• Title/Summary/Keyword: 컴퓨터 기반 문제해결력

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Development of Web-based Robot Programming Education Supporting System (웹 기반의 로봇 프로그래밍 교육 지원 시스템 개발)

  • Yoo, In-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.1-16
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    • 2007
  • The effect of existing programming education has shown a limitation coming from its methodology. Thus, the researcher developed a Web-based robot programming support system and explored its possibility for overcoming problems in existing programming education and ultimately for enhancing creativity and problem-solving abilities of students. The developed system let students learn robot programming just with a PC or PDA connected to the Internet without additional hardware and software. Different types of robots linked with a server computer can be controlled by using different programming languages. It is possible to use Korean keywords for programming as well. Specially, this system was evaluated positively by the groups whose computer abilities are excellent and student of introductory or intermediate level programming course. Furthermore, the programming education that uses robot and the Hangul programming technology were given very positive reception by elementary school students.

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Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop (플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠)

  • Kim Min-Jung;Park Doo-Soon
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.353-359
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    • 2006
  • For answering a given condition of education which tries groping various instruction way of learner-leading, project-based instruction is noticed that inducing motive and interest of study by learner maker the effect of teaming, instruction way of owner-leading which solve by themselves. In this thesis, it develops education contents for applying project-based instruction to visualbasic course. Using FLASH MX and PHOTOSHOP 6.0 program which became known web production means, in distinction from the instruction contents which is a freeze-frame, it makes prossible interaction between computer and learner, induce interest and concentration of learner. In result of applying this, it appears real effect to the learning effect.

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A Real-time Pigsty Monitoring System Based on Audio/Visual Sensors (A/V 센서 기반의 실시간 돈사 모니터링 시스템)

  • Oh, Seunggeun;In, Kyeongjun;Chung, Yongwha;Chang, Hong-Hee;Park, Daihee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1162-1165
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    • 2012
  • 어미로부터 생후 21일령(또는 28일령)에 젖을 때는 어린 자돈들은 면역력이 약하여 통상 폐사율이 30~40%까지 치솟는 등 자돈 관리가 국내 양돈 농가의 가장 큰 문제 중 하나로 인식되고 있다. 본 논문에서는 이러한 양돈 농가의 문제를 해결하기 위하여 자돈사(새끼돼지 축사)에 카메라와 마이크를 설치하고 획득된 영상과 소리 정보를 이용하여 자돈들을 모니터링하는 시스템을 제안한다. 제안된 시스템은 실시간으로 유입되는 영상과 소리 스트림 데이터로부터 각각 움직임 벡터와 평균 피치 값을 추출하여 이미 설정된 정상 상황의 임계치 값을 넘는 순간부터를 불특정 이상 상황이라 판단한다. 실제, 경상남도 함양군의 한 돼지 농장에 A/V 센서 기반의 실험 환경을 구축하고 2012년 6월 한 달간의 이유자돈 돈사의 모니터링 데이터 셋을 취득하였고 전반기 15일간의 데이터 셋을 이용하여 자돈사 모니터링 시스템의 프로토타입을 설계 구현하였으며 후반기 15일간의 A/V 스트림 데이터로는 검증 실험을 수행하였다.

Designing the Instructional Framework and Cognitive Learning Environment for Artificial Intelligence Education through Computational Thinking (Computational Thinking 기반의 인공지능교육 프레임워크 및 인지적학습환경 설계)

  • Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.639-653
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    • 2019
  • The purpose of this study is to design an instructional framework and cognitive learning environment for AI education based on computational thinking in order to ground the theoretical rationale for AI education. Based on the literature review, the learning model is proposed to select the algorithms and problem-solving models through the abstraction process at the stage of data collection and discovery. Meanwhile, the instructional model of AI education through computational thinking is suggested to enhance the problem-solving ability using the AI by performing the processes of problem-solving and prediction based on the stages of automating and evaluating the selected algorithms. By analyzing the research related to the cognitive learning environment for AI education, the instructional framework was composed mainly of abstraction which is the core thinking process of computational thinking through the transition from the stage of the agency to modeling. The instructional framework of AI education and the process of constructing the cognitive learning environment presented in this study are characterized in that they are based on computational thinking, and those are expected to be the basis of further research for the instructional design of AI education.

A Problem Based Teaching and Learning Model for Scratch Programming Education (문제 중심 학습을 적용한 스크래치 프로그래밍 교수 학습 모형)

  • Bae, HakJjn;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.11-22
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    • 2009
  • Scratch, one of the educational programming languages, provides a media-rich programming environment and easy interface to users. It supports Korean language and is utilized usefully in programming classes in elementary and middle schools. However, programming causes cognitive loads to young students. Because the programming process is a complex problem solving procedure that requires logical and abstract thinking abilities. Therefore, we developed a problem based scratch programming teaching and learning model to enhance intrinsic motivation of learners and to maximize the effects of using the scratch, educational programming language. The developed problem based teaching and learning model considered elementary students' characteristics. It was implemented in fifth grade elementary school classes and the educational effects of the model was analysed. The developed model was helpful in enhancing students' problem solving potential and logical thinking abilities.

