• 제목/요약/키워드: Computer Practice Class

검색결과 74건 처리시간 0.022초

대학생의 우주 교육을 위한 라즈베리 파이 기반 캔위성 수업자료 개발과 적용 (Development of CanSat Instruction Materials using Raspberry Pi for Space Education in University and Its Application)

  • 유승훈;이상현;이상구;이영건
    • 공학교육연구
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    • 제26권1호
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    • pp.3-11
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    • 2023
  • The purpose of this study is to develop Raspberry Pi-based CanSat instruction materials for liberal arts classes to be used in university space education. The educational satellite simulation program is developed by applying the ADDIE program consisting of analysis, design, development, execution, and evaluation of 15 lessons per semester. The usefulness of the instruction materials is evaluated by a validity test of a total of 6 experts. The proposed materials are applied to 100 college students from various majors. To analyze the impact on creative problem-solving ability, a questionnaire is conducted before and after class, and as a result, it is confirmed that there is a significant improvement in all areas after class. The class satisfaction survey is conducted for a total of 10 questions, and the average score is 4.41 out of 5, which is high. In conclusion, the proposed instruction materials make it possible to achieve successful space education using Raspberry Pi and improve creative problem-solving ability in universities.

창의공학설계 및 실습 수업을 위한 아두이노 기반 교육용 캔위성 개발 연구 (A Study on Development of Educational CanSat based on Arduino for Creative Engineering Design and Practice Class)

  • 이영건;이상현;김종범;김송현;유승훈
    • 공학교육연구
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    • 제24권5호
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    • pp.38-45
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    • 2021
  • The CanSat was designed as an educational satellite simulation program that implements the overall system of the satellite such as the command processing unit, the communication unit, and the power unit in a structure of the size of a can. In particular, the training effect is very excellent because the trainee can learn a process similar to the actual satellite development process by designing, manufacturing, testing, and launching. Republic of Korea Air Force Academy has been using the CanSat production kit used by the domestic can satellite contest experience department for education, but since it was produced based on PCB, it was impossible to show creativity and operation was restricted even with small mistakes. In this paper, we analyze the existing CanSat kit and propose a new educational CanSat kit that can be used in creative engineering design and practice subjects that will be reorganized into a regular course from 2021, and a lesson plan. In conclusion, by using the proposed CanSat kit for lectures, it is possible to achieve educational purposes and effects, improve lecture satisfaction, and provide stable instruction.

대학 간 통합 웹기반 중환자간호실습 콘텐츠 개발 및 적용 (Development of Web-based Multimedia Contents for the Critical Care Practice of Nursing Students through Inter-College Collaboration)

  • 소향숙;배영숙;김영옥;김수미;강희영;최자윤;양진주;김남영;고은;황선영
    • 성인간호학회지
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    • 제20권5호
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    • pp.778-790
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    • 2008
  • Purpose: This study was conducted to develop Web-based multimedia contents for supporting student nurses' clinical practice on critical care, and to evaluate learners' responses. Methods: Based on the steps of Assessment, Design, Development, Implementation, & Evaluation(ADDIE) model, a total of 13 self-directed learning modules including live lectures and real video clips were developed through faculty collaboration of nine nursing colleges in Gwangju and Chonnam province. The finally developed multimedia contents were published on the Web of the learning management system at a local e-learning center. Results: The Web contents were evaluated after self-learning by 81 junior college nursing students who were encouraged to study it at their own pace during their two-week clinical practice at a medical or surgical intensive care unit of a university hospital and two hospitals. The knowledge (t = -27.66, p < .001) and self-evaluated clinical performance level(t = 7.54, p < .001) were significantly increased after learning of the Web contents and clinical practice, and satisfaction level that measured post-test only was 4.0 out of 5 point. Conclusion: The use of Web contents for critical care need to be extended as a complimentary material in a class room lecture or clinical practice of students to increase their self-learning ability and understandings of clinical knowledge and situation.

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인지적 도제 모델을 적용한 웹기반 비주얼 프로그래밍 학습시스템 개발 (Development of Web-based Visual Programming Instruction System using the Model of Cognitive Apprenticeship)

  • 김보현;박정호;오필우;김명렬
    • 컴퓨터교육학회논문지
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    • 제11권2호
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    • pp.55-64
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    • 2008
  • 프로그래밍 언어의 교수-학습을 개선하기 위한 연구는 꾸준히 계속되어 오고 있으며, 또한 프로그래밍언어에 대한 학습 코스웨어들도 많이 개발되고 있으나, 컴퓨터 프로그래밍교육에 대한 학습자들의 학습효과는 비교적 저조한 편이다. 따라서 본 연구에서는 컴퓨터프로그래밍 교육의 학습효과를 향상시키기 위해 인지적 도제 모델을 적용한 웹기반 비주얼 프로그래밍 학습시스템을 설계 및 구현하고, 구현한 학습시스템을 학교교육 현장에 적용하였다. 그 결과 학습자들의 학업성취도와 학습태도에서 긍정적인 효과가 있음을 검증하여 제시한다.

