• Title/Summary/Keyword: Project learning method

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The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

A Study on Pre-evaluation of Tree Species Classification Possibility of CAS500-4 Using RapidEye Satellite Imageries (농림위성 활용 수종분류 가능성 평가를 위한 래피드아이 영상 기반 시험 분석)

  • Kwon, Soo-Kyung;Kim, Kyoung-Min;Lim, Joongbin
    • Korean Journal of Remote Sensing
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    • v.37 no.2
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    • pp.291-304
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    • 2021
  • Updating a forest type map is essential for sustainable forest resource management and monitoring to cope with climate change and various environmental problems. According to the necessity of efficient and wide-area forestry remote sensing, CAS500-4 (Compact Advanced Satellite 500-4; The agriculture and forestry satellite) project has been confirmed and scheduled for launch in 2023. Before launching and utilizing CAS500-4, this study aimed to pre-evaluation the possibility of satellite-based tree species classification using RapidEye, which has similar specifications to the CAS500-4. In this study, the study area was the Chuncheon forest management complex, Gangwon-do. The spectral information was extracted from the growing season image. And the GLCM texture information was derived from the growing and non-growing seasons NIR bands. Both information were used to classification with random forest machine learning method. In this study, tree species were classified into nine classes to the coniferous tree (Korean red pine, Korean pine, Japanese larch), broad-leaved trees (Mongolian oak, Oriental cork oak, East Asian white birch, Korean Castanea, and other broad-leaved trees), and mixed forest. Finally, the classification accuracy was calculated by comparing the forest type map and classification results. As a result, the accuracy was 39.41% when only spectral information was used and 69.29% when both spectral information and texture information was used. For future study, the applicability of the CAS500-4 will be improved by substituting additional variables that more effectively reflect vegetation's ecological characteristics.

Way to the Method of Teaching Korean Speculative Expression Using Visual Thinking : Focusing on '-(으)ㄹ 것 같다', '-나 보다' (비주얼 씽킹을 활용한 한국어 추측 표현 교육 방안 : '-(으)ㄹ 것 같다', '-나 보다'를 대상으로)

  • Lee, Eun-Kyoung;Bak, Jong-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.141-151
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    • 2021
  • This study analyzed the meaning and functions of '-(으)ㄹ 것 같다' and '-나 보다' among the various semantic functions depending on the situation, and discussed ways to train speculative expressions more efficiently by expanding them from traditional teaching methods through visualizations applied visual thinking at real Korean language education. The speculative representation, which is the subject of this study, represents the speaker's speculation about something or situation, with slight differences in meaning depending on the basis of the speculation and the subject of the speculation. We propose a training method that can enhance the diversification and efficiency of teaching-learning through visualization of information or knowledge, speculative representations that exhibit fine semantic differences in various situations. Utilizing visual thinking in language education can simplify and provide language information through visualization of language knowledge, and learners can be efficient at organizing and organizing language knowledge. It also has the advantage of long-term memory of language information through visualization of language knowledge. Attempts of various educational methods that can be applied at the Korean language education site can contribute to establishing a more systematic and efficient education method, which is meaningful in that the visual thinking proposed in this study can give interest and efficiency to international students.

Tracing the Development and Spread Patterns of OSS using the Method of Netnography - The Case of JavaScript Frameworks - (네트노그라피를 이용한 공개 소프트웨어의 개발 및 확산 패턴 분석에 관한 연구 - 자바스크립트 프레임워크 사례를 중심으로 -)

  • Kang, Heesuk;Yoon, Inhwan;Lee, Heesan
    • Management & Information Systems Review
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    • v.36 no.3
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    • pp.131-150
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    • 2017
  • The purpose of this study is to observe the spread pattern of open source software (OSS) while establishing relations with surrounding actors during its operation period. In order to investigate the change pattern of participants in the OSS, we use a netnography on the basis of online data, which can trace the change patterns of the OSS depending on the passage of time. For this, the cases of three OSSs (e.g. jQuery, MooTools, and YUI), which are JavaScript frameworks, were compared, and the corresponding data were collected from the open application programming interface (API) of GitHub as well as blog and web searches. This research utilizes the translation process of the actor-network theory to categorize the stages of the change patterns on the OSS translation process. In the project commencement stage, we identified the type of three different OSS-related actors and defined associated relationships among them. The period, when a master commences a project at first, is refined through the course for the maintenance of source codes with persons concerned (i.e. project growth stage). Thereafter, the period when the users have gone through the observation and learning period by being exposed to promotion activities and codes usage respectively, and becoming to active participants, is regarded as the 'leap of participants' stage. Our results emphasize the importance of promotion processes in participants' selection of the OSS for participation and confirm the crowding-out effect that the rapid speed of OSS development retarded the emergence of participants.

