• Title/Summary/Keyword: 피지컬 컴퓨팅 교육

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STEAM Element Analysis to derive SW Educational Physical Computing parish Selection. (SW 교육용 피지컬 컴퓨팅 교구 선정을 위한 STEAM 요소 도출)

  • Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.15-18
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    • 2017
  • SW교육이 활성화되어 많은 SW교육용 교구들과 교안들이 출시되고 있다. 본 연구에서는 기존 SW교구들이 가지는 특성들을 STEAM 교육 요소에 근거하여 필요 요소들을 분석한다. 이를 통해 피지컬 컴퓨팅을 활용한 SW교육용 교구가 가져야할 기능을 제시하고, SW 교육 현장에 있어서 STEAM형 SW교구 선정에 활용할 수 있도록 한다.

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A Case Study of Artificial Intelligence Education for Graduate School of Education (교육 대학원에서의 인공지능 교육 사례)

  • Han, Kyujung
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.401-409
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

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Development of the Evaluation Criteria of the Physical Computing Based Learning Tools for SW Education in the 2015 Revised National Curriculum for Elementary Education (2015 개정 초등 교육과정의 SW교육을 위한 피지컬 컴퓨팅 기반 교구 평가 준거 개발)

  • Jeon, HyeongKi;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.5
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    • pp.37-48
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    • 2018
  • The 2015 revised national curriculum includes SW courses to improve computational thinking, and a variety of physical computing tools for learning are on sale for use in education. The purpose of this study is to provide a basis for selecting physical computing tool for learning suitable for learning situations and learning purposes, and to provide a reasonable basis for judging the choice of tools in the field. Delphi survey method was used as a reference method for developing evaluation criteria through 25 expert panels. As a result, the criterion of evaluation of the learning tool composed of 40 essential and 11 selection criteria for 7 domains was presented. In addition, the evaluation results of five kinds of learning tools commercialized through the evaluation criteria of the learning tool were analyzed. The evaluation criteria for the learning tools developed through this study are expected to help teachers select rational learning tools and help learning tool developers develop learning tools.

A Case Study of Artificial Intelligence Education Course for Graduate School of Education (교육대학원에서의 인공지능 교과목 운영 사례)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.673-681
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

A Study on the Effective Use of the Physical Computing for creative learning (초중등 창의 학습을 위한 피지컬 컴퓨팅의 활용 방안)

  • Eom, Ki-Soon;Lee, Won-Gyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1008-1011
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    • 2014
  • 디지털 기술의 발달과 함께 기술과 예술및 디자인의 경계가 모호해졌고, 이미 많은 교육기관에서는 두 분야를 교육에 녹여내고 있다. 그래서 본 연구에서는 창작의 관점으로 초중학생들에게 피지컬 컴퓨팅로 교육하였하였으며, 학생들은 아이디어부터 결과물까지 스스로 작품을 제작하는 경험을 하였다. 나아가 실제 학교 교육현장에서 활용할 수 있을지 방안을 모색해보고자 한다.

Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

Implementation of Physical Computing Module of AI Block Python Coding Platform (인공지능 블록 파이썬 코딩 플랫폼의 피지컬 컴퓨팅 모듈 구현)

  • Lee, Se-hoon;Nam, Ji-won;Kim, Gwan-pil;Jeon, Woo-jin;Kim, Ki-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.453-454
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    • 2021
  • 본 논문에서는 딥아이(DIY) 블록 프로그래밍과 라즈베리파이의 피지컬 컴퓨팅을 활용해 엑츄에이터와 센서를 제어하고 센서를 통해 수집한 데이터를 전처리해 인공지능에 활용함으로써 효율적인 인공지능 교육 방식을 제안한다. 해당 방식은 블록코딩 방식을 사용함으로써 문자코딩 대비 오타을 줄이고 문법 구애율을 낮춤으로써 프로그래밍 입문자의 구문적 어려움을 최소화하고 개념과 전략적 학습을 극대화한다. 블록프로그래밍 사용언어로 파이썬을 채택해 입문자의 편의를 도모하고 파일처리, 크롤링, csv데이터 추출을 통해 인공지능 교육에 활용한다.

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A Study on the Educational Interactive Globe System using Physical Computing (피지컬 컴퓨팅을 이용한 교육용 인터렉티브 지구본 시스템에 관한 연구)

  • Kim, Gi-Bong;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.4
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    • pp.511-516
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    • 2011
  • Recently, the development of computing technology and experiential content for the increased interest in education and cultural facilities to target children and young people experience learning and experiential entertainment systems require a high propensity to invest and are. In this paper, for the 13.56MHz band RFID Reader and Tag RFID technology using the proposed interactive educational globe. Active tags attached to sensors attached to the globe were presented in the RFID reader, arduino and sensors in conjunction with Google Earth COM API was constructed through the physical computing educational system.

Development of Education Program for Physical Computing using Arduino N-screen Communication Boards (아두이노 N-스크린 통신보드를 활용한 피지컬 컴퓨팅 교육 프로그램)

  • Hur, Kyeong;Lee, Ju-Yeol;Lee, Hye-Min;Lee, Hae-Sang
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.97-105
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    • 2015
  • In this paper, we have selected physical computing as the focused learning elements with the PBL-based programming instruction method. Students experienced physical computing by using Arduino. Development of robot using Arduino can create an effective educational environment and also provide solutions for lack of environmental conditions, such as time or spatial factor restrictions and excessive expense issues; these are major obstacles to developing robot programming education. Finally, we analyzed the effects on growth of student's logical thinking and problem solving abilities by demonstrating the Arduino application courseware to the field of education.

Physical Computing Coding Education for Non-SW Major (SW 비 전공자를 위한 피지컬 컴퓨팅 코딩 교육)

  • Han, Jin Seop;Choi, Kang-Im;Shin, Youngjoo;Par, Byung Joon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.317-318
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    • 2018
  • 국내외적으로 컴퓨팅 사고와 컴퓨터 프로그램 코딩 교육에 대한 관심이 높아지고 있다. 그리고 많은 대학들이 소프트웨어 관련 학과를 비롯하여 비 전공 학과에 컴퓨팅 사고 및 프로그램 코딩 교과목을 개설하고 있는 상황이다. 따라서 본 논문은 소프트웨어 비 전공자를 대상으로 컴퓨팅 사고 개념에 기초해서 프로그램 코딩 교육을 보다 효과적으로 수행할 수 있는 피지컬 컴퓨팅 코딩 교육 방법에 대하여 기술한다.