• Title/Summary/Keyword: AI convergence education

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A Study on the Advancement of the Government's Digital Employment Service (정부의 디지털 고용서비스 고도화에 관한 연구)

  • Woo Young Lee;Jae Kap Lee;Yeongdon Na
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.233-241
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    • 2023
  • This study analyzes the construction status of digital employment services in Korea and presents the direction of continuous advancement and development of digital employment services based on overseas cases and the latest digital technology development trends. Find out the specific digitalization promotion strategies and current status of major countries such as Belgium, Australia, the United Kingdom, Germany, France, and the United States. In addition, in order to present a plan for the development of digital employment services in Korea, we will propose a plan to expand digital employment services to online employment centers through individual and customized employment services, data openness, and expansion of public-private collaboration through digital employment services using AI and big data.

A Study on the Teaching and Learning Method of Digital Literacy (디지털 리터러시 함양을 위한 교수·학습 방법 연구)

  • Lee, Cheol-Seung;Baek, Hye-Jin
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.351-356
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    • 2022
  • The era of the 4th industrial revolution is being built on the digital revolution. In order to understand and properly utilize these technological advances, digital literacy education is emphasized. This study investigated the components of digital literacy and proposed a curriculum & teaching and learning method improvement plan, and instructor digital literacy cultivation method. In order to improve the curriculum, it is necessary to improve the curriculum by expanding the ability to solve digital problems. As a plan to improve teaching and learning methods, it is necessary to present a linkage and convergence educational model based on communication, collaboration, and sharing between instructors and learners through the establishment of an interactive platform. In order to improve the digital literacy of instructors, it is very important to improve the educational environment that can easily design a learner-centered educational model. This study is meaningful in that it presented basic data for creating an educational environment based on communication and collaboration through digital literacy in an environment connected with digital technology.

Development and Effectiveness of Problem Solving based Safety Education Program using Physical Computing

  • Jooyoun Song;YeonKyoung Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.235-243
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    • 2023
  • In this paper, we developed a problem-solving based safety education program using physical computing for middle school students and applied it to verify the impact on self-efficacy and interest. The safety education program developed in this study includes four stages of the creative problem-solving model: problem identification, planning, implementation, and evaluation, and learning activities using Arduino, a physical computing tool. After implementing the education program with 77 third-year middle school students, both self-efficacy and interest of middle school students increased significantly. Based on the research results, the effectiveness of the safety education program that used physical computing and problem-solving steps was confirmed, and practical implications were presented to promote the activation of physical computing education in the school field.

A Method on Associated Document Recommendation with Word Correlation Weights (단어 연관성 가중치를 적용한 연관 문서 추천 방법)

  • Kim, Seonmi;Na, InSeop;Shin, Juhyun
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.250-259
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    • 2019
  • Big data processing technology and artificial intelligence (AI) are increasingly attracting attention. Natural language processing is an important research area of artificial intelligence. In this paper, we use Korean news articles to extract topic distributions in documents and word distribution vectors in topics through LDA-based Topic Modeling. Then, we use Word2vec to vector words, and generate a weight matrix to derive the relevance SCORE considering the semantic relationship between the words. We propose a way to recommend documents in order of high score.

Development of Artificial Inetelligence Education Program for the Lower Grades of Elementary School (초등학교 저학년 학습자를 위한 인공지능 교육프로그램 개발)

  • Kang, Ji-eun;Koo, Dukhoi
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.761-768
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    • 2021
  • Recently, various platforms and contents for artificial intelligence education have been developed, but artificial intelligence education programs for the lower grades of elementary school are insufficient. Therefore, the purpose of this study is to develop an artificial intelligence education program for learners in the lower grades of elementary school. It was designed using the Novel Engineering with various convergence education research cases for software education. After the first program was developed, it was verified by expert validity test, and the program was modified and developed accordingly. It was necessary to construct a program based on spoken language rather than written language in consideration of the level of learners in the lower grades in the process of acquiring Hangeul, and to secure the number of educational hours through integration between subjects. It is expected that this study can suggest a new direction for artificial intelligence education for elementary and lower grade learners.

Research related to the development of an age-friendly convergence system using AI

  • LEE, Won ro;CHOI, Junwoo;CHOI, Jeong-Hyun;KANG, Minsoo
    • Korean Journal of Artificial Intelligence
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    • v.10 no.2
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    • pp.1-6
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    • 2022
  • In this paper, the research and development aim to strengthen the digital accessibility of the elderly by developing a kiosk incorporating AI voice recognition technology that can replace the promotional signage currently being installed and spread in the elderly and social welfare centers most frequently used by the digital underprivileged. It was intended to develop a converged system for the use of bulletin board functions, educational functions, and welfare center facilities, and to seek ways to increase the user's digital device experience through direct experience and education. Through interviews and surveys of senior citizens and social welfare centers, it was intended to collect problems and pain Points that the elderly currently experience in the process of using kiosks and apply them to the development process, and improve problems through pilot services. Through this study, it was confirmed that voice recognition technology is 2 to 6 times faster than keyboard input, so it is helpful for the elderly who are not familiar with device operation. However, it is necessary to improve the problem that there is a difference in the accuracy of the recognition rate according to the surrounding environment with noise. Through small efforts such as this study, we hope that the elderly will be a little free from digital alienation.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.55-61
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    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.

Design of High School Software AI Education Model in IoT Environment (사물인터넷 환경에서의 고등학교 SW·AI 교육 모델 설계)

  • Keun-Ho Lee;JungSoo Han
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.49-55
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    • 2023
  • The evolution of new digital technologies is progressing rapidly. In particular, many changes in software and artificial intelligence are progressing rapidly in the field of education. The Ministry of Education is planning an educational program by linking software and artificial intelligence regular curriculum. Before applying it to regular subjects, various software and artificial intelligence related experience camps are being promoted. This study aims to construct an educational model for software and artificial intelligence education programs for high school students based on new digital technology. By expanding and distributing software and artificial intelligence education, we aim to enhance the basic capabilities of software and artificial intelligence for high school students. I would like to define the concept of software and artificial intelligence in high school and propose a model that links software and artificial intelligence learning factors to the regular curriculum.

Development of English Teaching Model Applying Artificial Intelligence through Maker Education (인공지능활용 메이커교육 프로그램 적용 영어 교수학습 모형 개발)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.61-67
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    • 2021
  • The purpose of this study is to demonstrate how EFL learners can overcome the limitations of traditional classes and practice communication through the learning activity model. As a research method, it was conducted from March to June 2019 to develop and derive strategies and guidelines through model development, validation, and application. After two validity tests, the model was applied to the experimental group, resulting in an increase of self-direction, engagement, problem-solving, and participation. Moreover the post results showed significant results in all fields, the usefulness of this model was confirmed. However, continuous follow-up research is needed, including the development of software that can easily apply AI related to English learning to classes, and the presentation of convergence activities with more systematic maker education in learning activities.