• Title/Summary/Keyword: 팀 기반 프로젝트 학습

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A Study on the Educational Methods of Convergence Major Based Learning (CMBL) for University Students (지역 연계 융합전공수행 기반 대학 교육 방안 연구)

  • Hyun-ju Kim;Jinyoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.49-56
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    • 2023
  • The purpose of this study is to develop convergence major-based learning (CMBL), which selects performance tasks related to local problems at hand and solves them based on convergence major performance, and builds a suitable teaching and learning model. We developed a CMBL class with a team project-type class that finds and solves practical problems in the region to cultivate overall problem-solving capabilities for convergence major competencies. Additionally, for this class, the instructor played a role as a bridgehead to explore and connect the community's sites, and students visited connected institutions in person to identify problems they need based on understanding and empathy for the subjects through field observation and qualitative interviews, and developed a CMBL class teaching and learning model necessary to directly solve them by using their major capabilities to the fullest. Therefore, we intend to present the future-oriented direction of university convergence education required by the community by forming a group of students with various majors to cultivate the ability to solve realistic problems in the community.

Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

Performing and Effects Team-Based Learning Program for improving of Teaching Competencies of Pre-service Elementary School Teachers (초등예비교사의 교수역량 증진을 위한 팀 기반 프로젝트 학습 실행 및 효과)

  • Ryu, Hyunah
    • East Asian mathematical journal
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    • v.33 no.2
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    • pp.217-233
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    • 2017
  • This study expects that Team Based Project Learning can act positive role to improve pre-service elementary teachers' teaching competence from previous studies. So designing and executing Team Based Project Learning program, I can provide some suggestions to the teaching method for teacher training education. In this study, Team Based Project Learning focuses on the use of history of mathematics in school mathematics. Also from organizing the team to evaluation, I conduct team activity systematically both inside and outside the classroom. The result of this study shows that pre-service elementary teachers' teaching competence has improved and I could identify the positive response about the value of using the history of mathematics and effect of Team Based Project Learning in mathematics learning.

Research on ITB Contract Terms Classification Model for Risk Management in EPC Projects: Deep Learning-Based PLM Ensemble Techniques (EPC 프로젝트의 위험 관리를 위한 ITB 문서 조항 분류 모델 연구: 딥러닝 기반 PLM 앙상블 기법 활용)

  • Hyunsang Lee;Wonseok Lee;Bogeun Jo;Heejun Lee;Sangjin Oh;Sangwoo You;Maru Nam;Hyunsik Lee
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.11
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    • pp.471-480
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    • 2023
  • The Korean construction order volume in South Korea grew significantly from 91.3 trillion won in public orders in 2013 to a total of 212 trillion won in 2021, particularly in the private sector. As the size of the domestic and overseas markets grew, the scale and complexity of EPC (Engineering, Procurement, Construction) projects increased, and risk management of project management and ITB (Invitation to Bid) documents became a critical issue. The time granted to actual construction companies in the bidding process following the EPC project award is not only limited, but also extremely challenging to review all the risk terms in the ITB document due to manpower and cost issues. Previous research attempted to categorize the risk terms in EPC contract documents and detect them based on AI, but there were limitations to practical use due to problems related to data, such as the limit of labeled data utilization and class imbalance. Therefore, this study aims to develop an AI model that can categorize the contract terms based on the FIDIC Yellow 2017(Federation Internationale Des Ingenieurs-Conseils Contract terms) standard in detail, rather than defining and classifying risk terms like previous research. A multi-text classification function is necessary because the contract terms that need to be reviewed in detail may vary depending on the scale and type of the project. To enhance the performance of the multi-text classification model, we developed the ELECTRA PLM (Pre-trained Language Model) capable of efficiently learning the context of text data from the pre-training stage, and conducted a four-step experiment to validate the performance of the model. As a result, the ensemble version of the self-developed ITB-ELECTRA model and Legal-BERT achieved the best performance with a weighted average F1-Score of 76% in the classification of 57 contract terms.

A Process Tailoring Method Based on Artificial Neural Network (인공신경망 기반의 소프트웨어 개발 프로세스 테일러링 기법)

  • Park, Soo-Jin;Na, Ho-Young;Park, Soo-Yong
    • Journal of KIISE:Software and Applications
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    • v.33 no.2
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    • pp.201-219
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    • 2006
  • The key to developing software with the lowest cost and highest quality is to implement or fit the software development process into a given environment. Generally, applying commercial or standard software development processes on a specific project can cause too much overhead if there is no effort to customize the given generic processes. Even though the customizing activities are done before starting the project, these activities are thoroughly dependent on the process engineers who have abundant experience and knowledge with tailoring processes. Owing to this dependence on human knowledge, it has been very difficult to explain the rationale for the results of process tailoring and it takes a long time to get the customized process that is applicable. Hence, we suggest a process tailoring method which adopts the artificial neural network based teaming theory to reduce the time consumed by process tailoring. Furthermore, we suggest the feedback loop mechanism to get higher accuracy in the neural network designed for the process tailoring. It can be done by reusing the process tailoring data results and determining its appropriateness level as sample data to the neural network. We proved the effectiveness of our process tailoring method through case studies using real historical data, which yielded abundant process tailoring results as sample data.

