• Title/Summary/Keyword: Non-computer majors

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Analysis of Achievement and College Major Choice According to Longitudinal Pattern of Awareness of ICT Literacy and Frequency of Computer Use (컴퓨터 활용능력과 빈도의 종단적 패턴에 따른 학업성취도와 대학전공 선택 분석)

  • Shim, Jaekwoun
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.53-61
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    • 2020
  • In the information society, the ability of learners to use computers to conduct self-directed learning is important. Indeed, the higher the computer's ability to use computers, the more the academic achievement needs to be analyzed. The purpose of this study was to identify longitudinal trajectories of student awareness of ICT literacy and frequency of computer use. We also examined the effects of the longitudinal patterns on academic achievement and college major choice. A non-parametric approach, K-means for longitudinal data(KML) algorithm, was conducted using 9-year longitudinal data from Seoul Education Longitudinal Study (2010-2018). Findings indicated that a pattern presenting a higher awareness of ICT literacy and frequency of computer use showed better academic achievements and was likely to prefer to choose engineering-related majors.

Effects of Programming Education using Visual Literacy: Focus on Arts Major (시각적 문해력을 활용한 프로그래밍 교육의 효과 : 예술계열 중심으로)

  • Su-Young Pi;Hyun-Sook Son
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.105-114
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    • 2024
  • Recently, with an emphasis on software proficiency, universities are providing software education to all students regardless of their majors. However, non-majors often lack motivation for software education and perceive the unfamiliar learning content as more challenging. To address this issue, tailored software education according to the learners' characteristics is essential. Art students, for instance, with their strong visual comprehension and expressive abilities, can benefit from utilizing visual literacy to enhance the effectiveness of programming education. In this study, we propose decomposing everyday problems into flowcharts and pseudocode to construct procedural and visual images. Using the educational programming language PlayBot, we aim to analyze the effectiveness of teaching by coding to solve problems. Through this approach, students are expected to grasp programming concepts, understand problem-solving processes through computational thinking, and acquire skills to apply programming in their respective fields.

An Evaluation Method of Understanding SW Architectures in an Arduino-based SW Lecture for Non-major Undergraduates (비전공자 대상 아두이노 활용 SW 강좌에서 SW 구조 이해도 평가 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.17-23
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    • 2019
  • In applying SW education for non-major undergraduates, we applied the physical computing lesson using Arduino. There is a case in which the basic problem-solving process teaching method based on the computational thinking was proposed in the physical computing class using Arduino. However, in educating computational thinking process, it is necessary to evaluate and educate understanding of SW structures. After understanding SW structures, it is correct SW education flow to make creative outputs by applying computational thinking process. However, there is a lack of examples of how to evaluate understanding of SW structures in the class using Arduino. In this paper, we proposed a one - semester curriculum for lectures on SW education using Arduino for non-majors. In addition, we proposed and analyzed the evaluation method of the understanding of SW structures and the evaluation problems developed in this course.

Analysis of Descriptive Lectures Evaluation using Text Mining: Comparative analysis pre and post COVID-19

  • Lee, Sang-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.211-222
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    • 2022
  • The purpose of this study is to indicate the direction of the future university classes in the post-COVID era, comparing and analyzing lecture evaluation of pre and post COVID-19. To this end, 4 yeard data were used from 2018 to 2019 for pre COVID-19 and form 2020 to 2021 data for post COVID-19. The results were as follows. In the case of liberal arts, "assignments" was the word with the highest frequency and degree centrality(DC) regardless of pre and post-COVID-19 In the major, "understanding" appeared as the most important word. The result of the ego network analysis indicated that "video lecture" and "non-face-to-face classes" were difficult and "interaction" between the professor and the students was important. As a results, it is important to reduce the weight of assignments and increase interaction with students in liberal arts classes. In the case of majors, it is necessary to operate face-to-face classes rather than non-face-to-face classes, and to organize the contents of videos without difficulty.

Non-Majors' Experimental Results on Efficiency of Smart Phone Application Development using an Authoring Tool (저작도구를 활용한 비전공자의 스마트폰 어플리케이션 개발 효율성에 대한 실험적 고찰)

  • Chang, Young-Hyun;Park, Dea-Woo;Jun, Su-Kyung;Baek, Jae-Eun;Byun, Hye-Jin;Yu, Wan-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.123-126
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    • 2011
  • 본 논문에서는 한국형 스마트 앱 저작도구로 미국, 일본, 한국에서 세계특허를 획득한 원더풀소프트의 M-Bizmaker를 이용하여 식품영양학과와 비서행정과 등 비전공자 회사원과 학생이 협력하는 관계에서도 중급수준의 비즈니스 앱 개발이 단기간에 가능하며 최고의 효율성을 검증할 수 있음을 확인하였다. 즉 저작도구인 M-Bizmaker를 이용하면 초중고, 대학, 일반인까지 모든 계층에서 초단기 1일 교육을 통하여 개인의 아이디어와 개성을 살린 앱을 제작할 수 있다는 결론을 도출하였다. 비전공자들이 제작한 스마트 앱의 수준은 본문에서 설명한 것 같이 단체의 일반홍보, 식단관리, 그래프를 이용한 취업현황, 구글맵 연계 주소 관리, 자동전화걸기, 사진 등의 이미지 관리, 친구 찾기와 같이 구성원을 등록하여 용이하게 관리할 수 있고, 설문조사도 쉽게 할 수 있다. 현재 세계 모바일 시장은 애플, 구글 등 미국시장이 세계시장을 선도하고 있는 상황으로 구글의 앱인벤터, 애플의 앱쿠커 등의 저작도구가 베타버젼으로 존재하지만 세계특허 수준의 한국형 저작도구인 비즈니스용 전문개발인 M-Bizmaker와는 기술수준에서 많은 격차가 존재하므로 국가적 차원에서 앱 저작도구 기술개발 인력 양성에 투자한다면 다가오는 미래에는 우리나라가 세계시장을 선도할 수 있을 것이라 사려 된다.

