• Title/Summary/Keyword: 컴퓨터 실습 교육

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A Design Elements for Visualizing Online Learning Activity Data (온라인 학습 활동 데이터의 시각화를 위한 요소 설계)

  • Hur, YunA;Lee, DongYub;Lim, HeuiSeok
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.143-145
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    • 2017
  • 최근 IT 기술이 발전함에 따라 교육형태도 많이 발전되고 있다. 특히 IT 기기를 활용할 수 있는 온라인 교육에 집중되고 있다. 온라인 교육 시스템 중 하나인 MOOT(Massive Open Online Textbook)이 주목받고 있다. MOOT는 텍스트 중심의 교육 기반이며, 온라인 교재 내에 실습환경이 있어 언제 어디서나 학습자가 자기주도적인 학습을 할 수 있도록 도와준다. 온라인을 통해 학습하기 때문에 수많은 학습자의 학습현황을 쉽게 파악할 수 없는 문제점이 제기되었다. 따라서 본 논문에서는 데이터 결과를 한 눈에 파악할 수 있도록 시각화를 제안하여, MOOT시스템 내에서 학습한 고려대학교 343명의 학생 데이터를 기반으로 학습자 데이터 시각화를 설계하였다.

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Technology start-up education through value based business model (가치기반 비즈니스모델 기술창업교육방법론)

  • Yeo, Hyun-Jin;Choi, HoSung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.194-196
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    • 2017
  • 본 논문은 최근 이슈가 되고있는 창업화성화에 따른 대학 및 민간 창업교육에 있어 기술창업 분야에 가치 기반 비즈니스 모델을 교육하는 방법론에 대해 제안한다. 가치이론은 심리학자인 Rokeach와 Schwartz, 컨설팅회사인 Roper에 의해 다양하게 연구되어왔으며 사용되어 왔다. 가치란 인간이 요구하는 것으로써 제품이나 서비스에서 제공되고 있다. 이러한 가치에 따라 비즈니스 모델을 교육하는 방법은 가치의 결정, 시나리오의 작성, WWH 테이블의 작성, 비즈니스 프로세스의 작성, 가치 맵의 작성 과정을 거쳐 기술창업의 비즈니스모델화가 되는 과정을 실습함으로써 이루어진다. 본 연구는 이러한 교육 프로세스를 정의하며, 특히 현재 기술창업교육이 활발하게 이루어지고 있는 공학대학에서 사용할 수 있는 방법론을 제공한다.

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Analysis of Informatics Curriculum in Germany(Bayern) (독일 바이에른 주의 정보 교육과정 분석)

  • Choi, HeeJeong;Lee, WonGyu;Kim, JaMee
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.1-10
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    • 2019
  • With the advent of the age of the 4th Industrial Revolution, countries around the world are reinforcing informatics education to cope with changing society. The purpose of this study is to analyze the trends in German informatics education through the analysis of the German informatics curriculum, and provide implications for the informatics education of Korea. The analysis of German informatics education focused on the contents and changes of the informatics education of Bayern, which can be said to be the center of German education. As a result of this analysis, first, elementary education approaches 'informatics' from the viewpoint of integrated curriculums. Second, secondary education provides education that makes it possible to experience theory and practice by securing sufficient credit hours. Third, they reflected informatics subjects in entrance examinations, and sufficiently ensured links to higher education. This analysis confirmed that systematic informatics education requires many credit hours from elementary education, and links with secondary and higher education must be taken into consideration.

A Study on Factors of the Academic Achievement in Computer Training Courses as the Liberal Arts in University (대학 컴퓨터 실습 교양과목에서의 학업성취 요인에 대한 연구)

  • Kim, Wanseop
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.433-447
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    • 2013
  • The purpose of this study is to find out the factors of the students' achievement on the computer training courses which are based on computer practice. In order to improve the academic achievement of the students, it is necessary to analyze the factors affecting academic achievement and apply the results of the analysis to education. In particular, it is necessary to study for finding out factors of the academic achievement in practical computer training courses, because these courses are different from other courses focusing on the theory. In this study, in order to find out the factors, the logistic regression analysis and the decision tree analysis which is the field of data mining were peformed. For the experimental data, the test results of the MOS certification of the S university in seoul were used. Through logistic regression analysis it is found that the factors of the professors, class size, lecture time, group(lecture period) are important in order. Through decision tree analysis of data mining, it is found that there are some additional factors ; entrance year, whether the course is retaken, and the classroom environment. and these various factors effect the academic achievement compositively as identified through the model tree. The tree model was presented as a result of the analysis, and the importance of the factors is expressed numerically from multiple tree models by using the proposed mathematical formula.

