• Title/Summary/Keyword: Software developing Education

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Development of External Expansion Devices and Convergence Contents for Future Education based on Software Teaching Tools (소프트웨어 교육용 교구 활용 미래 교육을 위한 융합 콘텐츠 및 외부 확장장치 개발)

  • Ju, Yeong-Tae;Kim, Jong-Sil;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1317-1322
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    • 2021
  • Software in the era of the Fourth Industrial Revolution is becoming a key foundation in an intelligent information society. Therefore, it is necessary to study the new direction of manpower training and education that can cope with the times. To this end, the Ministry of Education reorganized the curriculum and is implementing software education based on a logical problem-solving process based on computing thinking skills rather than acquiring general ICT knowledge. However, there is a lack of securing high-quality educational content for software education, and there is also a lack of teaching aids that can be taught in connection with advanced IT technologies. To overcome this, this paper proposes the development of external expansion devices to expand educational content and functions capable of convergent software education such as artificial intelligence using coding robots for software education. Through this, effective software education is possible by improving the curriculum of the existing simple problem-solving method and developing various learning materials.

A Study on the Educational Effect from a Case of Application Development to Prevent Loss of One's Belongings (소지품 분실예방 어플리케이션 개발 사례를 통한 교육효과에 관한 연구)

  • Kim, Seung-Hyuk;Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.6 no.1
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    • pp.15-21
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    • 2014
  • Rapidly developing mobile internet technology and extensive service of smart phones have led to growing use of mobile applications. It is natural that software developers and IT-related students develop a variety of applications that can be used for everyday life. The present paper reports a case of developing such an application that was developed in a capstone design course of Department of Computer Science at Namseoul University. This so-called 'Application for Prevention of Loss of One's Belongings' was designed to let students learn a set of tools based on Android operation system. This app can prevent smart phone users from losing their belongings using an alarm. The educational effect from the process of developing this application is also discussed.

Geometry Education and Software: A Review (소프트웨어를 활용한 도형 교육 연구 동향 탐색)

  • Kim, Rina
    • Journal of Elementary Mathematics Education in Korea
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    • v.24 no.1
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    • pp.151-168
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    • 2020
  • The use of software is effective in developing mathematical understanding that provides mathematical problems and ensures mathematical communication. In particular, various software may provide all of the skills and conceptual activities students need to understand mathematical concepts. Based on these arguments, I analyze domestic prior studies based on the perspective of how the shape education using software affects mathematics learning. Based on the five categories of visualization, manipulation, cognitive tools, discourse promoters, and ways of thinking, domestic studies have shown that the number and categories of research related to shape education using software are limited. In addition, it was confirmed that previous studies in South Korea have been focused on the application of software rather than analysis of the changing aspects of learners' mathematics learning. These implications might be used as a basis for setting the direction of research on mathematics education related to the education of software utilization in the future.

A Study on the Delivery Systems of Teaching and Learning Contents for Education System Reform of Developing Countries

  • Kim, Myong-Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.14 no.3
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    • pp.471-479
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    • 2011
  • The world has witnessed a phenomenal growth in information and communication technologies (ICT). The development of new broadband communication services convergence of telecommunication with computers and recent developments in the field of communication protocol have fostered challenges as well as offerings in the wide-ranging use of ICT to support the creation of dynamic and interactive teaching and learning environment. By emergence of ICT, most of education and training institutions are struggling to integrate ICT and education and training systems. It is so important to apply proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms. It will be a preliminary activity for building open and flexible distance teaching and learning systems in developing countries. In this paper, we would like to suggest and recommend the proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms for education sector reform in developing countries.

A Case Study and Industry Demand Investigation on Technological Convergence Education Related to the 4th Industrial Revolution: Focused on Electronics, Software, and Automobile (4차 산업혁명 관련 융합기술교육에 대한 사례조사 및 산업체 수요조사: 전자, 소프트웨어, 자동차 중심의 융합교육 중심으로)

  • Jin, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.36-48
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    • 2019
  • The purpose of this study is to investigate case studies and industry needs for convergence education in the fields of electronics, software, and automobiles, which are the technical foundations of the Fourth Industrial Revolution. Through the literature review, the convergence education programs focusing on electronics, software, and automobile were derived. The areas were validated by the experts review who consisted of three industry experts and professors in the relevant fields. Domestic and foreign curriculum were investigated to understand the current state of technical convergence education in each field. Industry needs survey for technical convergence education was conducted in cooperation with the Sector Council of Industrial Resources. Research instruments consisted of three parts: needs for technical convergence education, needs for the specific convergence education in the field of electronics, software, and automobile, and opinions on convergence education. A total of 341 participants responded to the questionnaires: 132 in the electronic field, 100 in the software field, and 109 in the automobile field. The industry needs for convergence education were analyzed and implications were suggested. The results of this study are expected to provide a guideline for developing convergence education programs in higher education.

