Journal of information and communication convergence engineering
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v.22
no.2
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pp.153-158
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2024
This study aims to summarize the effects of Arduino-based educational programs through a meta-analysis. Eleven eligible primary studies were obtained through a systematic literature review and coded accordingly. The results are as follows: The meta-analysis revealed that the overall effect size for all the studies was 0.518. Analysis of the moderator variables indicated statistically significant differences between them. Regarding the learning domains, the results were ranked in descending order of the cognitive and affective domains. Within the cognitive domain, the effect sizes were ranked in descending order as follows: logical thinking, content knowledge, convergence competency, self-efficacy, computational thinking, and creative problem-solving skills. In terms of subject areas, the descending order of effect sizes was agriculture, STEAM, environmental science, practical arts, artificial intelligence, informatics, and computers. Regarding school level, the results were ranked in the following descending order: college, elementary school, middle school, and high school.
Journal of the Korea Fashion and Costume Design Association
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v.5
no.2
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pp.93-102
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2003
With respect to this research, the College of Arts and Design, Kon Kuk University founded Design Venture of KKU(Kon Kuk University) in July 2001 as an approach to tackle the issue on how to accept and respond to the waves of changes in paradigms of the 21st century represented by information revolution. Such move is to cope more effectively with the changes in the current educational environment with an aim to secure the competitive edges compatible with the conditions of each college under the uniform and standardized educational systems. Even the professionals in the design fields of this country try to find the significance in bringing out in the open the latent creative talents of the students by improving the quality of our daily necessities and putting the students through more practical training, and in creating international competitiveness of our design field by encouraging the students to gain more diverse experiences. Therefore, the purpose of this research is to present the approaches to revitalize Design Venture of Kon Kuk University which has been managed as part of the efforts to establish the new identity for the design of this country in the 21st century, and to present the new model for an enterprise which, rooted in the College, can grow into a high value-added business. The methodology for this research is based on the case study of Design Venture of Kon Kuk University and investigation into the literature. The contents of this research include the following three steps. Firstly, initial research is made into the background for founding the College of Arts and Design which had been promoted as a differentiated strategy for the long-term and short-term development plan of the College of Arts and Design, in Chungju Campus of Kon Kuk University. Secondly, the basic strategy for Vonchi, brand of Design Venture of KKU and the brand launching process are examined. Thirdly, Various approaches to revitalize the Vonchi brand recognition are collected and analyzed to present the conclusion and the alternative. Such research findings as given above on Design Venture of KKU may satisfy diverse consumer-oriented requirements on the strength of the characterization and differentiation of the college and may enhance the competitive edge of the college.
Journal of the Korean Institute of Educational Facilities
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v.6
no.2
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pp.13-23
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1999
This paper seeks to find out the policies of management and layout of middle school rooms for the community people's use. This paper surveys community's needs with respect to both the use of school rooms before, during, and after classes and preferences of use of school rooms. This paper adopts two experimental case studies to find out the models. It uses t-test analysis of the statistics to find out community people's preferences for the use of school rooms between two communities in an urban area, and uses simple and multiple regression analyses to develop models concerning community people's uses of school rooms before, during, and after classes. It also uses cluster analysis to find out the cluster among community people's preference of school rooms. It found, first, that community people's use of school rooms after class can be influenced by the uses of a play ground, a music classroom, an audio visual classroom, and a gymnasium. The use during regular classes is related to the uses of the fine arts classroom, a general classroom, a home economics classroom, a gymnasium, and a playground. The use before class is affected by the uses of a fine arts classroom, a playground, and a library. It also found that, with respect to community people's preferential use of school rooms, the rooms can be clustered as a cluster of laboratories such as a general classroom, a music room, a fine arts classroom, a science classroom, a home economics classroom, and a technique classroom, a cluster of athletic areas such as a gymnasium and a playground, and a cluster of supporting facilities such as a library, an audio visual classroom, and a computer classroom. Those clusters can also be clustered in more detail, i. e., that both a general classroom and playground can be apart from a cluster of laboratories or a cluster of supporting facilities; that an audio visual classroom can be fostered into a cluster with a home economics affairs classroom and a technique classroom. Finally this paper suggests policies of management and layout of school rooms.
