• Title/Summary/Keyword: Computer System Education

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An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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A Study on the Implications through Analysis of Policy for Computer Science Education in France (프랑스의 소프트웨어 교육 체제 분석을 통한 시사점 고찰)

  • Bae, Youngkwon;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.385-394
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    • 2019
  • Computer education in France has begun in the 1960, and the education system covering elementary and middle school was completed in 2018. Since the industrialization of France, the research on the instructional method and system on computer science education had been conducted for over 60 years as a core skill to prepare for the future society. There are four major implications we have figured out in this study. First, each achievement goal to be achieved is set based on the hierarchy of school grades. Second, the full establishment of computer science education was completed in three years after the curriculum was announced in France. Third, the contents are presented to enhance problem solving ability through programming algorithms based on the balance between computer literacy and the concepts of computer science. Fourth, the contents of integrated computer science education is considered with in the lower grades of elementary school, and it is proposed to deepen understanding and programming of computer literacy and the concept of computer science as the grade and school level get higher.

3D Bioprinted GelMA/PEGDA Hybrid Scaffold for Establishing an In Vitro Model of Melanoma

  • Duan, Jiahui;Cao, Yanyan;Shen, Zhizhong;Cheng, Yongqiang;Ma, Zhuwei;Wang, Lijing;Zhang, Yating;An, Yuchuan;Sang, Shengbo
    • Journal of Microbiology and Biotechnology
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    • v.32 no.4
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    • pp.531-540
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    • 2022
  • Due to the high incidence of malignant melanoma, the establishment of in vitro models that recapitulate the tumor microenvironment is of great biological and clinical importance for tumor treatment and drug research. In this study, 3D printing technology was used to prepare GelMA/PEGDA composite scaffolds that mimic the microenvironment of human malignant melanoma cell (A375) growth and construct in vitro melanoma micro-models. The GelMA/PEGDA hybrid scaffold was tested by the mechanical property, cell live/dead assay, cell proliferation assay, cytoskeleton staining and drug loading assay. The growth of tumor cells in two- and three-dimensional culture systems and the anti-cancer effect of luteolin were evaluated using the live/dead staining method and the Cell Counting Kit-8 (CCK-8) method. The results showed a high aggregation of tumor cells on the 3D scaffold, which was suitable for long-term culture. Cytoskeleton staining and immunofluorescent protein staining were used to evaluate the degree of differentiation of tumor cells under 2D and 3D culture systems. The results indicated that 3D bioprinted scaffolds were more suitable for tumor cell expansion and differentiation, and the tumor cells were more aggressive. In addition, luteolin was time- and dose-dependent on tumor cells, and tumor cells in the 3D culture system were more resistant to the drug.

A Study on Computer Education Curriculum in Middle School for Computer Science Education (컴퓨터과학교육을 위한 중학교 컴퓨터교육과정 연구)

  • Park, Jung-Ho;Lee, Jae-Woon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.9 no.2
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    • pp.37-45
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    • 2006
  • Computer education currently executed at middle schools showed problems of system of education curriculum, repetition, and lack of consistent system as a result of analyzing index for information and communication technology curriculum, and related literatures, and most of the education contents have difficulty to nurture logic thinking and problem-solving ability since they are composed mainly of software function learning. Concerning this issue, this study suggests an innovated computer education curriculum with reinforced information ethics field with computer principle, algorithm, and programming, in other words, a corrected and supplemented version of former content system based on computer science guidance cases of ACM computer science curriculum model of USA, computer science curriculum of Florida state, and Unplugged Project(http://www.unplugged.canterbury.ac.nz) judging that introduction of computer science factors are desperate to improve computer education curriculum in middle schools.

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VR-based education system for inspection of concrete bridges

  • Miyamoto, Ayaho;Konno, Masa-Aki;Rissanen, Tommi
    • Computers and Concrete
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    • v.3 no.1
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    • pp.29-42
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    • 2006
  • In this study, a novel education system for inspection of concrete bridges is presented. The new education approach uses virtual reality (VR) and three-dimensional computer graphics (3DCG) in training engineers to become bridge inspection specialists. The slow time-dependent deterioration of concrete bridges can be reproduced on the computer screen in any chosen time frame, thus providing the trainees with illustrative and educative insight into the deterioration problem. In the proposed VR/3DCG approach a three-dimensional model of concrete bridge, including surfaces, viewpoints and walkthrough paths is created. With the help of this virtual bridge model, an experienced bridge inspection specialist teaches the different deterioration phenomena of concrete bridges to the trainees. The new system was tested, and the inspection results from the case bridge showed that in comparison with the traditional Japanese bridge inspection education system, the new system gives better results. In addition to the improvement of quality of bridge inspections, the new VR/3DCG system-based education brings along some other, more intangible benefits.