3-Tier Capstone Design: SW Development Capstone Design Case Study (3-Tier 캡스톤디자인 : SW 개발 캡스톤디자인 사례 연구)

  • Oh, Hyungjun;Kim, Junhyung
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.199-207
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    • 2020
  • In this study, the case of capstone design course operation for the execution of SW development-oriented projects in the field of computer engineering is presented, and a 3-tier capstone design model is proposed through the case. Recently, most engineering departments operate capstone design classes, but in many cases, capstone design courses are generally operated in the graduation year. Students taking these capstone design courses are experiencing difficulties in the process of actually coding and implementing together with the collaboration process according to the team project class operation, but before these difficulties, derivation and verification of possible ideas and concrete ideas It is showing more difficulties in the process. In this study, in order to efficiently operate the capstone design and create results, in the second semester prior to graduation, students, professors, and mentors from industry mentors will work together to develop ideas through an idea tone contest, etc. Through the second semester, we propose a 3-tier capstone design model that can advance the idea and actual implementation and implementation of the derived ideas.

Developing Pre-service Teachers' Computational Thinking : Analysis of the Five Core CT Competencies (예비교원의 Computational Thinking(CT) 역량 계발 방안 : CT의 5가지 핵심 역량 분석)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.553-562
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    • 2016
  • Although software education pursues developing learners' computational thinking skills, more studies are needed in terms of designing software education lessons to enhance CT skills and to measure the effects of the lessons. This study aims to investigate the effects of a course designed to enhance pre-service teachers' CT skills by using CT-based teaching materials. Through a literature review the study has selected the five core competencies of CT: algorithmic thinking, evaluation, problem decompositions, abstraction, and generalization. The participants of the study are 47 pre-service teachers who took the one-semester course in a national university of education. A survey was developed and conducted and qualitative analyses on the team projects were performed focusing on the core competencies of CT. The results revealed pre-service teachers' perceived degree of experiencing CT and their competencies represented in their projects. The present study provides important implications to future software education programs in terms of designing and implementing of software education.

A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.91-97
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    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.

A Case Study of Bootcamp Program for Software Developer (소프트웨어 개발 인재 양성을 위한 부트캠프 사례 연구)

  • Kwak, Chanhee;Lee, Junyeong
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.11-18
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    • 2022
  • As the need for software development manpower increases, various educational programs appear and the popularity of bootcamp style education program for software development increases. However, despite the operations and forms of bootcamp education programs are completely different from the existing software development education programs, there is a lack of research in understanding bootcamp as a software education program. Therefore, this study tried to derive the core elements of the education program through a case study on bootcamp software developer education program. After conducting interviews of 7 members who have completed a series of bootcamp software developer education program X, seven characteristics of bootcamp-type software development education program were derived: intensive theory education, sense of growth and achievement, team project-based learning, community characteristics, peer pressure, stress and fatigue due to short-term learning, and contact-free specialty. Based on the derived characteristics, the advantages and improvements of bootcamp-type education were described, and the direction of the bootcamp-type education program for software developer was discussed.

A Study on the Actual Condition of Middle School Space Usage For Future School - Focused on the Reorganization of Student-Oriented School Space - (미래학교 조성을 위한 중학교 공간사용 실태 분석 연구 - 학생중심 공간 재구조화를 중심으로 -)

  • Kim, Kyoung-Suk
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.4
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    • pp.26-39
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    • 2020
  • This study analyzed the usage characteristics and requirements of students who are users of the middle school education space, and the following results were obtained: First, we could see that various types of classes were needed, such as lecture-style classes, team projects, and four-person consultation and discussion classes, in a way that helped to improve the desirable teaching patterns and learning ability. Second, the place where space was used during the break and the relationship between peers, revealed that most of them were in the classroom and the hallway, and the peer group was composed of three to eight people or more, that were active with various compositions. Third, a gym, library, toilet, stairway, cafeteria, nurse's office, and teachers' room appeared in the center of the building, indicating the need for a balanced layout. Fourth, physical education (dance) rooms, audiovisual rooms (performance rooms), workshops (personal creation), snack bar, rest area, spacious indoor square, and study rooms were needed as facilities that can help learning activities other than current facilities. These outcomes show that the existing classroom layout and space composition formats require some spatial restructuring.