• Title/Summary/Keyword: 산출물 기반 인터뷰

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Planning of Oral History of Korean Astronomy (한국천문학 구술사연구 기획론)

  • Choi, Youngsil;Kim, Sang Hyuk;Mihn, Byeong-Hee;Seo, Yoon Kyung;Ahn, Young Sook;Yang, Hong-Jin;Choi, Go-Eun
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.2
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    • pp.66.2-66.2
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    • 2019
  • 구술채록은 특정 주제의 연구사 기록화 작업에 있어 후대에 생생한 역사체험을 전승할 수 있는 최적의 연구사업이다. 특히 국내 천문우주과학 분야의 원로들이 대부분 연로하다는 점에서 한국천문학 발전사에 대한 구술채록은 시급성이 더욱 요구되고 있다. 이에 한국천문연구원 고천문연구센터는 그간 기관에서 자체적으로 수행해 온 사료분류체계 수립작업과 단발적인 구술채록 경험을 기반으로 본격적인 구술채록 연구사업을 수행할 계획이다. 이 연구는 한국천문학 발전사 구술채록 사업의 절차적 방법에 대한 기획론이다. 크게 (1)구술채록 로드맵 수립, (2) 구술기록 생산 프로세스, (3) 산출물 관리 및 활용으로 제시하고자 한다. 먼저 구술채록 로드맵 수립에 있어서는 현대 한국천문학 발전의 태동기 1950년대 중반을 기점으로 역사연구 및 주제분류를 중심으로 천문학 구술기록 특성화를 기한다. 이를 기반으로 구술대상자를 선정하고 큰 맥락의 역사와 개인 생애사를 교차하는 분석 틀을 중심으로 인터뷰 질문지를 추출한다. 이 과정에서 구술대상자의 소장 사료를 도출하여 미리 잠재적 사료 수집을 도모하도록 한다. 둘째, 본격적 구술기록 생산 프로세스에서는 전 단계에서 이행한 수집정보를 바탕으로 구술 산출물을 제작한다. 면담일지, 상세녹취록, 요약본, 이용동의서 등 기타 필요한 구술 제반 서식을 바탕으로 구술 동영상을 산출하고 라벨링한다. 이 산출물에 대한 사실관계 검증 후 최종 산출물 완성 및 기타 행정 처리로 제작은 종료된다. 마지막으로 산출물 관리 및 활용에 있어서는 사료 수집 전략의 기반 자료와 다양한 지식정보콘텐츠의 활용체계를 수립한다. 더 나아가 향후 이 연구사업은 구술DB화와 서비스 체계화를 위하여 구술아카이브 시스템을 설계하는 데 성과물을 활용한다. 이 연구기획론은 한국천문학이라는 특정 주제에 대한 것이므로 큰 틀에서의 방법은 기록학적 전개방식을 차용하지만, 역사연구와 기록의 특성화에 있어서는 한국천문학 연구사에 대한 깊은 이해가 동반되어야 한다. 따라서 광범위한 한국천문학 네트워크에 해당하는 다양한 학회, 교육기관, 연구기관 및 각종 사단법인 등의 역사와도 긴밀히 연결되어야 성과물은 비로소 가치 있고 풍부할 것이다. 이 연구를 시발점으로 향후 한국천문학 발전사 구술채록 사업에 대한 다양한 관학연구의 인식 공감대가 마련되기를 기대한다.

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Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.549-558
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    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

The Effects of Scratch Programming on Preservice Teachers: Assessment Utilizing Computational Thinking and Bloom's Taxonomy (스크래치 프로그래밍이 예비교사에게 미치는 영향 : 컴퓨팅 사고 및 블룸의 텍사노미 활용 평가)

  • Choi, Hyungshin;Kim, Kibum
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.225-232
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    • 2015
  • The goal of this study is to assess the effects of Scratch programming classes on preservice teachers by using computational thinking and cognitive evaluations based on Bloom's taxonomy. To pursue this research goal we measured preservice teachers' programming skills using cognitive evaluation items based on Bloom's taxonomy after preservice teachers took one-semester Scratch programming course. In addition, a survey focused on computational thinking (CT) concepts, CT practices, and CT perspectives was conducted. We also conducted artifact-based interviews to unpack preservice teachers' experiences of working on team projects and analyzed their experiences qualitatively. The results of this study are meaningful because we assessed preservice teachers' experiences comprehensively with both quantitative and qualitative methods. In addition, this study provides us with implications for evaluation perspectives in designing programming courses for preservice teachers by adopting Bloom's taxonomy scheme.

