• Title/Summary/Keyword: SW 실습

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Development of Basic Practice Cases for Recurrent Neural Networks (순환신경망 기초 실습 사례 개발)

  • Kyeong Hur
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.491-498
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    • 2022
  • In this paper, as a liberal arts course for non-major students, a case study of recurrent neural network SW practice, which is essential for designing a basic recurrent neural network subject curriculum, was developed. The developed SW practice case focused on understanding the operation principle of the recurrent neural network, and used a spreadsheet to check the entire visualized operation process. The developed recurrent neural network practice case consisted of creating supervised text completion training data, implementing the input layer, hidden layer, state layer (context node), and output layer in sequence, and testing the performance of the recurrent neural network on text data. The recurrent neural network practice case developed in this paper automatically completes words with various numbers of characters. Using the proposed recurrent neural network practice case, it is possible to create an artificial intelligence SW practice case that automatically completes by expanding the maximum number of characters constituting Korean or English words in various ways. Therefore, it can be said that the utilization of this case of basic practice of recurrent neural network is high.

Analysis of Changes of Digital Mind by the Class Type in Basic Software Education for the Students of Humanities (소프트웨어 기초 교육에서 수업 방식에 의한 인문대학생의 디지털 마인드 변화 분석)

  • Seo, Joo-Young;Shin, Seung-Hun;Goo, Eun-Hee
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.55-64
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    • 2017
  • As the importance of software has become more widely recognized, many Korean universities are designating software classes as an essential subject. However, there is a difficulty in achieving the educational goal because the education is done without sufficient understanding of the non-Major learner. Therefore, in this paper, we analyze the opinions of the humanities college students who have taken the software basic education course and confirm the changes of the students' digital minds. Based on this, we suggest considerations for the basic software education for non-Majors. The results of the analysis show that pre-admission software education does not contribute much to university education, while students respond positively to the practice-based education using student-oriented project subjects. Therefore, it is desirable to provide an environment where learners can gradually develop their digital minds by providing students with more software access opportunities based on hands-on practice in basic software education for non-Majors.

A Study on the Value of Archival Contents in University Practical Education : Focusing on University-Industry Cooperation for SW Practical Education (대학 실습 교육용 기록정보콘텐츠 가치 연구 : 산학연계형 SW실습교육을 중심으로)

  • SUN A LEE;SE JONG OH
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.537-545
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    • 2024
  • The importance of University Archives Management is increasing. In this study, we researched cases of collecting and managing educational archival contents in universities. Developed archival contents for software practical education, and implemented it to the Capstone Design course and overseas program. The effect of applying the model was analyzed through surveys and interviews. The Capstone Design Survey, involving 349 participants, indicated the highest satisfaction with the University-Industry Cooperation type. The experience of dissemination and enhancement was aggregated as the second highest satisfaction. In the second survey, 62 students who had participated in the overseas program over the span of two years took part. All nine Likert-type questions showed high satisfaction scores of more than 4 points. The top three satisfaction factors-content, program type, and advanced experience-showed high satisfaction scores of 4.85, 4.74, and 4.71, respectively. Through interviews with professors, mentors, and students, it was also confirmed that instructional methods utilizing archival contents are effective. And the model we developed is applicable for convergence education.

Analysis of Learners' Preferences for Computer Solving Methods (학습자의 컴퓨터 문제해결 선호방법 분석)

  • Park, Sunju
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.113-122
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    • 2018
  • Collaboration and assistance among peer learners are essential factors for successful learning outcomes. However it is important to investigate students' preferences for computer problem solving methods and interrelationships, since students tend to solve problems more and more by themselves. This is because of the importance of giving appropriate instructions to students. In this context, this paper shows the analysis of the preferred methods and interrelationships of studnets' preferences upon encountering difficulties during computer usage by collecting data from 231 students in K national university of education. As a result, the result shows that students tend to solve problems without asking as they have higher abilities in computer usage, which was also shown to increase along with their grade levels. Furthermore, it showed that students who have family members and relatives, and who are using the internet are more satisfied with their problem solving. Lastly, it is possible to grasp the computer problem solving network within the department by using social network analysis, so it can be used as reference data for selecting the peer learners, which will help to operate the customized computer education practice.

Design and Implementation of a Cloud-based Linux Software Practice Platform (클라우드 기반 리눅스 SW 실습 플랫폼의 설계 및 구현 )

  • Hyokyung Bahn;Kyungwoon Cho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.67-71
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    • 2023
  • Recently, there are increasing cases of managing software labs by assigning virtual PCs in the cloud instead of physical PCs to each student. In this paper, we design and implement a Linux-based software practice platform that allows students to efficiently build their environments in the cloud. In our platform, instructors can create and control virtual machine templates for all students at once, and students practice on their own machines as administrators. Instructors can also troubleshoot each machine and restore its state. Meanwhile, the biggest obstacle to implementing this approach is the difficulty of predicting the costs of cloud services instantly. To cope with this situation, we propose a model that can estimate the cost of cloud resources used. By using daemons in each user's virtual machine, we instantly estimate resource usage and costs. Although our model has very low overhead, the predicted results are very close to the actual resource usage measured by cloud service providers. To further validate our model, we used the proposed platform in a Linux practice lecture for a semester and confirmed that the proposed model is very accurate.

