• Title/Summary/Keyword: SW education contents

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Development of the Security Platform Using 3D GIS Connection (3차원 GIS 연계를 통한 보안 플랫폼 개발)

  • Hong, seong-pyo;Kim, sung-hwan;Oh, ji-hun;Kim, jin-hyuk;Cho, young-ju
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.435-436
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    • 2018
  • 3차원 GIS연계를 통한 보안 플랫폼개발은 3차원 공간정보가 가진 융합의 특성을 잘 활용하여 개별적인 IT기반 물리 보안시스템을 통합관리 하고 미래의 기술변동 흐름을 잘 반영할 뿐만 아니라 보안요원의 개입을 줄이는 것을 목적으로 시스템 자체가 판단하고 관리할 수 있는 능동형 보안 플랫폼 기술이다. 개발 플랫폼은 IP카메라 기반 영상데이터 위에 GIS 기반 좌표 값이 부여된 형태의 기술로, 증강현실 기반의 보안관제 서비스 제공 기반을 마련하는데 효과가 기대된다.

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Analysis on the Change of the UX Trend in the 4th Industrial Revolution Era (4차 산업혁명 시대에 UX 트렌드 변화 분석)

  • Cho, Young-Ju;Oh, Ji-Hoon;Kim, Jin-Hyuk;Hong, Seong-pyo;Kim, Sung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.439-440
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    • 2018
  • 과거 사용자경험(User Experience, 이하 UX)에 대한 검토는 개발 후반에 이뤄졌으며, 사용 불편의 평가에도 '이제와 전부 바꾸기는 힘들다'며 넘어가 버리는 경우가 많았다. 현재 이러한 문제점이 발생할 경우 사용자들은 불편함을 호소하며 해당 소프트웨어를 사용하지 않을 것이다. 이에 따라 최근 기업 또는 개발자들은 수익과 시용자들의 만족을 높이기 위해 효율적인 UX디자인에 대한 관심을 높이고 있다. 본 논문에서는 4차 산업혁명시대에 UX 트렌드 변화 분석을 제시하고자 한다.

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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 major selection and achievements in a college computing course by students' prior experience on computer education (정보 교과 경험 차이에 따른 대학 전공 선택 및 SW수업 학업성취 분석)

  • Kim, Minja;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.11-19
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    • 2016
  • Enhancement of computing education became an international phenominon including South Korea's revised national curriculum 2015. As the enhancement begins to focus on universal computing education, researches to investigate long-term effect of the enhancement is needed. To explore whether the reinforced computing education will bring which long-term impacts, this study investigated university students' experience on computer subject in their secondary schools, and major selection and achievement in a college computing course. As results, there was no statistically significant relation of taking the computer subject per se and major selection and achievement, but significant relation between contents of the subject, and major selection and achievement. This study has limitation on design and results lacking longitudinal data but contributes emphasizing need of longitudinal study to measure long-term effect of enhancement of computing education and providing clues of what impact it would bring.

The Effect of Software Education on Middle School Students' Computational Thinking (소프트웨어 교육이 중학생의 컴퓨팅 사고력에 미치는 효과)

  • Lee, Jeongmin;Ko, Eunji
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.238-250
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    • 2018
  • The 2015 revised curriculum includes 'informatics' course including the process of building software aiming at cultivating creative and convergent ability. This study analyzes the competencies pursued in the revised curriculum and defines computational thinking as the main competency. The subjects of the study were the first grade of a middle school in the first semester of the 2018 school year. Of the 95 collected data, 83 data were used for analysis and the significance was confirmed by the paired t-test. Also, computational concept, computational practice and computational perspectives were confirmed through artifact-based interviews. As a result of statistical analysis, critical thinking, creativity, algorithmic thinking, and problem-solving significantly increased among sub-variables of computational thinking. Statistical results and interview results were analyzed to provide implications for design and implementation of software education in 'informatics' course.

A Study on the EPL using Instructional Model of SW Major's Programming Class (EPL 기반의 SW전공자를 위한 프로그래밍 수업 모형에 관한 연구)

  • KO, Kwangil
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.891-898
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    • 2018
  • Although programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, as it requires logical thinking skills, it is recognized as a difficult subject even for SW major students. This difficulty occasionally causes SW major students to lose interest and confidence in their major during the introductory course of a programming language; 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. The instructional model supports the progress model of learning first the programming concepts through Scratch and then expand the learning content into C language. We also conducted an experiment on the SW major freshman students of a local private university to verify the effectiveness of the model.

Exploring the Application of Playful Learning in SW Liberal Education to Enhance Learning Motivation : Focusing on non-CS students (대학 SW 교양수업의 놀이학습 적용방안 탐색 : 학습동기 제고를 위한 비전공자 수업을 중심으로)

  • Soah Gwak;Jaisoon Baek;Sujin Yoo
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.327-340
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    • 2022
  • This study applied effective playful learning to increase the learning motivation of non-CS major students to help them achieve learning and to successfully operate online SW liberal arts classes for 560 students. As a result of analyzing the students' reflection journals, most of the students accepted the 'white radish' of dialect names as fun playful learning in the process of learning local variables and global variables. And they were surprised and amazed at discovering unexpected contents in our SW class. It was found that they experienced delight in learning, learning-flow, confidence, and intrinsic motivation. In the final term exam at the end of the semester, it was confirmed that the correct rate of 92% for questions related to local and global variables was higher than the average rate of other questions' correctness of 67.1%.

Development of SW Education Program for Data-Driven Problem Solving Using Micro:bit (마이크로비트를 활용한 데이터 기반 문제해결 SW교육 프로그램 개발)

  • Kim, JBongChul;Yu, HeaJin;Oh, SeungTak;Kim, JongHoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.713-721
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    • 2021
  • As the Ministry of Education has introduced AI education in earnest in the 2022 revised curriculum, there is growing sympathy for the need for data-related education along with AI education. In order to develop the competence to understand and utilize artificial intelligence properly, the understanding and utilization competence of data must be based on it. In this study, a data-driven problem solving SW education program using microbit was developed by synthesizing the results of demand analysis and previous research analysis. The data-driven problem solving education program was developed with educational elements that can be applied to elementary school students among the contents of data science. Through the program developed in this study, education that combines various topics and subjects can be linked based on real-life data. Furthermore, based on an understanding of data, it will lay the foundation for a more substantial AI education program.

Implementation of Smart E-learning based on Blended Learning (혼합형 학습 기반 스마트 이러닝 구현)

  • Hong, YouSik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.171-178
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    • 2020
  • Many countries are establishing and operating blended learning that combines the advantages of online and offline education. However, online education lecture-based Mooc courses have a very low level, with a graduation rate of less than 5-10%. Therefore, in order to increase the graduation rate of students taking online Mooc distance education lectures that anyone can easily take lectures anytime, anywhere on the web-based basis, it is necessary to introduce automatic analysis of students' understanding level of lectures and an automatic academic warning system. Moreover, in order to enter an advanced education country, it is necessary to develop an automatic judgment SW for wrong answer rate, automatic summary SW for lectures, and automatic analysis SW education for lecture-based weak subjects based on mixed learning levels. In order to improve this problem, in this paper, we proposed and simulated an automatic summarization system for lecture contents, an automatic warning system for incorrect answers, and an automatic judgment algorithm for weak subjects.