• Title/Summary/Keyword: 비대면환경

Search Result 293, Processing Time 0.03 seconds

A study on the satisfaction and learning effect using e-portfolio in liberal arts programming classes (교양 프로그래밍 수업에서 e-포트폴리오를 활용한 만족도와 학습 효과에 관한 연구)

  • Lee, Youngseok
    • Journal of Industrial Convergence
    • /
    • v.20 no.2
    • /
    • pp.45-50
    • /
    • 2022
  • In this study, an e-portfolio system was constructed and utilized to communicate with students, while processing the overall procedure of teaching-learning activities as data for qualitative improvement in the non-face-to-face educational environment. The e-portfolio system was designed to support the entire process of reflection from the instructor's lesson planning, regular checking of the learner's understanding during the course operation process, online communication, and support for learner-centered educational activities. Analyzing the effectiveness of the communication-based learning effect between instructors and learners using the e-portfolio in liberal arts programming classes, which may be difficult for non-major students, a significant correlation was found in problem-solving skills, and midterm and final exams. Additionally, the result of analyzing the expanded applicability of e-portfolio satisfaction demonstrated a significant correlation with the students' computational thinking ability, test results, assignments, and academic performance. It was found to have a significant effect on the improvement of computational thinking ability. If non-face-to-face education is conducted using the proposed e-portfolio system type, it will be possible to improve the quality of online education, while communicating effectively with students.

Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.3
    • /
    • pp.571-578
    • /
    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.3
    • /
    • pp.67-73
    • /
    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

A Study on the Application of the Capstone Design Course Intensive Course System in a Non-Face-To-Face Environment Using the Persona Technique (페르소나 기법을 활용한 비대면 환경에서의 설계교과목 집중이수제 적용 방안)

  • Yunja Hwang
    • Journal of Practical Engineering Education
    • /
    • v.15 no.2
    • /
    • pp.311-319
    • /
    • 2023
  • This study aims to break away from uniform academic regulations in preparation for nurturing future talents for the 4th industrial type, and apply the intensive course system to promote exchange and competition in the global education market. We would like to suggest a way to learn efficiently in an environment. To this end, we analyze the literature and prior research on design subjects in the intensive course system and non-face-to-face environment, analyze the requirements of teachers and students in charge of actual design subjects, and propose a utilization plan through expert review, and apply the persona technique. presented. This study will be able to provide basic data that can be practically used when operating intensive course design courses in the future.

A Study on Edutech Types and Utilization of School Libraries in a Non-face-to-face Educational Environment (비대면 교육 환경에서 학교도서관의 에듀테크 유형과 활용에 관한 연구)

  • Byoung-Moon So
    • Journal of Korean Library and Information Science Society
    • /
    • v.55 no.3
    • /
    • pp.337-356
    • /
    • 2024
  • This study aims to retrospectively review how school libraries utilized digital educational tools in a non-face-to-face environment during the pandemic, and to suggest types of digital educational tools suitable for use in the New Normal. Initially, a list of edutech used in schools during the pandemic was compiled by reviewing previous studies. By grasping the frequency of use of edutech expert teachers and librarian teachers, the list of edutech was readjusted to the type of edutech that can be used in school libraries. The use of edutech by school libraries during the pandemic, as reported in the 'School Library Journal,' was analyzed and integrated the previous list of edutech. As a result, edutech suitable for school libraries was categorized into five main areas: management, communication, productivity, consumption, and evaluation. Additionally, specific edutch examples for each category were presented, based on insights from the 'School Library Journal.'

Zero Trust-Based VPN Authentication Technology Using Multi-Factor Authentication (다중 인증을 이용한 제로 트러스트 기반 VPN 인증 기술)

  • Kwak, Seunghee;Lee, Seungju;Moon, Jeongah;Jeon, Jaeho;Lee, Jaehyuk;Lee, Kyungroul
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.257-258
    • /
    • 2022
  • COVID-19 팬데믹으로 인하여, 재택근무와 같은 비대면 업무환경이 확대됨에 따라, 기업에서는 내부 보안을 위한 VPN 구축 및 사용률이 급격하게 증가하였다. 하지만, 기존의 대면 환경과는 다르게, 비대면 업무환경에서는 자신을 식별할 수 있는 수단을 제한적으로 활용하기 때문에, 사용자의 비밀번호가 노출되면, VPN에 접근하기 위한 사용자 인증이 무력화되는 심각한 문제점이 존재하며, 이러한 보안 취약점을 해결하기 위한 기술이 요구되는 실정이다. 따라서 본 논문에서는 기존 VPN 인증 기술에 내재된 보안 취약점을 해결하기 위하여, 사물 환경 인증, HIP 기술, 위치 인증, 상호 인증 기술을 활용한 다중 인증 기반의 제로 트러스트를 제공하는 VPN 인증 기술을 제안한다. 최종적으로는 본 논문에서 제안하는 기술을 통하여, 보다 안전성이 향상된 VPN을 제공할 것으로 사료된다.