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A Development of Digital Curation System for Creativity and Personality Education (창의 인성 교육에 대한 디지털 큐레이션 시스템 개발)

  • Kim, Jung-In;Kim, Byung-Man;Kim, Jung-Ju
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1710-1722
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    • 2016
  • With the advancement of information and communications technologies and the universal dissemination of smartphones, ICT-utilizing education is also getting the limelight. In the recent ICT-utilizing education, teachers and learners produce massive digital data by consulting massive information on the Internet, and the produced data is filtered in the process of education and utilized for the current and next educational programs. In order to construct the data well-suited for education from massive data available on the Internet, it is important to verify the quality of the educational data. To this end, we propose an educational website that can provide the data satisfying visual needs demanded by learners in terms of utilizing a digital curation system. In this paper, we also present a design and implementation of the website that non-ICT majors can easily use, which in turn enables them to conduct the education of creative personality utilizing image and video contents.

Framework design for efficient Arduino program development

  • Gong, Dong-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.162-169
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    • 2022
  • Arduino is used in various places such as education, experimentation, and industry. Due to the easy accessibility of Arduino, it is often used by non-majors, and it is also used in media art and toy programs. Although Arduino is relatively easy to use compared to other devices, it is not easy to control various IoT components at the same time. Some tasks run independently of other tasks, while others run dependently. In this paper, I proposed the Arduino Task Framework to efficiently execute many tasks in these various situations. The design framework of this paper is largely composed of two types: synchronous execution and asynchronous execution. These two execution methods can be combined to create several independent and dependent execution routines. Asynchronous tasks are independently executed tasks and are managed by AsyncTaskGroup, while synchronous tasks are dependently executed tasks and are managed by SyncTaskGroup. AsyncTaskGroup instance and SyncTaskGroup instance are instances of the same Task and can be used in combination with another task. The Arduino framework proposed in this paper simplifies the program structure and can easily compose various tasks.

The Effect of the Project Learning Method on the Learning Flow and AI Efficacy in the Contactless Artificial Intelligence Based Liberal Arts Class

  • Lee, Ae-ri
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.253-261
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    • 2022
  • In this study, the educational effect were sought to be identified after developing and applying project learning for the artificial intelligence based liberal arts education for the non-computer majors. A paired-sample t-test was performed within each group to determine the extent of improvement in the learning flow and artificial intelligence efficacy in the experimental and control groups. After class, an independent sample t-test was performed to examine the statistical effects of pre-test and post-test on the learning flow and artificial intelligence efficacy in the experimental and control groups. The experimental group and control group demonstrated significant improvements in the learning flow and artificial intelligence efficacy before and after class, each respectively. There was no statistically significant difference in the learning flow between the experimental group for which the project learning method was applied and the control group for which only theory and practice were conducted in the artificial intelligence class. It was also confirmed that the experimental group for which the project learning method was applied improved the efficacy of artificial intelligence to a significant level compared to the control group which only proceeded with theory and practice.

A study on basic software education applying a step-by-step blinded programming practice (단계적 블라인드 프로그래밍 실습과정을 적용한 소프트웨어 기초교육에 관한 연구)

  • Jung, Hye-Wuk
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.25-33
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    • 2019
  • Recently, universities have been strengthening software basic education to be active in the era of the fourth industrial revolution. Non-majored students need a variety of teaching methods because they have low knowledge of programming or a lack of connectivity with major courses. Therefore, in this paper, a learning model applying the step-by-step blind programming practice based on the Demonstration Modeling Making model was designed and applied to the actual lecture. As a result of analyzing the problem solving ability of the learner, it was confirmed that the learner's self - solving ratio increased as parking progressed. In the following study, it is necessary to analyze the learner's learning results in various aspects and to study effective teaching methods according to the difficulty of the learning contents.

Development of Convolutional Neural Network Basic Practice Cases (합성곱 신경망 기초 실습 사례 개발)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.279-285
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    • 2022
  • In this paper, as a liberal arts course for non-majors, we developed a basic practice case for convolutional neural networks, which is essential for designing a basic convolutional neural network course curriculum. The developed practice case focuses on understanding the working principle of the convolutional neural network and uses a spreadsheet to check the entire visualized process. The developed practice case consisted of generating supervised learning method image training data, implementing the input layer, convolution layer (convolutional layer), pooling layer, and output layer sequentially, and testing the performance of the convolutional neural network on new data. By extending the practice cases developed in this paper, the number of images to be recognized can be expanded, or basic practice cases can be made to create a convolutional neural network that increases the compression rate for high-quality images. Therefore, it can be said that the utility of this convolutional neural network basic practice case is high.