• Title/Summary/Keyword: IT Coding Education

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A Study on the Teaching of SW coding by Design-Thinking 5 Step Maker Model (Design-Thinking 5 Step 메이커 모형 적용 SW코딩 교수학습에 대한 연구)

  • Kim, Myung-sook;Chung, Jong-In;Kim, Chang-Suk;Kang, Shin-Cheon;Kim, Eui-jung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.309-313
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    • 2018
  • Maker Activity based Design-Thinking 5 Step is a better experience for providing the public with a better approach to design by sympathizing with human needs and exploring the public's potential desires. This paper studied the teaching method by applying the value of the Maker Training that emphasizes the importance of sharing and opening results with others after creating them based on the ideas of the learners using different tools, the basic mind of Design-Thinking with the observation and empathy about human beings and the derivation of user-centric results to the SW coding curriculum. For this purpose, we studied teaching methods by Design-thinking based on sections that require coding in the information classes of the secondary school curriculum. We demonstrated the class to a group of education experts by applying the syllabus of instruction. Then we collected evaluations and opinions of the experts and we modified the syllabus to reflect the collected assessment. Under the Design-thinking 5 step foundation, classes were demonstrated with a group of education experts, opinions collected, and suggestions collected were reflected on the assessment outcome. I think that It is an effective training opportunity to practice a widespread idea that enables infinite thinking and a convergence of thinking that brings out the best decision from a widespread idea.

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Block Boundary Detection Technique for Adaptive Blocking Artifacts Reduction (적응적 블록화 현상 제거를 위한 블록 경계 검출 기법)

  • Kim, Sung-Deuk;Lim, Kyoung-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.2
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    • pp.11-19
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    • 2010
  • Most of deblocking filters assumes that the block boundaries are accurately known and the coding information like quantization parameters are available. In some applications such as commercial television, however, many external video inputs without known block boundary and coding information arc given. If a decompressed video sequence heavily degraded with blocking artifacts is given through the external video port, it is absolutely necessary to detect block boundaries and control the strength of deblocking filtering by analysing the given images. This paper presents an efficient method to find the block boundaries and estimate the strength of the blocking artifacts without the knowledge of coding information. In addition, the confidence of the estimated blocking artifact information is also evaluated to control the adaptive deblocking filter robustly. Experiment results show that the estimated block boundary locations and strength relative strength and confidence information are practically good enough to reduce the blocking artifacts without prior knowledge.

Feasibility Exploration of Virtual Reality Programming for SW Intensive Education in Elementary and Middle School (초·중학교 SW 심화교육을 위한 가상현실 프로그래밍 도입 가능성 탐색)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.3 no.1
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    • pp.29-36
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    • 2017
  • The Ministry of Education announced plans to introduce SW education to elementary and secondary schools in the 2015 curriculum. However, if we examine major foreign countries where SW education strongly implemented it is found that they stress not only coding education but also real life SW education. Especially they emphasized convergence with other different fields. Therefore, it can be concluded SW education in Korea should be differentiated based on levels of students. For the common basic curriculum, it is needed basic concepts and thinking skills of SW development, but for the enriched curriculum, it should be emphasized SW development education that can be applied to real life experiences and other difference fields as well. Therefore, it is necessary to plan SW intensive education to develop programs for the enriched program. In this study, I explored how virtual reality programming education can be applied to the level of elementary and secondary school students as an enrichment program.

Analysis of the ICILS 2018 Results by Korean Students' Educational Experience in Computer and Information Literacy and Computational Thinking (우리나라 학생들의 컴퓨터·정보 소양 및 컴퓨팅 사고력 교육 경험에 따른 ICILS 2018 결과 분석)

  • Jeon, Seongkyun;Son, Yoonhee;Park, Sangwook
    • The Journal of Korean Association of Computer Education
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    • v.23 no.3
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    • pp.1-8
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    • 2020
  • Korean 8-grade-students who participated in the ICILS 2018 were educated in the 2009 revised curriculum, where the 'Informatics' subject was an optional course in the regular curriculum. In order to closely analyze the ICILS 2018 results, it was necessary to take into account the situation in Korea that related educational experiences may differ among students. This study surveyed the students' educational experiences related to Informatics subject in the context of individual and schools. The average scores of computer and information literacy (CIL) and computational thinking (CT) of the ICILS 2018 were analyzed and compared by students' educational experiences. As a result, the average CT score of students who experienced the coding and programming education was higher than those who did not. Also, the more time students took the Informatics subject, the higher the average CT scores were. Based on these results, this study discussed implications in terms of expanding computational thinking education for elementary and secondary education.

Reduction of the Retransmission Delay for Heterogeneous Devices in Dynamic Opportunistic Device-to-device Network

  • Chen, Sixuan;Zou, Weixia;Liu, Xuefeng;Zhao, Yang;Zhou, Zheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.10
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    • pp.4662-4677
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    • 2018
  • The dynamic opportunistic device-to-device (DO-D2D) network will frequently emerge in the fifth generation (5G) wireless communication due to high-density and fast-moving mobile devices. In order to improve the Quality of Experience (QoE) of users with different computing capacity devices in the DO-D2D network, in this paper, we focus on the study of how to reduce the packets retransmission delay and satisfy heterogeneous devices. To select as many devices as possible to transmit simultaneously without interference, the concurrent transmitters-selecting algorithm is firstly put forward. It jointly considers the number of packets successfully received by each device and the device's connectivity. Then, to satisfy different devices' demands while primarily ensuring the base-layer packets successfully received by all the devices, the layer-cooperation instantly decodable network coding is presented, which is used to select transmission packets combination for each transmitter. Simulation results illustrate that there is an appreciable retransmission delay gain especially in the poor channel quality network compared to the traditional base-station (BS) retransmission algorithm. In addition, our proposed algorithms perform well to satisfy the different demands of users with heterogeneous devices.