A Study on the Instructional Model utilizing Scratch for Introductory Programming Classes of SW-Major Students (SW전공자 프로그래밍 입문 수업의 스크래치 활용 수업 모형 연구)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.59-67
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    • 2018
  • The programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, but it requires mathematical knowledge and logical thinking skills, so that many local private university and college students with low basic skills are having difficulties learning it. This problem occasionally causes SW-major students to lose interest and confidence in their majors during the introductory course of programming languages; making them change their majors, or give up their studies. In this study, we designed an instructional model using Scratch for educating C-language which is a typical programming introductory language. To do this, we analyzed the concepts that can be trained by Scratch among the programming concepts supported by C-language, and developed the examples of Scratch for exercising the concepts. In addition, we designed an instructional model, by which the programming concepts are first learned through Scratch and then C-language is taught, and conducted an experiment on the SW-major freshman students of a local private university to verify the effectiveness of the model. In the situation where SW education is becoming common, we expect that this study will help programming language education of security IT students.

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Programming practice system using Docker (Docker를 이용한 프로그래밍 실습 시스템 설계)

  • Chae, Minsu;Jeon, EunKwang;Lee, Hwamin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.47-49
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    • 2017
  • 최근 소프트웨어 교육이 중요해짐에 따라 학교 SW 교육이 강화되고 있다. 2017년부터는 초등학교, 2020년부터는 중학교에 소프트웨어교육이 필수화 될 예정이다. 그러나 현재 부족한 정보 교사의 수와, 열악한 실습실 환경을 갖는 학교가 많다. 그에 따라 본 논문에서는 학습자에 의해 시스템이 영향을 받지 않고, 다양한 언어를 제공하며, 실습 채점을 지원하는 프로그래밍 실습 시스템을 설계하였다.

The Effect of Convergence Education based on Reading and Robot SW Education for Improving Computational Thinking (컴퓨팅 사고력 향상을 위한 독서와 로봇SW교육 기반 융합교육의 효과)

  • Jun, Soojin
    • Journal of Industrial Convergence
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    • v.18 no.1
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    • pp.53-58
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    • 2020
  • The 2015 revised curriculum aims to cultivate creative convergence talent. In this regard, SW education needs to study various convergence education methods to enhance computational thinking. The purpose of this study is to analyze the effects of SW convergence education centered on reading education and robot utilization education to improve computing thinking ability. For this purpose, SW education teaching and learning was designed by combining SW education using card coding-based robots with reading education based on interactive works and reading on the whole work. As a result, the convergence education between reading and SW improved all three areas of the concept, practice, and perspective of computational thinking ability and increased the learner's satisfaction.

Software Teaching.Learning Strategy for Improvement of Software Adaptability (SW 적응력 향상을 위한 SW 교수.학습 전략)

  • Yoo, In-Hwan;Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.501-510
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    • 2004
  • The activation of the latest ICT(Information and Communication Technology)education has been putting more importance on the education of the application SW(software). By the way, the geometric progression of knowledge and the fast development of computer technology have continuously created new SW. Accordingly, the previous traditional SW learning paradigm runs into various problems. This study starts from the recognition of such problems. In this study, the SW adaptability is defined as the ability that learners can efficiently find and apply the suitable functions of SW to those problems in the problematic circumstances as well as promote retention and metastasis. With these premises, this paper makes an inquiry into the teaching-learning method. Besides, This paper explores the SW usability and the principles of UI(User Interface) design and deduces the SW learning strategy. Furthermore, it probes problems of the SW teaching-learning of the demonstration practice method and proposes the inquiring master for SW adaptability teaching-learning model.

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A Case Study on Programming Learning of Non-SW Majors for SW Convergence Education (SW융합인재 양성을 위한 비전공자 프로그래밍 학습에 관한 사례 연구)

  • Seo, Jooyoung
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.123-132
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    • 2017
  • Recently, there has been a growing interest in SW education for non-SW major in order to nurture SW convergence talent. In Korea, it is a tendency to make SW mandatory for basic education to all students regardless of their major, starting with SW-oriented universities. Through a case study of programming lesson, the paper compared differences in academic achievements and difficulties of learning between SW majors and non-majors and between the humanities department and the science department. As a result, although there was no significant difference in academic achievement according to majors, the humanities department had more difficulty in implementing programs such as practices, assignments, and team project. Through the interview, lack of understanding about programming problem itself, lack of relationship with friend or tutor that can help assignments, and difficulty in learning motivation by piecemeal curriculum knowledge alone were the main causes. The results will be expected to propose the direction of SW education for non-SW majors.