Developing Geometry Software for Exploration-Geometry Player

  • Yuan, Yuan;Lee, Chun-Yi;Huang, Jiung-Rong
    • Research in Mathematical Education
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    • v.11 no.3
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    • pp.209-218
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    • 2007
  • The purpose of this study is to create an interactive tool Geometry Player for geometric explorations. In designing this software, we referred to van Hiele's geometric learning theory of and Duval's cognitive comprehension theory of geometric figures. With Geometry Player, it is easy to construct and manipulate dynamic geometric figures. Teachers can easily present the dynamic process of geometric figures in class, and students can use it as a leaning tool to construct geometric concepts by themselves. It is hoped that Geometry Player can be a useful assistant for teachers and a nice partner for students. A brief introduction to Geometry Player and some application examples are included in this paper.

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Bringing Human Computer Interaction in Computer Science Classrooms : Case Study on Teaching User-Centric Design to Computer Science Students (컴퓨터 사이언스 강의실 HCI 도입 : 컴퓨터 사이언스 학생에게 사용자 중심 설계 교육에 관한 사례 연구)

  • Jeong, Young-Joo;Jeong, Goo-Cheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.164-173
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    • 2010
  • In recent decades, focuses on usability and emphases on user-centric design have become more prevalent in the field of software design. However, it is not always easy for engineers and computer scientists to think in the users' shoes. Human-computer interaction (HCI) is a field of study that focuses on creating technologies easier and more intuitive for the users. This paper is based on teaching HCI skills to undergraduate computer science students in a software application design course. Specifically, this paper employs: first, the HCI skills taught to the students; second, the tendencies and challenges of the students in creating user-centric applications; and lastly, suggestions based on our findings to promote HCI in developing user-friendly software. While more firm conclusions shall be reserved for more formal empirical studies, the findings in this paper still offer implications and suggestions for promoting user-centric approach for software designers and developers in the technology industry.

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Exploring the Convergence Possibility of Learner's Major Field in Software Project -Focus on the Non-Computer Major Freshmen- (소프트웨어 프로젝트에서 학습자 전공분야의 융합 가능성 탐색 - 컴퓨터 비전공 대학 신입생을 중심으로 -)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.263-270
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    • 2020
  • Recently, the necessity of education for developing the capability to create new knowledge and creatively solve problems through cooperation and integration with various disciplines is increased. And a lot of universities carry out software capability education to bring up talents capable of creative fusion with other major and software knowledge. To bring up talents capable of creative fusion through software education for non-computer majors, it is important for learners to develop ability to solve problems by using and applying various knowledge for themselves. Therefore, this study explores the possibility of convergence between software and learner's major fields by analyzing software projects made by non-computer major freshmen through software class and the results of pre-post surveys of the class and proposes the future direction of software education for them.

Analysis of Addiction Risk Factors in the Internet Softwares Used by Elementary School Students (초등학생이 사용하는 인터넷 소프트웨어의 중독위험요소 분석)

  • Kim, Seok-Won;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.397-406
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    • 2007
  • There are lots of studies going on about internet addiction in a point of view of psychology and sociology. The purpose of this paper is to examine the relation between the internet addiction and the services and functions of internet softwares in a point of view of developing softwares. For this, the first goal is to see the type of the software that used most by elementary school students addicted to internet, and the second is to examine the risk factors of addiction and their priority orders in the services and functions offered by that kind of software. The results of this paper can give instructive informations to every children who use internet and their parents and teachers and software developers.

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Analysis and Implementation of Web Based Log System for The Education of Software Developing Process (소프트웨어 개발 프로세스 교육을 위한 웹기반 로그 시스템의 구현 및 분석)

  • Park, Chiyeon;Yoo, Wook-Sung
    • The Journal of Korean Association of Computer Education
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    • v.9 no.4
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    • pp.55-61
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    • 2006
  • The Personal Software Process(PSP) is a rigorous, measurements based process designed to help software developers produce high-quality codes. Learning PSP requires substantial and tedious record keeping including clerical computations with plenty of data occurred at every project. The required task reduces the educational effect and motive by time consuming characteristic and easy occurrence of errors. To alleviate these problems, a web-based PSP log system having streamlined mechanism of data manipulation is designed and implemented at this study. Three years of experiment shows that the system not only improves productivity and accuracy of the process but also allows students and instructors to focus on learning and teaching PSP, rather than PSP data collection.

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