• Title/Summary/Keyword: 소프트웨어 교육 프로그램

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Implementation of Electric Safety Education Software using the Haptic Technique (햅틱 기술을 이용한 전기안전교육용 소프트웨어의 구현)

  • Chung, Tae-Sub;Lee, Keun-Wang
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.201-204
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    • 2012
  • 본 논문에서는 가상현실과 증강현실에서 다양한 정보와 촉감을 통한 인지심리학 적인 측면의 햅틱이 사용된 에너지 안전교육을 위한 가상공간을 창출하고, 그 가상공간에서의 안전한 교육을 위한 햅틱기술을 적용한 교육 프로그램 개발을 논 하고자 함이다. 이를 위하여 가상현실 공간에 관하여 논하였으며, 가상공간을 제어할 수 있는 햅틱기술에 관하여 논하고자 한다. 이를 위하여 개발되고 있는 소프트웨어를 통해 안전에 관하여 연구함이 목적이다.

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Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Keun-Wang;Park, Jong-Chun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.44-46
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    • 2009
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

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Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Min-Gyu
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.559-561
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    • 2010
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경 교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

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The Study On Creative RSPM(Robot Based Software Programming Method) Engineering Education And NCS Training Effectiveness Analysis Using Smart Robot (스마트 로봇을 활용한 창의적 RSPM 공학 교육 및 NCS 직무 교육 효과 분석에 관한 연구)

  • Lee, Byung-Sun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.8
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    • pp.136-144
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    • 2016
  • In general, it is this variety of learning methods and teaching tools for embedded software development and deployment training. In this paper, I want to take advantage of the smart robot to learn creative problem-solving methods that are required in embedded software engineering education. It analyzes the effect of creative engineering education with the smart robot and presents for RSPM Engineering Embedded SW teaching methods to improve NCS education. Embedded SW engineering education in a more creative and smart robot, EV3 system was utilized to improve SW programming skills. In this paper, we utilize the EV3 system to the parish through the creative RSPM engineering courses through the survey and analysis of the impact level, interests and program skills and influence in embedded SW engineering education propose for successful embedded software programming skills potential.

A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

Implementation of 3D Virtual Experience software for an Environment Education (환경교육을 위한 3D 가상체험 소프트웨어의 구현)

  • Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.552-554
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    • 2010
  • 본 논문에서는 환경교육용 3D 가상체험 소프트웨어를 설계하여 도시화, 국토개발 등으로 인해 변해가는 자연환경을 3D MAX 와 QUEST 프로그램을 통해 옛 조선시대의 주거 및 자연환경을 가상현실로 재현한다. 본 논문에서 설계된 3D 가상체험 소프트웨어의 설계를 통하여 우리의 주거 및 자연환경 보호를 실천할 수 있도록 도움을 주는 데에 그 목적이 있다.

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Implementation of 3D Virtual Experience software for an Environment Education (환경교육을 위한 3D 가상체험 소프트웨어의 구현)

  • Lee, Keun-Wang;Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2008.05a
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    • pp.101-103
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    • 2008
  • 본 논문에서는 환경교육용 3D 가상체험 소프트웨어를 설계하여 도시화, 국토개발 등으로 인해 변해가는 자연환경을 3D MAX 와 QUEST 프로그램을 통해 옛 조선시대의 주거 및 자연환경을 가상현실로 재현한다. 본 논문에서 설계된 3D 가상체험 소프트웨어의 설계를 통하여 우리의 주거 및 자연환경보호를 실천할 수 있도록 도움을 주는 데에 그 목적이 있다.

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Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

A Development of Algorithm and Programing Curriculum Model for Elementary School Students (초등학생을 위한 알고리즘 및 프로그래밍 교육과정 모델 개발)

  • Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.459-466
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    • 2015
  • The content of software education for elementary school students in the 2015 revisions to the national curriculum are not sufficient because class time dedicated to software education has been limited to 17 hours in fifth and sixth grades. In this study, I developed the algorithm and programming model for Korea. I analyzed domestic and international software education curricula as well as training platforms, such as Code.org, Blockly Games, and Entry. The suggested algorithm and programming framework is known as the Rainbow system, which is divided into 7 steps, 14 criteria, and 3 content areas--understanding the algorithm, the actual programming, and evaluation of the program. Using the Rainbow system, once students have completed a level they can be promoted to the next stage, regardless of their grade.

Design and Application of App-Inventor-Software Class using Artificial Intelligence (인공지능을 활용한 앱인벤터 소프트웨어 교육 수업 설계 및 적용)

  • Park, Mi Hee;Hu, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.13-23
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    • 2021
  • This study requires SW education that can adapt to the advent of the fourth industrial revolution and the new normal environment of COVID-19 pandemic. Small and powerful smartphones, which have become a necessity in digital society, are designed and applied to create apps with useful apps or artificial intelligence modules that have been trained with data using the App Inventor program as a good teaching tool. After conducting the class in a blended method that combines face-to-face and non-face methods, the survey questioned the technical and cognitive maturity of artificial intelligence and the pros and cons of blended software classes. We also found changes in career orientation, which is intended to explore SW-related talent occupations that require a lot of demand in terms of national development before and after artificial intelligence classes. Significant results were reached in three of the sub-elements. Even in non-face-to-face situations, it is expected that an app vendor software education program using artificial intelligence will be provided to the actual site.

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