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A Technique to Recommend Appropriate Developers for Reported Bugs Based on Term Similarity and Bug Resolution History (개발자 별 버그 해결 유형을 고려한 자동적 개발자 추천 접근법)

  • Park, Seong Hun;Kim, Jung Il;Lee, Eun Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.12
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    • pp.511-522
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    • 2014
  • During the development of the software, a variety of bugs are reported. Several bug tracking systems, such as, Bugzilla, MantisBT, Trac, JIRA, are used to deal with reported bug information in many open source development projects. Bug reports in bug tracking system would be triaged to manage bugs and determine developer who is responsible for resolving the bug report. As the size of the software is increasingly growing and bug reports tend to be duplicated, bug triage becomes more and more complex and difficult. In this paper, we present an approach to assign bug reports to appropriate developers, which is a main part of bug triage task. At first, words which have been included the resolved bug reports are classified according to each developer. Second, words in newly bug reports are selected. After first and second steps, vectors whose items are the selected words are generated. At the third step, TF-IDF(Term frequency - Inverse document frequency) of the each selected words are computed, which is the weight value of each vector item. Finally, the developers are recommended based on the similarity between the developer's word vector and the vector of new bug report. We conducted an experiment on Eclipse JDT and CDT project to show the applicability of the proposed approach. We also compared the proposed approach with an existing study which is based on machine learning. The experimental results show that the proposed approach is superior to existing method.

Exploration into Better College Cultural Contents Education for Manifestation of Creativity (대학에서의 창의성 발현을 위한 문화콘텐츠 교육 개선방안 탐색)

  • Lee, Byung-Min
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.481-496
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    • 2013
  • The purpose of this study was to make a basic research on college cultural contents education in an effort to step up the manifestation of the creativity of cultural contents experts in line with the development of the fast-changing era of creative economy. It's basically meant to analyze the characteristics of cultural contents education in relation to creative idea to seek practical ways of improving that education. What problems there were with cultural contents education and how that education was actually provided were analyzed to suggest some of the right directions for client-centered cultural contents education. Earlier studies were analyzed, and the results of a survey that was conducted on students whose major was linked to cultural contents were analyzed as well. As a result, current cultural contents education was considered not to be satisfactory due to existing teaching methods, learning process and curriculums that were devoid of creativity. To rectify the situation, interdisciplinary attempts should be made such as multi-major, interdisciplinary programs or convergence education, and plenty of experiments, sufficient practice and an increase in the number of faculty members are all required. In terms of education, existing curriculums and courses should urgently be revamped to strengthen field placement and creative discussions. As for educational methods, the lecture method should be avoided, and specialized education should be offered instead, which should strike a balance between discussion, team play and project education. It is expected to produce good results if there are appropriate connection among different major fields of study and the harmonious implementation of diverse internship, convergence and field placement programs.

A Study on the Application of Context Problems and Preference for Context Problems Types (유형별 맥락문제의 적용과 그에 따른 유형별 선호도 조사)

  • Kim, Sung-Joon;Moon, Jeong-Hwa
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.141-161
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    • 2006
  • In this study, we classified word problems related to real life presented in elementary mathematics textbooks into five types of context problems(location, story, project, scrap, theme) suggested by Freudenthal(1991), and applied context problems to mathematics class to analyze the influence on students' mathematical belief and attitude. Also, we examined the types of context problems preferred according to academic performance and the reasons of preference within a group experiencing context problems. The results of the study are as follows. First, almost lessons in the mathematics textbook presents word problems related to real life, but the presenting method is inclined to a story type. Also, the problems with a story type are presented fragmentarily. Therefore, although these word problems are familiar to the students, they don't include contextual meanings and cannot induce enough mathematical motives and interests. Second, a lesson using context problems give a positive influence on their mathematics belief and attitude. It is also expected to give a positive influence on students' mathematics learning in the long run. Third, the preferred types of context problems and the reasons of preference are different according to the level of academic performance within the experimental group.

