• Title/Summary/Keyword: 실제적인 교수

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The Development of Educational Program through Construction of the Wind Power System (풍력발전 시스템 구축을 통한 교육프로그램의 개발)

  • Lee, Jeong-Ick
    • Proceedings of the KAIS Fall Conference
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    • 2008.11a
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    • pp.86-89
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    • 2008
  • 대체에너지의 대안으로서 차량에 의한 풍력을 사용함으로서 이 연구의 목적은 다음 3가지로 요약할 수 있다. 첫째, 차량 풍에 의한 풍력에너지를 통해 환경 친화적인 대체 에너지 자원을 안전하게 얻는다는 것이다. 둘째, 관련 교수들을 위한 교육 프로그램이 개발되었다는 것이다. 셋째, 대체에너지 교육을 위해 풍력발전 프로그램을 만들었다는 것이다. 본 연구는 6개월간 수행되었으며, 다음 3가지 결과를 얻었다. 차량 풍을 이용한 시스템이 모델링 되었다. 전기, 전자, 기계공학과들을 위한 새로운 교육 프로그램이 만들어졌고, 마지막으로 풍력발전 시스템 실제 교육을 위한 대체에너지 실험용 시연장치가 만들어졌다.

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The Effect of Physical Computing based Programming Education on Problem Solving Ability (프로그래밍 교육에서 피지컬 컴퓨팅의 활용이 문제해결력에 미치는 영향)

  • Lee, DongGyu;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.107-108
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    • 2018
  • 프로그래밍 교육이 필요성이 강조되고 있으며 효과적인 교육을 위해 여러 교수 방법이 적용되고 있다. 피지컬 컴퓨팅 또한 프로그래밍 교육을 향상시키는 방법으로 연구에서 활용되어 긍정적인 효과를 보이고 있다. 하지만 피지컬 컴퓨팅 교육관련 연구의 집단이 소수이므로 실제로 일반화하기 어려운 한계가 있다. 따라서 본 연구에서는 프로그래밍 교육에서 피지컬 컴퓨팅의 활용에 대한 문제해결력의 변화가 일반프로그래밍 교육에서의 변화와의 차이를 분석하고자 관련연구를 대상으로 메타분석을 진행하였다.

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The Need of Buzz Learning In Real-Time Distance Education (실시간 원격수업에서의 버즈 학습의 필요성)

  • Lee, YoungJun;Gwak, ByoungChan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.457-458
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    • 2012
  • 본 논문에서는 실시간 원격 수업(Real-Time Distance Education) 환경 하에서 학생들의 수업 집중 및 효율적인 교수를 위한 버즈학습(Buzz Learning)의 필요성을 제안한다. 이 학습법은 실시간 원격 수업에서 일어날 수 있는 집중력 저하 및 수업참가율 저조를 최소화하고, 학습자 간의 협동 및 상호작용을 향상시킨다. 또한 버즈법에 의한 그룹 편성 및 학습형태는 각 그룹에서 토의한 결과를 다시 전체가 모여 토의함으로써 소집단의 토의결과를 종합 정리하고 결론을 도출해 내는 집단 토의 형태를 띤다. 토의학습은 흔히 몇몇 학생의 경우 토의에 참가하지 않거나 또는 한 명이 독무대화하는 경향이 있는데 여기서는 그룹 전원이 토론에 적극 참여할 수 있게 한다. 본 논문에서는 실시간 원격 수업을 통하여 이뤄지는 실제 강의에 적용된 버즈 학습이 학생들의 수업참여도 및 학습 향상 면에서 우수함을 보여준다.

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초등학교 중학년(3${\sim}$4학년)에 활용할 수 있는 수학 영재교육 학습 자료 개발

  • Kim, Hae-Gyu;Gang, Su-Gyeong
    • Communications of Mathematical Education
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    • v.16
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    • pp.367-386
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    • 2003
  • 현재 우리 나라에서는 과학영재교육원을 설립하여 초 ${\cdot}$ 중학생을 대상으로 영재 교육 프로그램을 운영하고 있다. 하지만 실제 초등학생보다는 중학생에 초점을 두고 이루어지고 있으며 프로그램의 내용 역시 일반화되어 있지 못하다. 특히 영재교육진흥법과 시행령이 통과되어 올해부터 영재 학교 ${\cdot}$ 학급이 운영되고 있는 현시점에서 영재들을 교육시킬 교수 ${\cdot}$ 학습자료의 개발이 절실히 요구되고 있다. 따라서 문제해결력중심, 수학실험중심, 수학탐구중심이면서 수학분야에 흥미가 있고 재능이 있는 아동들에게 수학적인 힘을 강화하고 자발적인 학습 태도를 배양시킬 수 있는 초등학교 중학년 영재아들을 위한 학습자료를 개발하는데 이 연구의 목적이 있다.