In this study, an e-portfolio system was constructed and utilized to communicate with students, while processing the overall procedure of teaching-learning activities as data for qualitative improvement in the non-face-to-face educational environment. The e-portfolio system was designed to support the entire process of reflection from the instructor's lesson planning, regular checking of the learner's understanding during the course operation process, online communication, and support for learner-centered educational activities. Analyzing the effectiveness of the communication-based learning effect between instructors and learners using the e-portfolio in liberal arts programming classes, which may be difficult for non-major students, a significant correlation was found in problem-solving skills, and midterm and final exams. Additionally, the result of analyzing the expanded applicability of e-portfolio satisfaction demonstrated a significant correlation with the students' computational thinking ability, test results, assignments, and academic performance. It was found to have a significant effect on the improvement of computational thinking ability. If non-face-to-face education is conducted using the proposed e-portfolio system type, it will be possible to improve the quality of online education, while communicating effectively with students.
This study is a follow-up paper on "Development of flipped learning class model for nail beauty education" published by Seol (2022). This model was conducted from March to June 2022 for 70 students taking the "Nail color design 1" course. After 15 weeks of class, a survey of the students' perceptions of flipped learning and their self-evaluation of goal achievement was conducted, which was composed of questionnaires using a 5-step Likert scale. 15 questions were designed to evaluate the students' satisfaction with their experience and class operations; 4 questions to evaluate whether the class goal had been reached through flipped learning; and 9 questions to evaluate the students' perceptions of flipped learning. As a result of applying this model to theoretical and practical nail beauty classes, it was confirmed that flipped learning helped students better understand the content and had a positive effect on learning, while the subject's educational goals were also achieved. By evaluating the students' perceptions of flipped learning, we may conclude that they experienced learning satisfaction and perceived the approach positively. Moreover, they have expressed a desire for additional flipped learning. This study is thus meaningful in confirming the procedure's effectiveness by applying the flipped classroom model to theoretical and practical subjects with a focus on the nail beauty field, and showing how it achieved students' positive perceptions and educational goals.
Journal of The Korean Association of Information Education
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v.26
no.6
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pp.507-515
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2022
In this paper, a novel-engineering-based artificial intelligence liberal arts course is proposed and its effectiveness is evaluated with an emphasis on creativity confluence competency for elementary and middle school pre-service teachers in various majors. Constructing directions such as "considering the characteristics of non-major learners" and "drawing convergence with majors" were derived by analyzing related prior research, and its relationship with Novel Engineering was presented as an appropriate educational method. As a result of 45 hours of artificial intelligence education convergence liberal arts course, a statistically significant improvement in creativity confluence competency and high satisfaction were established. This study is significant because it supported the idea that novel engineering might be used as a pre-service teacher education strategy for artificial intelligence convergence education.
The purpose of this study is to investigate the effects of writing academic reflection journals and feedback activity experiences in untact online classes for engineering students who have taken communication liberal arts classes, and to find out the effect of these learning strategies to promote students' learning motivation, to check whether it is useful for class participation and immersion. In order to find out the effect of class, pre- and post-tests on learning motivation were conducted, and the students' reflection journals and in-depth interviews were analyzed using the topic analysis method, which is one of the qualitative research methods. As a result of the study, it was found that the reflection journal and feedback activity had a significant effect on individual learning understanding, immersion, attitude, etc. The study is meaningful in that it was able to confirm students' active learning attitudes and positive teaching effects with appropriate learning strategies according to changes in the untact educational environment. Various teaching-learning strategies according to changes in the educational environment should be sought and applied in many ways.
The purpose of this research propose the improvement of the visual arts educational environment according to the previous studies that is visual arts education have effect on the students' creativity and their Psychological Aspects. In addition, This study provide the preceding material in terms of the future quality of the environment and curriculum for public schools and indicate the advantages and disadvantages of each design space as examining what is needed aspect of the art connectivity. Research method is to investigate the domestic and International public school's visual arts education environment aspects of the facility and space status for safety and activity. As well, method is that it will find out how the program is being conducted in any part of the local culture. Art Education is not the non-intrusive training, but the series of processes going to work together and solve problems through participation of the creative experience based on the art motif. Therefore, it will be a well-supported guideline to establish the art educational environment.
In this study, we examined the satisfaction level of J university's compulsory liberal arts subject with quantitative research. The results quantitative research are as follows. First, men are more interested in creative thinking, college life guidance and career path design than girls. Second, the level of satisfaction with the required liberal arts subject by grade was found to be without a statistical significant difference. Third, the satisfaction level of each line of learning was shown in the order of natural engineering, health and welfare, physical fitness, and humanities. The satisfaction level of the lines of learning was found to vary. Fourth, The satisfaction level of each campus was found to vary. The results of this study could be used as basic data to improve the college liberal arts curriculum, especially the compulsory liberal arts curriculum. The results of this study could be used as basic data to improve the college liberal arts curriculum, especially the compulsory liberal arts curriculum.
International Journal of Internet, Broadcasting and Communication
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v.14
no.4
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pp.198-205
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2022
Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.
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