• Title/Summary/Keyword: IT 융합 프로젝트

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Qualitative Analysis of IT fused Mentorship Project Performance with Gifted Secondary Students in Information Science Class (정보 영재반 중학생들의 IT 융합 사사 프로젝트 수행에 관한 질적 분석)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.19 no.4
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    • pp.45-58
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    • 2016
  • This paper tried to analyze cases of one year team-based project of gifted students who spent two year programs in a math-IT integrated class as part of formative evaluation and extracted the factors associated with future enhancement for the program. The researcher as an advisory professor tried to guide the students as minimally as possible considering their levels of IT skills so that they could self-directedly perform the IT-fused project on a team basis. The data collection included documents, annual report, photos, video, artifacts and interview data with the students for the whole team project carried out between February and December, 2015. The overall pattern of the project activities has been stabilized in the middle of the course compared to the initial stages of brainstorming and design work even though the students revealed the differences of their programming skills and preferences toward the project theme. Their project outcomes were qualitatively analyzed according to the 9 steps of R&E model and has shown individual differences according to low, middle and high level. At the end, the analysis suggested several implications for further improvement of the mentorship program.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

Research on PMMM of IT Section in Finance Industry (금융 IT 산업분야의 프로젝트관리성숙도에 관한 연구)

  • Kim, Jun-Hee;Lee, Seouk-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.948-951
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    • 2013
  • 과거의 금융 산업은 단순한 사무자동화였으나 최근에는 지식정보산업으로 전환하게 되면서 금융과 IT가 융합된 금융 IT 산업이 SW 업계에서 중요한 부가가치 산업으로 발전하고 있다. 이 산업은 일정시간 동안 고유한 결과물을 산출하는 프로젝트로 진행되고 있으며, 이 프로젝트의 목표를 성공적으로 완수하기 위해 기업은 더욱 세밀하게 프로젝트관리 활동을 진행하고 있다. 프로젝트관리성숙도는 프로젝트관리업무를 측정하는 것으로 프로젝트 성공을 위해 관련 있는 업무가 어느 정도 수준으로 진행되고 있는가를 평가하는 목적으로 사용한다. 이에 이번 연구는 아직 연구 자료가 없는 금융 IT 산업에 대해 프로젝트관리성숙도(PM Solutions PMMM)를 측정하고자 한다.

Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

Convergence study about Improvement of Communication ability and Problem-Solving applying Project-Based Learning on Community dental hygiene Practice Education (지역사회치위생학 교육의 프로젝트기반학습을 적용한 의사소통능력과 문제해결능력의 향상 융합연구)

  • Choi, Moon Sil
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.67-74
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    • 2018
  • The purpose of this study was to examine the difference between communicative competence and problem solving ability by applying project - based instruction in the community dental hygienic subject. For this purpose, we measured 30 students' communication ability and problem solving ability using the same questionnaire before and after experiencing project learning. The data were Collected from 30 undergraduate students and analyzed by paired t-test with SPSS. The result demonstrated that project-based learning method has an significant effect on improvement of communication skill and problem solving ability of undergraduate students. Based on the results of this study, in order to improve the practical ability, it is necessary to activate the self-directed active learning method such as Project-based learning for community dental hygiene major study.

Differences Between Client's and Supplier's receptions of IT Outsourcing Risks (IT아웃소싱 위험에 대한 고객과 공급업체와의 인식 차이)

  • Kim, Kyung-Ihl
    • Journal of Convergence for Information Technology
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    • v.8 no.5
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    • pp.237-242
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    • 2018
  • Researchers have suggested successful risk management as a key factor in successful IT outsourcing projects implementation. The documented investigations, however, have mainly addressed risk management only from a single perspective of either clients or IT vendors. This study explored the potential perception inconsistency regarding the risks between the client and the vendor for IT outsourcing projects by using a quasi-Delphi approach. The analysis results indicated some inconsistencies in the risks perceived by the two parties: (1) the clients regarded (a) lack of vendor commitment to the project and (b) poor vendor selection criteria and process as top critical risks but the vendors didn't; and (2) on the other hand, the vendors perceived (a) unclear requirements and (b) lack of experience and expertise with project activities as significant risks but the clients didn't. Insights into how the client and the vendor perceive risks may help both parties determine how to partner and manage project risks collaboratively to succeed in outsourcing.

Real Time SW Sizing Model for FP-Based Fintech Software Development Project (FP 기반의 핀테크 소프트웨어 개발 프로젝트 실시간 규모 산정 모델)

  • Koo, Kyung-Mo;Yoon, Byung-Un;Kim, Dong-Hyun
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.36-44
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    • 2021
  • Estimation on SW Sizing applied to fintech is very difficult, a task requiring long time, it is difficult for client companies and developer companies to accurately calculate the size of software development. The size is generally estimated based on the experience of project managers and the general functional scoring method. In this paper, propose a model that can be applied to fintech development projects by quantitatively calculating the required functions from the user's point of view, measuring the scale, and calculating the scale in real time. Through the proposed model, the amount of work can be estimated prior to development and the size can be measured, and the M/M and the estimated quotation amount can be calculated based on the program list by each layer. In future studies, by securing size computation data on existing the Fintech Project in mass, research on accurate size computation would be required.