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Alternate Reality Game Based Education in College (대학에서 대체현실게임기반 교육방법)

  • Chang, Hee-dong
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.415-422
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    • 2019
  • The college students who are in the game generation have different cognitive characteristics from the previous generations, and the phenomena of attention loss in the existing education methods such as lectures are generally seen. This results in a problem that the satisfaction of the university education is lowered. To solve this problem, it is possible to improve students' interest and concentration by using game-based educational methods. In this paper, we propose a method of university education using alternative reality game. The prototype was implemented and tested to verify that the proposed method is suitable for the university environment and can be operated. Through the test results, we confirmed that the proposed method meets the requirements of the university education field and that the required functions are functioning normally. In addition, according to the results of the questionnaire surveyed for the students, it shows that the proposed alternative game method based on the alternative reality game will be more effective in attracting students and improving concentration than the current education method.

WBI Courseware Design and Implementation for Learning of Problem Solving on the Subject Science in the Elementary (초등학교 사회교과 문제 해결 학습을 위한 웹 기반 코스웨어의 설계 및 구현)

  • Suh Seung-Hee;Lee Young-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.2 s.34
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    • pp.31-38
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    • 2005
  • The web is expected to cause the lot of its utilizing as a means of computer instructed learning and recently the applying instance on the web is more increasing in the education. From educational perspectives. the web-based instruction is much superior to any other medium in the view of interaction and greater to the amount of transmitted information. The various learning contents of WBI program can make students feel more excited and interested in learning activities. Also the creative talent and application abilities of the learner are able to be developed by mixing various sorts of multimedia materials up such as moving pictures. graphics and sounds. In this study, a WBI courseware learning program for the problem solving was designed and Proposed on the base of the theory of constructivism for the subject of social science in the 6th grade of elementary school. The experimental results showed that the learning accomplishment of an experimental class was much better than that of an existent class.

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Development and application of Hangul Converter of Robot Programming Language Based on RCX (RCX 기반 로봇 프로그래밍 언어의 한글 컨버터 개발 및 적용)

  • Kim, Kyeong-Ho;Bae, Young-Kwon;Yoo, In-Hwan
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.461-470
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    • 2007
  • Programming education can improve problem-solving skills and logical thinking required in a knowledge-based society. However, most conventional programming education spent more time to acquisition of command language and coding process rather than improvement of problem-solving skills and logical thinking, for using programming languages based on foreign language and learners have appeared to lost interest easily. To solve these problems in this paper, interest in programming study was enhanced by making it possible to verify the outcome of highly abstract programming process through a robot as a concrete object. In addition, the Hangul converter of robot programming language based on RCX that elementary school students can use easily was designed and developed. Furthermore, the developed tool was used for six months by students in after-school computer class and therefore learners showed a positive response.

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A Study on the Practical Teaching of Elementary Software Convergence Education for Activating Software Education (소프트웨어 교육 활성화를 위한 초등 소프트웨어 융합 교육 지도의 실제)

  • Ku, Jaehoon;Kim, Taeyoung
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.3-6
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    • 2018
  • 오늘날 미국과 영국 등을 포함한 세계 주요국가에서는 미래사회에 경쟁력을 기르기 위한 방법으로 소프트웨어교육을 내세우며 컴퓨팅 사고력 기반 문제 해결을 위한 소프트웨어 교육을 정규 교육과정에 포함 시키고 있다. 이에 우리나라도 교육부에서 '2015 개정 교육과정'에 소프트웨어 교육을 포함시키고, 초등 소프트웨어 교육의 목표를 '컴퓨팅 사고력과 건전한 정보윤리의식을 바탕으로 알고리즘과 프로그래밍을 체험하여 실생활의 다양한 문제를 이해하여 컴퓨팅 사고력을 가진 창의 융합 인재를 기르는 데에 목표가 있다'라고 발표하였다. 또한 소프트웨어 교육의 방향과 운영에 필요한 내용들 중에 교육 현장에서 소프트웨어 교육을 하기에 부족한 초등 소프트웨어 교육 시수의 적절한 확보와 교수 학습 방법의 연구가 필요한 것으로 발표하였다. 이에 소프트웨어 교육 목표에 부합하고, 초등학교 현장에서 부족한 소프트웨어 교육 시수 해소와 소프트웨어 교육 활성화를 위한 초등 소프트웨어 융합 교육 지도의 실제를 연구해 보기로 하였다.

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Education of Algorithms Using the RAPTOR Programming Educational Tool (RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육)

  • KIM, SungYul;LEE, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.23-31
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    • 2015
  • The main aim in software education is to improve problem-solving ability based on computational thinking with the healthy information ethics. For this purpose, many institutions have attempted various educational programs such as Educational Programming Language, Physical Computing, and Robot education. However, it is possible to obscure the essence of computer education for computational thinking if the computer education focuses on using certain special education programming language and products. Therefore, this paper suggests a method of algorithm education using RAPTOR which is a visual programming development environment and is based on flowcharts. In order to verify the effectiveness of the algorithms education using the RAPTOR, 16 high-school students were applied to an educational program for twelve hours on five steps and then we obtained positive results.