A Development of Learning System with Authoring Tool for Mathematics Education (저작도구를 이용한 수학 학습시스템 개발)

  • Shin, Woo-Chang;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.221-230
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    • 2007
  • It is information age now. Computer technology increases productivity, efficiency, and convenience of the public. Even if the computer-aided mathematics education is very important, so far there is the meager level of applying computers to mathematics education. This paper proposes a learning system with authoring tool for mathematics education. Teachers make study-contents easily with the system, and use them on a class. The content database that stores study-contents extends the usability of the system.

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Implementation of a Template System for Development of Educational Homepages (교육용 홈페이지 개발을 위한 템플릿 시스템 구현)

  • Jeong, Young-Sik;Lim, Jin-Sook;Kim, Myeong-Ryeol
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.48-56
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    • 2003
  • In this study, I have developed a template system for development of educational homepages. So teachers can easily maintain and repair it. This system consists of a information management system that manages the information of members and a school, a template management system that is consisted of interfaces by the template files that are informations and ASP codes, a menu management system that easily make and modify system menus for user. As results of applying the developed system, it improved the utilization of school homepage. This system will improve the teachers's and student's ICT utilization ability and contribute to our country's education information policy.

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Development of a Model of Grading System to Cultivate the Ability of Applying Computers in Elementary, Middle and High Schools (초.중등 컴퓨터활용능력 신장을 위한 급수제 모델 개발)

  • Kim, Jeong-Rang;Kim, Chul;Park, Sun-Joo
    • Journal of The Korean Association of Information Education
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    • v.2 no.1
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    • pp.19-34
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    • 1998
  • For the purpose of adapting positively to the information society, it is very important to develop the capabilities of the retrieve, gather, process and application for informations by making efficient use of computers. So, with a view to understanding the importance of computer and adjusting actively to the information society, the systematic policy to cultivate the ability of making the most of computers is strongly demended. Therefore this study is to make a curriculum and guide for improving the capability of applying computers systematically, through analyzing a curriculum of computer in Elementary, Middle and High Schools, and to develop a model of grading system to cultivate the ability of applying computers, which grades capabilities of its practical use.

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A Study on C Programming Self-Directed Learning Process Analysis Method Using Online Scoring System (온라인 채점 시스템을 활용한 C 프로그래밍 자기주도학습 과정 분석)

  • Jeon, Jun-Ho;Yi, Soyul;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.413-414
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    • 2019
  • 최근 프로그래밍 교육의 중요성이 강조되고 있지만 수업시수 문제로 학교 수업시간만으로는 성과를 거두기는 어렵다. 온라인 채점 시스템은 학생의 코드를 평가하고 피드백을 제공해주기 때문에 자기주도적인 프로그래밍 학습에 도움을 줄 것으로 생각된다. 본 연구에서는 온라인 채점 시스템을 사용해서 C 프로그래밍 기초 학습을 한 학생들을 대상으로 학생들의 제출코드와 피드백을 분석하려고 하며, 학생들의 프로그래밍 학습경험과 학습참여도 등을 조사하여 대상학생을 선정하고, 데이터를 수집하였다. 그리고 대상 학생들의 소스코드 및 피드백을 분석하여 자기주도학습 과정을 분석하고, 문제개선의 기초자료로 활용할 수 있음을 제언한다.

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A Study of Teaching Method in Computer Instruction for Developing Creativity (창의성 신장을 위한 컴퓨터 교과 지도 방안)

  • Kim, Hyun-Bae;Pak, Yeong-Im
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.573-584
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    • 2004
  • Developing creativity has been an important area in educational contexts. In recent years, computer and network technology has made it possible to include a system in the area of creativity education. In this study, a teaching method of computer education is introduced. The primary purpose of this study is to plan a teaching method for developing creativity in computer instruction.

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