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The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity (공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과)

  • DongYoung Lee;Hyojin Yi;Younkyeong Nam
    • Journal of the Korean earth science society
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    • v.44 no.1
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    • pp.79-89
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    • 2023
  • The purpose of this study was to investigate the effects of engineering design-based ocean cleanup classes on STEAM attitudes and creative engineering problem-solving dispositions. Furthermore, during this process, we tried to determine interesting points that students encountered in engineering design-based classes. For this study, a science class with six lessons based on engineering design was developed and reviewed by a professor who majored in engineering design, along with five engineering design experts with a master's degree or higher. The subject of the class was selected as the design and implementation of scientific and engineering measures to reduce marine pollution based on the method implemented in an actual Ocean Clean-up Project. The engineering design process utilized the engineering design model presented by NGSS (2013), and was configured to experience redesign through the optimization process. To verify effectiveness, the STEAM attitude questionnaire developed by Park et al. (2019) and the creative engineering problemsolving propensity test tool developed by Kang and Nam (2016) were used. A pre and post t-test was used for statistical analysis for the effectiveness test. In addition, the contents of interesting points experienced by the learners were transcribed after receiving descriptive responses, and were analyzed and visualized through degree centrality analysis. Results confirmed that engineering design in science classes had a positive effect on both STEAM attitude and creative engineering problem-solving disposition (p< .05). In addition, as a result of unstructured data analysis, science and engineering knowledge, engineering experience, and cooperation and collaboration appeared as factors in which learners were interested in learning, confirming that engineering experience was the main factor.

A Study on Christian Liberal Arts to Cultivate Religious Literacy (종교 리터러시를 함양하는 기독교 교양교육 연구)

  • Miyoung Cho
    • Journal of Christian Education in Korea
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    • v.76
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    • pp.149-172
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    • 2023
  • Purpose of study: The purpose of this study is to explore the direction of the role of Christian liberal arts education in university liberal arts education in the 21st century. Research content and method: It examines how liberal arts education has changed with the times, and examines the modern significance of the role of liberal arts education that is requested today. In the rapidly changing reality of the 21st century, the role of liberal arts education, which was neglected by focusing on major-centered professional education, has become important. The need for creative and integrated thinking skills to create and apply new knowledge on their own has been highlighted. Liberal arts education and Christianity have a common denominator, and they can produce richer fruits through mutual communication. Religious literacy is the ability to identify and analyze the fundamental intersection between religion and social, political, and cultural life through various lenses. It can be said that it is the culture that must be equipped as a democratic citizen living in the 21st century. Understanding religion is the most important humanities and culture. Through the cultivation of religious literacy, it will be possible to develop thinking skills and insights to view the relationship between Christianity and various fields of life as a whole. Conclusions and Suggestions: Through this study, the need for religious literacy was expressed, and the direction of Christian liberal arts education requested in this era was sought. Christian liberal arts education that fosters religious literacy is proposed as a way to handle the role of a holistic leader of public society by aiming for convergent thinking and promoting public responsibility.

Case Study on Science Drama in Elementary School (초등학교 과학 연극 수업 사례 연구)

  • Yoon, Hye-Gyoung;Na, Ji-Yeon;Jang, Byung-Ghi
    • Journal of The Korean Association For Science Education
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    • v.24 no.5
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    • pp.902-915
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    • 2004
  • Science drama can be an useful tool for understanding the nature of science, Science-Technology-Society relationship by providing indirect experiences to young students. Specific science concept and knowledge can also be learned with high interests. In this study, to explore the usefulness of science drama in elementary science lessons, two scripts of science drama and lesson plans were developed and implemented. Six step model for science drama lessons was also suggested. One was 'Manhattan Project' which dealt with social, ethical responsibility in using science & technology (science argument drama), and the other was 'Mom, My blood type is O' which explained the heredity of blood type (science concept drama). Two teachers were asked to write their journals during preparation and implementation of science drama lessons, and the lessons were observed by the researcher and video taped for analysis. Some students were interviewed just after the lessons by the teacher and all students were asked to write their impressions, change of their thought, what is leant etc. Overall responses of students and teachers on the two science drama lessons were very positive, 'Mom, My blood type is O' got more positive responses, and girls were more positive than boys. Some students anticipated another science drama even suggest topics for it. 'Mom, My blood type is O' was successful in making students (grade 3) understand the knowledge related with heredity of blood type (71% of the students got perfect answer). In 'Manhattan Project' students (grade 5) perceived more diverse location of responsibility after the lesson, but the danger and harmfulness of atomic power was embossed. This implied the need of more careful planning for the relevant learning activities before and after the play of science drama.Two teachers perceived the science drama as a new, useful tool for some subject which is hard to deal with by other teaching method. They were also satisfied with students' high interest and engagement during the science drama lessons but the extra time and effort for the lessons were pointed out as a main difficulties.