The Design and Application of an Inquiry-based Fieldwork Program using Wireless Mobile Devices to Investigate the Impacts of Tourism on Yangdong Village (모바일 테크놀로지 활용 탐구기반 야외조사활동의 설계와 적용: 경주 양동마을을 사례로)

  • Lee, Jongwon;Oh, Sunmin
    • Journal of the Korean Geographical Society
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    • v.51 no.6
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    • pp.893-914
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    • 2016
  • This paper describes the development of an inquiry-based fieldwork program based on Yangdong village where students explore the ways that it can develop in a sustainable way. Important considerations in an inquiry-based fieldwork design include what the key inquiry questions should be, the geographical issues of fieldwork location, the potential roles of mobile technologies, design of learning activities and a final product, and the roles of a teacher. Student fieldwork activities, including mapping land-use changes at the building level, detecting what should be changed or remain the same, and conducting interview with residents to examine their perceptions of overall tourism impacts, are supported by mobile technologies (i.e., the Collector for ArcGIS and the Google Forms). Twenty one high school students participated in a field test of the program in February 2016, which allowed authors to evaluate the program. Students' pre-, in-, and post-fieldwork activities were observed and the data and final products which they gathered and producted were analyzed. The post-program survey indicated that the students deepened and expanded their understanding of Yangdong village and expressed their satisfaction with the program in general. Incorporating mobile technologies into inquiry-based geographical fieldwork can help students involved in collaborative problem solving and creative activities in real world settings and create a shareable multimodal product combining maps, photo, and text.

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A Qualitative Research on Influential Factors of Software Education based Flipped Learning on Elementary Students' Interest and Computational Thinking (플립드 러닝 기반 소프트웨어 교육에서 초등학생의 흥미도와 컴퓨팅 사고력에 영향을 미치는 요인에 관한 질적 연구)

  • Lim, Kyunghee;Shin, Jongho
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.315-327
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    • 2019
  • The purpose of this study was to propose an effective teaching and learning model by investigating the influencing factors of elementary school students' interest and computational thinking in software education based on flipped learning. To accomplish the purpose of the study, we developed a software education program based on flipped learning for elementary school students and applied qualitative research based on the interviews with the students and outputs from the learning process. The results of this study, First, factors affecting interest in the elementary school students' software education based on flipped learning were 'the expectation of class', 'authentic task', 'the accomplishment of task' and 'interaction with peers'. Second, the factor of enhancing computational thinking was 'the accomplishment of task', 'interaction with peers', and 'the teacher's meaningful feedback'.

The Effect of Software Education on Middle School Students' Computational Thinking (소프트웨어 교육이 중학생의 컴퓨팅 사고력에 미치는 효과)

  • Lee, Jeongmin;Ko, Eunji
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.238-250
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    • 2018
  • The 2015 revised curriculum includes 'informatics' course including the process of building software aiming at cultivating creative and convergent ability. This study analyzes the competencies pursued in the revised curriculum and defines computational thinking as the main competency. The subjects of the study were the first grade of a middle school in the first semester of the 2018 school year. Of the 95 collected data, 83 data were used for analysis and the significance was confirmed by the paired t-test. Also, computational concept, computational practice and computational perspectives were confirmed through artifact-based interviews. As a result of statistical analysis, critical thinking, creativity, algorithmic thinking, and problem-solving significantly increased among sub-variables of computational thinking. Statistical results and interview results were analyzed to provide implications for design and implementation of software education in 'informatics' course.

A Development and Implementation of an Integrated Curriculum for Gifted Students Based on ICM (Integrated Curriculum Model) (ICM(Integrated Curriculum Model) 기반의 영재통합교육과정 개발과 실행)

  • Roh, Il Soon;Kim, Min Kyeong
    • Journal of Gifted/Talented Education
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    • v.26 no.3
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    • pp.515-539
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    • 2016
  • The purpose of this study is to develop the integrated curriculum for gifted elementary students based on ICM (Integrated Curriculum Model) and to apply it for analysis of the relationship between creativity and creative problem solving skills. An integrated curriculum for gifted students attending a university-affiliated institute was developed and applied to twenty mathematically gifted 5th and 6th grade students. TTCT language test and CAT test for students' products from activities were conducted. In addition, tape-recorded group discussions and activities during instruction, and interview with students and teacher, activity sheets were analyzed. As results, their language abilities shown TTCT test have been improved. Furthermore, the correlation between the test results of automata and language creativity, the average of two projects and language creativity, and future problem solving and the average of TTCT showed significant correlations. Results showed the gifted students' understanding of high level concepts and cooperation among groups were needed in order to improve creative problem solving. It suggested a further study research the integrated curriculum applying creativity and giftedness to real-life problem situations for gifted students to make them grow into essential competent persons in the future.