  • PDF

A Study on Service Process Modeling for the Performance of the Non-face-to-face Call Center (비대면 접점 콜센터의 성과 제고를 위한 서비스 프로세스 모델링에 관한 연구)

  • Cho, Seong-Ho;Park, Kwang-Ho
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.149-161
    • /
    • 2014
  • According to the economic advancement, the position of service industry in GDP has increased. Development of service industry has solved the employment issue and derived the activation of the internal market. It has contributed to demand creation in health care, education, and culture, enhancing competition of the manufacturing industry and entire economic development. By the development of information communication technologies, improvement of the quality of life from those, and changes in the competitive environment, customers, from businesses and public agencies, or the customer's needs are increasing. In these circumstances, companies are operating non-face-to-face contact call center for the purpose to communicate with customers, handle customer complaints, attract and retain new customers. In this study, to improve the performance of the non-face-to-face contact call center, this study tried to derive the call center's 'Service Process Modeling' and future policy assignment by analyzing the problem from the research of the service and process summary, performance evaluation, call center evaluation and etc.

A Case Study of Teaching 'Machine Learning' for Convergence Major Students in a Non-Face-to-Face Environment (비대면 환경에서의 '기계학습' 지도 사례 연구 : 융합전공 학생들을 중심으로)

  • Lee, Sungock;Lee, Jieun;Song, Hyunok;Kim, Hangil;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.336-339
    • /
    • 2022
  • In this study, we examine the cases of instructors who conducted subject management by understanding the learning patterns of convergence major students taking programming courses Therefore, we intend to find implications for the operation of SW curriculum for convergence majors in the future. In the programming class of the convergence major, students of various grades and majors take the course, and a survey was conducted to understand their learning patterns in a non-face-to-face environment. The instructor studied whether it would be possible to induce learners' participation in class even when face-to-face communication was not possible, and tried to operate the class by understanding the learning propensity of the learners. As there are many students who have maintained successful experiences in self-directed learning amid COVID-19, weekly assignments were set so that they could solve their own problems independently, and almost all students submitted assignments. This study is meaningful in that it studied students' learning patterns, task performance, and programming achievement by operating 'Machine Learning' subject to students of the convergence major in a non-face-to-face situation due to COVID-19.

  • PDF

Non-face-to-face online lecture assistance system based on face recogniton (얼굴인식 기반 비대면 온라인 강의학습 보조 시스템)

  • Lee, Jaehee;Park, Gooman
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2020.11a
    • /
    • pp.344-346
    • /
    • 2020
  • 비대면 강의가 늘어남에 따라 이에 집중하지 못하는 학습자들에게 강의에 집중할 수 있는 환경을 제공하고자 이 작품을 고안했다. 이 작품은 학습하는 사용자의 모습을 웹캠을 통해 실시간으로 관찰하여 얼굴인식을 통해 학습지가 누구인지 파악하고, 졸음이 감지되거나 화면이 아닌 다른 곳을 응시했을 때 사용자에게 화면상으로 경고 메시지를 보여줌으로써 집중할 수 있게 도움을 줄 수 있는 작품이다. 졸음의 판단 근거는 눈을 감고 있는 것으로 판단하고, 다른 곳을 응시하는 경우에는 화면 상의 동공의 위치 좌표가 눈에서 한쪽으로 치우치는 경우를 판단한다. 작품을 구현하기 위해 python 언어와 라이브러리들을 사용했다. face-recognition library를 이용해 얼굴을 인식했고 dlib library를 이용해 얼굴에서 눈의 landmark를 검출해 학습자가 화면에 집중하고 있는지 파악했다.

  • PDF

A Study on the Use of TestCase Tool for Collaboration of Game Development Projects in Untact (비대면 상황의 게임개발프로젝트에서 협업을 위한 테스트 케이스 관리도구 활용 방안에 관한 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.473-474
    • /
    • 2020
  • 2020년 상반기는 코로나19로 촉발된 상황은 온라인 강의 도입 등 교육환경에도 영향을 미치고 있다. 게임제작 관련 교육과정에서 게임제작 프로젝트를 진행할 때 QA는 게임의 개발이 진행되는 단계에 맞춰 리뷰와 테스트 케이스 작성, 테스트 실행, 이슈 보고를 진행한다. QA의 핵심 업무 중 하나가 테스트 케이스를 작성하는 것이다. 이번과 같이 비대면이 강제되는 상황에서 팀원들과 협업을 하기 위해서는 테스트 케이스 관리 도구를 활용하여 효율적으로 QA를 수행하는 방안이 필요하다.

  • PDF