Design of Problem-Based Blended Learning for the Improvement of Software Adaptability (응용소프트웨어 적응력 향상을 위한 문제중심의 B-러닝 설계)

  • Kim, Sun-Nam;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.129-134
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    • 2007
  • 학교 현장에서의 컴퓨터 교육은 여전히 시범실습위주로 이루어지고 있으며. 초등학교 컴퓨터 교육에서 많은 비중을 차지하는 소프트웨어 교육은 더욱 그러하다. 소프트웨어는 끊임없이 개발되거나 업그레이드 되고 있어 가르쳐야 할 내용이 많아져 새로운 학습방법이 필요하다. 즉 문제사태에서 필요한 기능을 찾아 스스로 문제를 해결하고 다른 응용소프트웨어에 전이 및 파지할 수 있는 능력을 길러주는 학습방법이 필요하다. 그 방법 중의 하나가 구성주의 학습 원리에 부합한 문제중심학습이며 학습의 효과를 높이기 위해서 온라인과 오프라인학습의 장점을 혼합한 B-러닝 방법이 필요하다. 따라서 본 연구는 응용소프트웨어의 적응력을 향상시키기 위해 한글 워드프로세서 학습내용을 학습자의 수준에 맞게 문제중심으로 재구성하고 온라인 학습을 위해 학급커뮤니티를 설계 및 구현하였다. 그리고 문제중심의 B-러닝에 적합한 학습모형을 설계하여 제시하였다. 문제중심의 B-러닝은 구성주의 학습 원리에 적합한 실생활의 문제를 학습내용으로 하고 면대면 교실수업의 장점과 온라인 학습의 장점을 혼합하여 자기주도적으로 탐구학습을 하는 것이므로 응용소프트웨어의 적응력은 향상될 것으로 기대한다.

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The Bigdata Processing Environment Building for the Learning System (학습 시스템을 위한 빅데이터 처리 환경 구축)

  • Kim, Young-Geun;Kim, Seung-Hyun;Jo, Min-Hui;Kim, Won-Jung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.7
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    • pp.791-797
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    • 2014
  • In order to create an environment for Apache Hadoop for parallel distributed processing system of Bigdata, by connecting a plurality of computers, or to configure the node, using the configuration of the virtual nodes on a single computer it is necessary to build a cloud fading environment. However, be constructed in practice for education in these systems, there are many constraints in terms of cost and complex system configuration. Therefore, it is possible to be used as training for educational institutions and beginners in the field of Bigdata processing, development of learning systems and inexpensive practical is urgent. Based on the Raspberry Pi board, training and analysis of Big data processing, such as Hadoop and NoSQL is now the design and implementation of a learning system of parallel distributed processing of possible Bigdata in this study. It is expected that Bigdata parallel distributed processing system that has been implemented, and be a useful system for beginners who want to start a Bigdata and education.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

A Study on Student Perceptions of Face-to-face and Non-face-to-face Programming Classes (대면 및 비대면 프로그래밍 수업의 학생 인식에 관한 연구)

  • Jeong, Inkee
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.341-348
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    • 2021
  • With the advent of the pandemic era, non-face-to-face classes are being conducted, and many studies are being conducted on the effects of non-face-to-face classes in many subjects. Since the programming class is a subject that combines knowledge transfer and practice. In the case of non-face-to-face classes, I wanted to know how students perceive them through a survey. The number of students who answered that traditional face-to-face classes were good in terms of ease of question and answer, understanding of class content and immersion in class, and more students answered that non-face-to-face classes were good in terms of securing practice time and class control. It is expected that using the results of this study will help plan effective programming lessons.

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The Design of a Multimedia Program for Environment Education in Elementary Schools (환경교육을 위한 멀티미디어 프로그램 설계 방안 연구)

  • 이미화
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.893-896
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    • 2003
  • 기존의 멀티 프로그램이나 환경에 관한 인터넷 사이트의 환경교육 자료들이 초등학교의 또래 문화에 부합하지 않는 내용이 상당히 많이 수반되어 일선 학교에서 적용하는데 나름대로의 고충이 있었다. 이런 점을 고려하여 학습자 중심의 흥미와 놀이, 가상 실습 중심의 멀티미디어 프로그램을 설계하기로 하였다. 본 연구에서 지향할 멀티미디어 프로그램의 특징은 환경교육 영역 중 초등학교 저학년의 교육과정을 감안하여 그 수준에 맞도록 내용을 함축하여 구성주의 이론에 따른 상호작용을 강화하고 상호작용 기법을 활용하여 문제해결학습 형태로 프로그램이 전개된다는 점이다. 또한 학습자 스스로 자기 주도적 학습을 할 수 있게 될 것이고, 컴퓨터를 통하여 가상의 문제 상황을 제시하고 이를 해결하는 방식으로 설계 및 구현됨으로써 컴퓨터를 통한 문제 해결 학습의 방향을 제시하고자 한다.

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Design and Implementation of a Cloud-based Linux Software Practice Platform (클라우드 기반 리눅스 SW 실습 플랫폼의 설계 및 구현 )

  • Hyokyung Bahn;Kyungwoon Cho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.67-71
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    • 2023
  • Recently, there are increasing cases of managing software labs by assigning virtual PCs in the cloud instead of physical PCs to each student. In this paper, we design and implement a Linux-based software practice platform that allows students to efficiently build their environments in the cloud. In our platform, instructors can create and control virtual machine templates for all students at once, and students practice on their own machines as administrators. Instructors can also troubleshoot each machine and restore its state. Meanwhile, the biggest obstacle to implementing this approach is the difficulty of predicting the costs of cloud services instantly. To cope with this situation, we propose a model that can estimate the cost of cloud resources used. By using daemons in each user's virtual machine, we instantly estimate resource usage and costs. Although our model has very low overhead, the predicted results are very close to the actual resource usage measured by cloud service providers. To further validate our model, we used the proposed platform in a Linux practice lecture for a semester and confirmed that the proposed model is very accurate.