Economical and Industrial Effects of Fusion Technologies of multi-sensor Spatial Imagery (멀티센서 공간영상정보 통합처리기술의 경제적.산업적 효과분석)

  • Chang, Eun-Mi;Yoon, Min-Kyung
    • 한국공간정보시스템학회:학술대회논문집
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    • 2007.06a
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    • pp.147-155
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    • 2007
  • 본 연구는 기술개발 자체의 효과성을 개발된 기술의 시장성, 확대 보급가능성, 민간분야의 기술 로드맵과의 관계성을 도출하는 것으로 실제로 업계에서 다양한 인맥과 프로젝트의 경험을 가지고 있는 자에 의한 심층인터뷰를 근거로 한 정성적 판단과 시장조사를 통한 정량적 판단을 결합하여 멀티센서의 기술개발의 가치를 평가하는 후속 조치에 해당되는 연구이다. 직접적 측면의 산업적 파급효과는 2006년에는 시범적인 수준에서 적용된 사례를 중심으로 정리해 본 결과, 다음과 같이 요약될 수 있다. 첫째, 전문화된 기업의 경우 각자의 강점에 기반을 두어 멀티센서의 적용시장을 바라보고 있다는 점이다. 모든 소프트웨어의 생산을 서버 부분부터 웹 버전, 모바일 버전까지 모두 보유하고 있는 벡터 부분의 GIS 수준과는 달리 위성영상 및 멀티센서 분야의 소프트웨어는 대용량으로 인한 한계로, 서버중심, 웹 중심의 개발이 이루어지고 있으나 모바일 분야까지 확장되지는 않고, 차량항법장치와의 연계를 통한 확장을 꾀하는 수준이라고 요약할 수 있다. 둘째, 전문기업이 아닌 대기업의 시장분석 및 전략에 관한 부분을 요약하자면, 멀티센서와 직접적인 연관을 갖는 회사는 많지 않으나 대체로 U-city 사업 발굴 시 멀티센서가 융합기술이 요소기술로서 기여할 수 있을 것이라는 기대는 하고 있으며, 규모도 1,000억 원 대를 상회할 것으로 바라보고 있다. 셋째, 멀티센서 개발기술의 상용화 및 산업화를 위한 제거 요소 및 감소 요소, 증가 요소 및 새로이 만들어야 할 요소 등을 다차원 전략으로 제시하였으나, 전략을 구사할 기관이 산재되어 있어 제도적 차원의 뒷받침이 기술개발과 더불어 진행되어야 한다는 결론에 이르게 된다. 넷째, 개발된 4개의 기술에 대하여 KVA에서 산출한 기업평가 방식을 변형하여 적용하였는데, 위성영상과 DEM 개발기술이 87% 이상의 점수를 받아 가장 시장성 및 활용성이 높은 기술로 평가되었으며, 초다분광영상에 대한 기술은 70%를 겨우 넘는 수준에서 평가가 되었다. 멀티센서 공간영상정보 통합처리 기술 개발은 다목적 실용위성의 보유, 국가 NGIS 사업의 결과물이 상당히 축척이 되어 있고, 라이다(LiDAR) 기술의 도입을 위한 환경이 조성되었기에 다른 국가에 비해 멀티센서 기술의 적용과 산업화가 가시화 될 수 있을 것으로 기대된다. 그러나 멀티센서 자료의 수급이 용이하지 못하고, 법 제도적인 한계, 시장의 성숙도가 기대이하라는 점 등의 한계를 노정하고 있다.

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A Study of Service Innovation in the Airport Industry using AHP (계층화 분석법을 활용한 공항 산업 서비스 혁신 연구)

  • Hong hwan Ahn;Han Sol Lim;Seung Kyun Ra;Bong Gyou Lee
    • Journal of Internet Computing and Services
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    • v.25 no.3
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    • pp.71-81
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    • 2024
  • In response to the COVID-19 pandemic, the global airport industry is actively introducing 4th Industrial Revolution technology-based systems for quarantine and passenger safety, and test bed construction and prior verification using airport infrastructure and resources are actively being conducted. Analysis of recent cases shows that despite the changing travel patterns of airport users and the diversification of airport service demands, most testbeds construction studies are still focused on suppliers, and task prioritization is also determined by decision makers. There is a tendency to rely on subjective judgment. In order to find practical ways to become a first mover that leads innovation in the aviation industry, this study selected tasks and derived priorities to build testbeds from a service perspective that reflects various customer service needs and changes. Research results using the AHP analysis method resulted in priorities in the order of access transportation and parking services (29.2%), security screening services (23.4%), and departure services (21.8%), and these analysis results were tested in the airport industry. It shows that innovation in testbeds construction is an important factor. In particular, the establishment of smart parking and UAM transportation testbeds not only helps strengthen airports as centers of technological innovation, but also promotes cooperation with companies, research institutes, and governments, and provides an environment for testing and developing new technologies and services. It can be a foundation for what can be done. The results and implications produced through this study can serve as useful guidelines for domestic and foreign airport practitioners to build testbeds and establish strategies.