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Point of Interest Recommendation System Using Sentiment Analysis

  • Gaurav Meena;Ajay Indian;Krishna Kumar Mohbey;Kunal Jangid
    • Journal of Information Science Theory and Practice
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    • 제12권2호
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    • pp.64-78
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    • 2024
  • Sentiment analysis is one of the promising approaches for developing a point of interest (POI) recommendation system. It uses natural language processing techniques that deploy expert insights from user-generated content such as reviews and feedback. By applying sentiment polarities (positive, negative, or neutral) associated with each POI, the recommendation system can suggest the most suitable POIs for specific users. The proposed study combines two models for POI recommendation. The first model uses bidirectional long short-term memory (BiLSTM) to predict sentiments and is trained on an election dataset. It is observed that the proposed model outperforms existing models in terms of accuracy (99.52%), precision (99.53%), recall (99.51%), and F1-score (99.52%). Then, this model is used on the Foursquare dataset to predict the class labels. Following this, user and POI embeddings are generated. The next model recommends the top POIs and corresponding coordinates to the user using the LSTM model. Filtered user interest and locations are used to recommend POIs from the Foursquare dataset. The results of our proposed model for the POI recommendation system using sentiment analysis are compared to several state-of-the-art approaches and are found quite affirmative regarding recall (48.5%) and precision (85%). The proposed system can be used for trip advice, group recommendations, and interesting place recommendations to specific users.

간호교육 개선을 위한 교과과정 비교분석 - 서울$\cdot$경인지역 전문대학을 중심으로 - (A Study on the Curriculums of the Nursing Department of Junior Colleges in Seoul and Kyungin Area)

  • 이애경;김정애;방숙명;주미경;김영희;정안순;최나영;장은정
    • 한국보건간호학회지
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    • 제11권2호
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    • pp.180-193
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    • 1997
  • This study was designed to set up more developed curriculum in Nursing department of a junior college. The sample for the study were fifteen curriculums of fifteen selected junior colleges in Seoul and Kyunggi area. The credits and hours of each curriculum were analyzed into means and compared with the one of the example college. The data were categorized into seven sections; cultural subject, basic medical science, major subjects such as Nursing, Fundamental Nursing, electives, teaching and non-teaching subjects, and clinical practice. The data were analyzed by means of descriptive statistics. The results of the study were as follows; 1. Credit hours of Cultural subjects of each college ranges from $5.8\%\;to\;25.7\%$ of the total graduate credit hours; most commonaly lectured subjects are English 05 colleges), Korean (11 colleges), psychology (10 colleges), and computer (10 colleges). 2. In the case of the example college, Anatomy and Psychology were jointed as one subject, Basic Nursing Science, and some more study in depth should be made to develop more of this type of conjunction among related subjects on basic medical science. 3. As for the mendatory subjects of the example college, subjects on Adult Nursing was fourteen credits (14 hours), which was higher than the average 12.9 hours of other colleges compared. 4. Credit hours of Basic Nursing Laboratory were eight to ten credits (12-18 hours), which was higher than actual class hours. As more and more hospitals test clinical aptitude when recruiting nurses, more emphasis should be paid to the clinical practice. 5. Among fifteen sample curriculums six to twelve electives were offered with twelve to twenty-three credits. Most commonly opened subjects were Physical Examination (5), Nursing English (14). and Geriatrics Nursing (13). Nursing English are considered to be more important in the view of clinical practice. and Oriental Nursing, Nursing Information and Health Insurance Management should be considered as specialized subjects. 6. Teaching and Non-teaching subjects In case of the example school. Clinical Emergency Medicine, Introduction to Emergency Medicine were offered for these non-teaching class students so they could prepare for the qualification examination. 7. Clinical Practice The average credit hours for clinical practice of the sample college were 20.9 credit hours $(66.5\%)$ and the example school offered twenty credit hours which was slightly lower than the other forteen.

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컴퓨팅 사고 개념 학습과 프로그래밍 역량 평가를 위한 루브릭 개발 (Development of Rubric for Assessing Computational Thinking Concepts and Programming Ability)

  • 김재경
    • 컴퓨터교육학회논문지
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    • 제20권6호
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    • pp.27-36
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    • 2017
  • 오늘날 컴퓨팅 사고 과목은 초 중등 교육과정뿐만 아니라 고등 교육과정에서도 필수 영역으로 개설하고 있다. 특히 고등 교육과정에서는 학습자가 컴퓨팅 사고의 개념을 전공 분야에 실제로 적용할 수 있도록 교육하여 융합 인재의 기반을 마련하는 것이 중요하다. 그러나 이와 같은 목표에 맞는 교육이 이루어지고 있는지를 평가할 수 있는 도구와 관련 연구가 부족하다. 이에 본 연구에서는 비전공자를 대상으로 한 컴퓨팅 사고 과목을 개념 교육과 프로그래밍 실습 교육의 두 가지 관점으로 평가하는 루브릭을 개발하고 학습 성취도를 평가하고 이론과 실습간의 연관성을 분석하였다. 제안 루브릭은 고등 교육과정의 컴퓨팅 사고 개념 및 실습 학습을 평가하기 위하여 컴퓨팅 사고의 세부 요소를 4개의 분류 및 8가지의 항목으로 구성한 두 개의 루브릭을 정의하였다. 또한 제안 루브릭을 대학교 컴퓨팅 사고 관련 교양 수업에 적용하여 학습도를 평가하여 결과를 분석하고 향후 개선점을 도출하였다.