Development of Software Education Support System using Learning Analysis Technique (학습분석 기법을 적용한 소프트웨어교육 지원 시스템 개발)

  • Jeon, In-seong;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.157-165
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    • 2020
  • As interest in software education has increased, discussions on teaching, learning, and evaluation method it have also been active. One of the problems of software education teaching method is that the instructor cannot grasp the content of coding in progress in the learner's computer in real time, and therefore, instructors are limited in providing feedback to learners in a timely manner. To overcome this problem, in this study, we developed a software education support system that grasps the real-time learner coding situation under block-based programming environment by applying a learning analysis technique and delivers it to the instructor, and visualizes the data collected during learning through the Hadoop system. The system includes a presentation layer to which teachers and learners access, a business layer to analyze and structure code, and a DB layer to store class information, account information, and learning information. The instructor can set the content to be learned in advance in the software education support system, and compare and analyze the learner's achievement through the computational thinking components rubric, based on the data comparing the stored code with the students' code.

Korean "Little Emperor": A Grounded Theory Approach to Clothing Market for Pre-schoolers

  • Ju, Naan;Lee, Kyu-Hye
    • Fashion, Industry and Education
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    • v.15 no.2
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    • pp.36-52
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    • 2017
  • In this study, we tried to understand preschooler clothing trends and identify the purchase behaviors of various consumers, such as grandparents, aunts, uncles, and parents, who are the main consumers of the preschooler clothing market. We conducted in-depth interviews with consumers who were interested in preschooler clothing, purchased it frequently, and bought preschooler clothing within the last three months. Their purchase motivations and purchase behaviors were analyzed through exploratory and inductive analysis. The analysis was conducted by integrating categories into one process centered on core categories through open coding, axial coding, and selective coding. The results of this study included that 1) a variety of clothing purchase behaviors appeared as a central phenomenon, 2) the causal conditions that contributed to this phenomenon were the buyers' childcare experiences, purchase experiences, the personal consumption values of individuals, and income levels, 3) in response to the central phenomenon, the parents' action/interaction strategies were acceptance and rejection of purchased clothing, 4) contextual and Intervening conditions affecting action/interaction strategy were family environment changes, the VIB (Very Important Baby) phenomenon, parents' clothing involvement, and the relationship with the buyers, and acceptance by the users, and 5) as a result of the strategy expressed as acceptance and rejection, various clothing behaviors emerged. In this study, we identified that there are various influencers, apart from parents, involved in children's clothing consumption. Therefore, we need to keep in mind that various purchase behaviors and clothing trends that appear during one's childhood may affect the individual's clothing behavior in the future.

A Delphi Study on Competencies of Mechanical Engineer and Education in the era of the Fourth Industrial Revolution (4차 산업혁명 시대 기계공학 분야 엔지니어에게 필요한 역량과 교육에 관한 델파이 연구)

  • Kang, So Yeon;Cho, Hyung Hee
    • Journal of Engineering Education Research
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    • v.23 no.3
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    • pp.49-58
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    • 2020
  • In the era of the fourth industrial revolution, the world is undergoing rapid social change. The purpose of this study is to predict the expected changes and necessary competencies and desired curriculum and teaching methods in the field of mechanical engineering in the near future. The research method was a Delphi study. It was conducted three times with 20 mechanical engineering experts. The results of the study are as follows: In the field of mechanical engineering, it will be increased the situational awareness by the use of measurement sensors, development of computer applications, flexibility and optimization by user's needs and mechanical equipment, and demand for robots equipped with AI. The mechanical engineer's career perspectives will be positive, but if it is stable, it will be a crisis. Therefore active response is needed. The competencies required in the field of mechanical engineering include collaborative skills, complex problem solving skills, self-directed learning skills, problem finding skills, creativity, communication skills, convergent thinking skills, and system engineering skills. The undergraduate curriculum to achieve above competencies includes four major dynamics, basic science, programming coding education, convergence education, data processing education, and cyber physical system education. Preferred mechanical engineering teaching methods include project-based learning, hands-on education, problem-based learning, team-based collaborative learning, experiment-based education, and software-assisted education. The mechanical engineering community and the government should be concerned about the education for mechanical engineers with the necessary competencies in the era of the 4th Industrial Revolution, which will make global competitiveness in the mechanical engineering fields.

Analysis of Scratch code for Student Assessment about Computational Thinking Capability (Computational Thinking 역량에 대한 학습자 평가를 위한 스크래치 코드 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.5
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    • pp.25-34
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    • 2015
  • The purpose of this research is to suggest the method of code analysis for evaluating learners' projects in computational thinking(CT) education. Recently, block programming tools are applied to K-12 SW education, this study considered the assessment method for evaluating students' levels and learning about CT concepts through analyzing codes of the Scratch projects that students created. As a result from the analysis of 45 projects of novices, it showed the bad coding patterns of novices and verified that it is possible to evaluate students' learning about CT concepts through the analysis of their codes. The higher learner's level, the greater scores of logical thinking, synchronization, flow control, and data representation. This result is able to apply to student assessment of CT concepts in K-12 SW education.

A Study on Elementary Students' Virtual Reality Content Production Education (초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.33-40
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    • 2018
  • This study highlights the experiences and lessons learned, through the introduction and production of virtual reality in elementary school classes. We analysed the effects of virtual reality-contents production education using the data from the K.A.P survey, as well as the results from the class using virtual reality. We used Cospaces as a tool for coding the virtual reality content. It was not difficult for students to learn its functions because it could be coded with blockly based programmes. We analysed the results in the practice area. Based on these results, we suggest how to apply this to the elementary school field.