic background and concrete activity course, activity result. Through this, children's have the excellent abilities in various spheres, this writer will obtain significant suggestions to educate the potential gifted children who do not display their own potentialities and do not receive a favor from gifted children program.

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