초등학교 컴퓨터교육에서 라우팅알고리즘 학습가능성에 관한 연구 (A Study on the Learnablity of Routing Algorithm in Elementary School Computer Education)

  • 박연;김지나;한병래
    • 정보교육학회논문지
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    • 제11권3호
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    • pp.267-279
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    • 2007
  • 미래의 창의적인 문제해결력을 지닌 인재 양성을 위해, 본 연구는 초등학생들에게 지도하기 어렵고 학생들이 이해하기 힘든 컴퓨터과학원리 중 라우팅알고리즘에 대한 교수 학습방법을 설계해 이를 지도해 보고 이러한 학습내용이 초등학교 학생들이 이해할 수 있는지를 알아보고자 하는데 그 목적이 있다. 사전 사후 동형 검사지를 통해 지적인 영역을 평가하고, 수업 후의 소감문을 통해 정의적인 영역을 평가하였다. 그 결과 네트워크 중 라우팅알고리즘이 초등학생에게 가르쳐질 수 있음을 확인하고 초등학교 컴퓨터교육의 학습요소로서의 가능성을 제시한다.

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Creating a Standardized Environment for Efficient Learning Management using GitHub Codespaces and GitHub Classroom

  • Aaron Daniel Snowberger;Kangsoo You
    • 실천공학교육논문지
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    • 제16권3_spc호
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    • pp.267-274
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    • 2024
  • One challenge with teaching practical programming classes is the standardization of development tools on student computers. This is particularly true when a complicated setup process is required before beginning to code, or in remote classes, such as those necessitated by the COVID-19 pandemic, where the instructor cannot provide individual troubleshooting assistance. In such cases, students who encounter problems during the setup process may give up on the class altogether before even beginning to code. Therefore, this paper recommends using GitHub Codespaces as a tool for implementing standardized student development environments from day one. Codespaces provides Docker containers that an instructor can configure in such a way as to enable students to practice installing various coding tools within a controlled space, while also providing a language-specific, fully optimized development environment. In addition, Codespaces may be used more effectively in collaboration with GitHub Classroom, which helps instructors manage both the starter code and coding environment in which students work. In this paper, we compare two semesters of university Node.JS programming classes that utilized different development environments: one localized on student computers, the other containerized in Codespaces online. Then, we discuss how GitHub Codespaces and GitHub Classroom can be used to increase the effectiveness of practical programming classes while also increasing student engagement and programming confidence in class.

멀티비전교육과정이 학습효과에 미치는 영향에 관한 연구 -전문계 고등학교의 유통실무과정을 중심으로- (An Analysis on the Influence Factors of Learning Effectiveness for Multivision Education Process -Focusing on Distribution Working Course in Vocational High School-)

  • 김경우
    • 한국컴퓨터정보학회논문지
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    • 제16권12호
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    • pp.297-304
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    • 2011
  • 본 논문은 멀티미디어 교육자료와 전통적 수업방식의 효과성을 실질적으로 검증하고자 전문계 고등학교의 수업 방법을 비교분석하였다. 실업계의 전문교과 중 유통관리실무과목을 학습내용으로 선정하고, 멀티미디어 교육자료를 MS파워포인트로 디지털화하였다. 이를 위하여 30명의 학생들을 각각 실험집단과 통제집단의 표본집단으로 하고 동질성과 학업성취도를 고려하여 구성하였다. 동일한 교사가 두 집단을 같은 자료로 가르쳤다. 차이점은 두 집단간의 전달방법인데 두 유형의 교수방법으로 학습효과성과 만족도를 분석하기 위하여 사후검증을 실시하였다. 방법은 사전검사 점수를 공변인으로 통제한 후, 학생들의 학업성취도 사후검사 점수를 종속변인으로 공변량분석을 수행하였으며, 결과는 집단 간에 통계적으로 유의미한 차이가 있었다.(F=5.06, p<.05). 그것은 멀티미디어 교육자료를 활용한 수업의 학업성취도가 교과서 위주의 전통적 설명식 수업보다 더 높은 것으로 나타났다. 수업방식에 대한 만족도는 실험 통제집단 검증에서 통계적으로 유의미한 차이가 나타났다(t=5.65, p<.001). 따라서 멀티미디어 교육자료를 활용한 실험집단의 수업방식이 전통적 수업방식을 적용한 통제집단 보다 수업성취도와 만족도 측면에서 더 높은 것으로 나타났다.