• Title/Summary/Keyword: SW Practice

Search Result 39, Processing Time 0.03 seconds

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

  • Kyeong Hur
    • Journal of Practical Engineering Education
    • /
    • v.14 no.3
    • /
    • pp.491-498
    • /
    • 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.

Play-based SW Education Teaching-Learning Strategy to Improve Computational Thinking (컴퓨팅 사고 신장을 위한 놀이중심 SW교육 교수학습 전략)

  • Han, SeonKwan
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.6
    • /
    • pp.657-664
    • /
    • 2017
  • This study investigates the effect of play-based software education instruction strategy for improving computational thinking as a method of software education. The play-based instruction strategy is a teaching-learning strategy in which the presented code is navigated through play, and the functions are revised and newly reconstructed. We designed an education program with the play-based instruction strategy and applied the program to elementary students. In order to verify the effectiveness of the research, we examined the competence of computing thinking concept and computing thinking practice. As a result, the computing thinking concept and computational thinking practice were that the proposed teaching-learning model is higher than the direct teaching method.

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
    • /
    • v.15 no.9
    • /
    • pp.55-64
    • /
    • 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 Comparative Analysis of Curriculums for Software-related Departments based on Topic Modeling (토픽모델링을 활용한 소프트웨어 분야 대학 교과과정 분석)

  • Choi, Jaewon;Lee, Ho;Kim, Jungmin;Song, Juho
    • The Journal of Society for e-Business Studies
    • /
    • v.22 no.4
    • /
    • pp.193-214
    • /
    • 2017
  • It is a very important time to check how SW curriculum is actually organized and what is inadequate to practical requirements of SW manpower in the present situation where there is a difference of viewpoints between software field and SW curriculum of university. In overseas cases, efforts have already been made to cultivate SW manpower based on SW training centered on practical requirements. As a result, there is a positive response to the recruitment of actual related companies. In Korea, these attempts have been attempted under government initiative. In particular, based on the SW-centered university project, it has given the role of a leading university in related fields. However, with regard to the labor supply problem in the SW sector, the requirements of the business enterprises still differ from the educational curriculum. In this study, we tried to diagnose the method that can reduce the difference between the composition and the practice of the contents according to the existing limit that the environment factor of the viewpoint of the working companies about the curriculum composition is not clearly reflected. As a result, the topic modeling based on the university's curriculum and lecture plan data is used to derive keywords for curriculum and lecture plan. Through the data analysis, this study confirmed that the practice rate of related university departments utilized in data analysis is relatively low. In addition, we found that it is important to establish a systematic curriculum and to build a lecture plan to cultivate practical skills, as the number of overlapping textbooks and the number of keyword overlapping are found.

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
    • /
    • v.18 no.1
    • /
    • pp.53-58
    • /
    • 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
    • /
    • v.8 no.4
    • /
    • pp.501-510
    • /
    • 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.

  • PDF

Development of Simulation-Based Emergency Preparedness Government Practice Model - Focusing on SW Development of Infectious Disease Practice Caps - (시뮬레이션 기반 비상대비 정부연습모델 개발 - 감염병 연습모의 SW개발을 중심으로 -)

  • Kim, Mun-kyom;Song, Jae-Min;Yoo, Su-Hong;Sohn, Hong-Gyoo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.58-70
    • /
    • 2022
  • The emergency preparedness exercise currently conducted by the government has been conducted as a message-based exercise for more than 50 years. Therefore, in this study, a simulation-based maintenance practice model was developed focusing on infectious disease situations, and the possibility of a training system applying scientific techniques was presented. As a result, First, a simulatioon logic assuming an infectious disease outbreak situation was developed. The situation of an infectious disease outbreak was made to occur when measures are not taken within 24 hours for the death due to disease, and when appropriate measures are not taken for contaminated food (24 hours), drinking water (12 hours), and drinking water shortage (24 hours). Second, in order to implement the simulation logic, simulation engine SW was developed for emergency medical team, epidemiological investigation team, dead burial team, quarantine and disinfection team, etc., and situation map SW was developed so that these contents could be expressed in the situation map. As suggested in this paper, if scientific techniques are applied to the simulation-based government practice model to expand the scope, training will be possible by creating practical situations that can occur in the real world, and the Chungmu plan and various emergency preparedness plans will be verified.

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
    • /
    • v.23 no.2
    • /
    • pp.67-71
    • /
    • 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.

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

  • Park, Sunju
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.1
    • /
    • pp.113-122
    • /
    • 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.

A Case Study on the Pre-service Math Teacher's Development of AI Literacy and SW Competency (예비수학교사의 AI 소양과 SW 역량 계발에 관한 사례 연구)

  • Kim, Dong Hwa;Kim, Seung Ho
    • East Asian mathematical journal
    • /
    • v.39 no.2
    • /
    • pp.93-117
    • /
    • 2023
  • The aim of this study is to explore the pre-service math teachers' characteristics of education to develop their AI literacy and SW competency, and to derive some implications. We conducted a 14-hours AI and SW education program for pre-service teachers with theory and practice, and an analysis on class observation data, video frames of classes and interview, Python programming assignments and papers. The results of this case study for 3 pre-service teachers are as follows. First, two students understood artificial neural network and deep learning system accurately, furthermore, all students conducted a couple of explorations related with performance improvement of deep learning system with interest. Second, coding and exploration activities using Python improved students' computational thinking as well as SW competency, which help them give convergence education in the future. Third, they responded positively to the necessity of AI literacy and SW competency development, and to applying coding to math class. Lastly, it's necessary to endeavor to give a coding education to the student's eye level according to his or her prerequisite and to ease the burden of student's studying AI technology.