A Study on Teacher-learner Feedback Method for Effective Software Project Execution of Non-Computer Major Students (컴퓨터 비전공자의 효과적인 소프트웨어 프로젝트 수행을 위한 교수자-학습자 피드백 방법에 관한 연구)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.211-217
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    • 2019
  • The term project executed at the university is a learner-centered learning method in which students select their topics, draw up their plans, and produce results by themselves based on the content they have learned during the semester. Through the term-end project of the subjects relating software, students learn various techniques for the programming language and produce the outcomes of their project by the creative program development process. However, non-computer majors who take software course as liberal arts subjects have difficulty in understanding the programming language, so it is necessary to provide feedback from their professor for encouraging students in carrying out their projects smoothly. Therefore, a feedback method by the discussions between a professor and learners that can be applied to the term-end project of programming subject for the non-computer majors is proposed. The proposed method was apply to the actual term-end projects and the meaningful results were confirmed through the analysis of the project processes and outcomes.

Comparative analysis on range of application of technology convergence as a means of technological innovation (기술혁신 수단으로써 기술융합 이론의 적용 범위에 대한 비교 연구)

  • Choi, Hyukjoon;Lee, Youah
    • 한국신재생에너지학회:학술대회논문집
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    • 2010.11a
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    • pp.142-142
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    • 2010
  • 일반적으로 기술융합이라는 용어는 IT, BT, NT 등 성격이 다른 큰 범주에서 기술간의 결합으로 인식되고 있다. 현재까지의 기술융합 연구들은 IT기술을 중심으로 한 융합과 관련 국가 정책에 관한 것이 대부분을 차지하고 있어 큰 기술 범주 위주에 국한되어 있다. 하지만 동일한 목적을 위해 수행하는 유사 기술영영에서의 기술융합 역시 기술혁신의 수단으로 간과할 수 없는 영역이다. 실제로 미국, 유럽 등의 선진국에서는 기술융합 전담기관을 신설하여 프로젝트 내의 기술간 융합에 관심을 갖고 있지만, 국내에서는 프로젝트 범위의 기술융합 가능성 및 실효성에 대한 연구가 부족한 실정이다. 이에 본 연구에서는 지식경제부에서 수행하는 가스하이드레이트 연구개발사업을 실증사례로 하여 프로젝트 범위의 기술 융합에 관하여 기술융합의 필요성, 적용가능성, 실효성에 초점을 맞추어 고찰하였다. 가스하이드레이트 개발 사업은 지식경제부 내 가스하이드레이트 개발사업단 주관으로 2005년에 시작되었으며 2014년까지 I 지역 탐사 및 시추, II 지역 탐사 및 시추, 시험생산의 3단계의 달성목표를 가지고 있다. 가스하이드레이트는 천연가스가 저온 고압 상태에서 물과 결합해 형성된 고체 에너지로 화석연료 고갈에 따라 이를 대체할 가장 유력한 청정에너지원으로 주목받고 있다. 현재 가스하이드레이트 개발사업단에서는 지구물리탐사분야 지질지화학분야 개발생산분야로 세부 기술모듈을 형성하여 목표달성을 위해 노력하고 있지만, 중과제간 교류가 부족한 상황으로 인해 목표달성을 위한 기술력의 확보 및 향후 상업생산에 대한 불확실성이 증가하고 있는 상황이다. 이와 같은 상황을 해결하기 위해서 기술개발 및 혁신의 수단인 기술융합의 필요성이 증가하고 있다. 기술혁신은 기초연구, 응용연구, 개발, 학습, 투자 등의 일련의 과정을 거쳐 경제적 성과와 사회적 영향을 만들어내는 개념으로 정의 할 수 있다. 기술혁신을 이루어내는 가장 중심적인 역할을 담당하는 기술융합은 2개 이상의 요소기술들이 결합하여 기술이 갖지 않는 새로운 기능을 발휘하는 기술혁신의 한 현상으로 정의할 수 있다. 기술융합은 21세기 초에 접어들어 급속하게 변화하는 양상을 보이며 예상보다 경제에 더 큰 영향을 미치고 있다. 가스하이드레이트 각 단계에서의 애로점을 극복하기 위한 기술혁신을 위해 지구물리탐사 지질지화학 개발생산분야간의 융합의 가능성 등을 타진해본 결과, 각 기술융합들을 기술융합 유형에 맞춰 분류할 수 있었으며 유형별 적용가능성과 기대효과 측면에서 비교분석을 수행하였다. 분석의 정밀도를 높이기 위하여 기술융합 유형에 대한 이론과 실제 가스하이드레이트 전문가들과의 설문을 통해 비교분석을 실시하였다. 가스하이드레이트 실증 사례에 대한 분석 결과, 기술융합 이론은 기존의 큰 기술범주뿐만 아니라 작은 범주에도 적용할 수 있으며, 필요성과 적용가능성, 실효성 면에서도 충분한 고찰을 통해 기술융합 이론의 적용 범위를 좁히면 더 많은 연구와 융합기술을 얻을 수 있다는 결론을 얻을 수 있다.

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