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A Study on the Development of Creativity in Elementary School Through Micro-Robot Education (마이크로 로봇 교육을 통한 초등학교 창의성 계발에 대한 연구)

  • Kim Jong-Hoon;Kim Jong-Jin;Lee Tae-Oak
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.124-132
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    • 2006
  • The present cutting-edge industry demands talents with engineering mind that enables them to think and operate in creative manners by themselves while escaping from simple maneuvering activities. Pursuant to the demand of the times, micro-robot manufacturing education at an elementary school level will be an appropriate alternative for developing creativity of children. According to such a need, I designed an effective micro-robot education program for creativity development, and researched it by applying it to the field of education. As a result, in the first place, I could propose teaching-learning material for elementary school for micro-robot manufacturing, Second, I designed a learning program suited to elementary students by dividing it into seven steps. Lastly, there was an improvement in creativity of learners who used the designed teaming program as a result of applying and analyzing the Program.

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Implementation of A Web-based Virtual Laboratory For Digital Logic Circuits Using Multimedia (멀티미디어를 이용한 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.27-33
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    • 2002
  • Recently, according to the appearance of various virtual websites using multimedia technologies, the internet applications in engineering education have drawn muchinterests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation, etc. have made the lowering of educational efficiency in cyberspace. This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : principle classroom, simulation classroom, virtual experiment classroom and management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

Development of Programs to Enhance the Scientific Creativity - Based on Theory and Examples - (과학 창의성 계발을 위한 프로그램 개발 - 이론과 예시를 중심으로 -)

  • Han, Ki-Soon;Kim, Byung-No;Choe, Seung-Urn;Jung, Hyun-Chul
    • Journal of the Korean earth science society
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    • v.23 no.4
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    • pp.334-348
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    • 2002
  • In this study we have developed programs to enhance the scientific creativity by reviewing literature on the creativity and analyzing the theoretical models related to gifted education. The scientific creativity is regarded as the process of problem solving and problem finding, in particular, solving and finding the ill-defined but significant problems. In general, the important components of the scientific creativity are considered as the scientific knowledge, process skill, divergent/critical thinking, ill-defined problem, and problem finding. The program developed for the purpose of the study is composed of three stages based on Renzulli's model : general exploratory activities, group training activities and individual and small group investigations of real problems. The developed program in this study consists of 4 themes, 15 school hours in the earth science area. The process and products of the program development as well as the background of the present research are described and discussed in detail.

The Development of an Agent-Based Model for Simulating Self-Controlled Team Building Behavior (에이전트 기반 자율적 팀 결성 행동 시뮬레이션 모형의 개발)

  • Yee, Soung Ryong
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.335-345
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    • 2017
  • It is necessary for an instructor to understand the student's team building behavior for an effective guidance of team activities. In this study, we developed an agent-based computational model for simulating the student's self-controlled behavior. We validated the model by comparing the actual behavior. Through the simulation, we found that the time to stabilization of team formation and the ratio of the students having no team are decreasing as the population of the student increases. However, we also found that over a certain amount of population, the time and the ratio do not show much progress in the difference. The simulation also shows that the more heterogeneity between the students the higher chance of delaying the team formation and increasing the ratio. We expect to use the model as a tool for guiding and supporting students' team activities.

Influencing Factors in Implementing the Web-Based Cyber Education (웹기반 사이버 강의의 영향 요인 분석 연구)

  • Lee Suk-Yeol
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.235-242
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    • 2005
  • This Study examines influencing factors such as input, process, and output variables on1 student's satisfaction in cyber-education. That is to study on the effectiveness of input, process, and output variables for cyber-education and how does student's interaction moderate influencing factors and student satisfaction. The study was carried out through literature and empirical study. Questionnaire was used to varify the hypothesis based on which the input-process-output with system models were established. The result of hypothesis verification in this study is as follows : First, learning hour and grade showed a positive influence on the students' satisfaction in learning factors. Second reliant of professor, recognized teaming participate, and contents showed a positive influence on the students' satisfaction in system factors. Third, an interesting findings emerged throughout the analysis, showed that process variables were rather meaning factor than input variables.

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Case Study of Flipped-learning on a Basic Engineering Practice (공학전공기초실습에 플립러닝 적용사례)

  • Huh, Jun-young;Han, Soo-min
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.83-89
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    • 2016
  • Flip-learning enables an effective teaching and learning in accordance with the deepening degree of engineering education as a framework that enables learning according to the individual differences of the theoretical aspects, and solving real problems and practice of the learner-centered education through the application of this. The subject of basic fluid power practice which is used in various industries requiring factory automation aims at understanding of the composition and operating principles of pneumatic components and programming of electric sequential circuits, building the design ability of pneumatic system. This subject goes by 3 hour classes with theory and practice side by side. So it has not enough time to instruct students various contents related in this subject. In this study, the instructional design was performed according to the KOREATECH (Korea University of Technology and Education) flip-learning basic model for the effective teaching of 'Basic Fluid Power Practice' in basic engineering practice courses,. And the effectiveness of flip-learning is analyzed through the students survey after performing classes.