• Title/Summary/Keyword: University SW education

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Connection Management Scheme using Mobile Agent System

  • Lim, Hee-Kyoung;Bae, Sang-Hyun;Lee, Kwang-Ok
    • Journal of Integrative Natural Science
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    • v.11 no.4
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    • pp.192-196
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    • 2018
  • The mobile agent paradigm can be exploited in a variety of ways, ranging from low-level system administration tasks to middle ware to user-level applications. Mobile agents can be useful in building middle-ware services such as active mail systems, distributed collaboration systems, etc. An active mail message is a program that interacts with its recipient using a multimedia interface, and adapts the interaction session based on the recipient's responses. The mobile agent paradigm is well suitable to this type of application, since it can carry a sender-defined session protocol along with the multimedia message. Mobile agent communication is possible via method invocation on virtual references. Agents can make synchronous, one-way, or future-reply type invocations. Multicasting is possible, since agents can be aggregated hierarchically into groups. A simple check-pointing facility has also been implemented. Another proposed solution is to use multi agent computer systems to access, filter, evaluate, and integrate this information. We will present the overall architectural framework, our agent design commitments, and agent architecture to enable the above characteristics. Besides, the each information needed a mobile agent system such as text, graphic, image, audio and video etc, constructed a great capacity multimedia database system. However, they have problems in establishing connections over multiple subnetworks, such as no end-to-end connections, transmission delay due to ATM address resolution, no QoS protocols. We propose a new connection management scheme in the thesis to improve the connection management involved of mobile agent systems.

A Meta-Analysis on the Effects of Educational Programming Language on High-level Thinking

  • Kim, Dong-Man;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.81-89
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    • 2018
  • In this paper, we propose to investigate the existing EPL education related studies and to collect the total effect size for the improvement of high-level thinking through meta-analysis and to confirm the effect size according to various variables. So, we have objectively identified and generalized the practical effects of EPL education on the various elements of high-level thinking and high-level thinking. The results of the meta-analysis showed that 1) EPL is a teaching-learning tool that greatly improves students' high-level thinking. 2) Education based EPL has greatly contributed to the enhancement of creative thinking and logical thinking among high-level thinking. 3) Kodu, App Inventor, Scratch, and Dolittle was confirmed that the effect on the improvement of high-level thinking was great.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

Analysis of Non-Computer Majors' Difficulties in Computational Thinking Education (Computational Thinking 교육에서 나타난 컴퓨터 비전공 학습자들의 어려움 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.49-57
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    • 2015
  • The purpose of this study is to provide considerations through investigation and analysis about non-computer major learners' difficulties in computational thinking education. In recent, the importance of human resources development in convergence based on computational thinking is increasing internationally and a Korean university is selecting CT as a mandatory subject. I taught CT with Scratch at C university in Seoul for two semesters in 2014 and investigated and analyzed what difficulties non-Computer majors felt in the process of CT education. The result showed they felt the following some difficulties in order: the concept of variable and list; to think a idea and implement it; which commands should be selected. The pleasure and the interest can be apply to decrease difficulty, because they affect self-programming ability and self-CT capability each other statistically. Although Scratch is an easy and an intuitive programming language, it is needed to consider to provide appropriate learning time to student for using and applying commands.

Analysis of Learner Satisfaction by Contents in Basic Software Education of College of Humanities

  • Shin, Seung-Hun;Seo, Joo-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.251-261
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    • 2020
  • Based on the recent consensus on the need for software education, software education has become mandatory in universities in Korea. However, the suitability of class contents and the relationship between class contents and learner satisfaction has not been fully discussed. Therefore, in this paper, we analyzed the suitability of the contents used in the basic software education for the humanities students from the learner's perspective. For this purpose, three types of curriculum, which are 'computer science', 'usage of tools, and humanities in the digital world' and 'computational thinking', were compared using the lecture assessment questionnaire. As a result, we found that the learners evaluated positively over the curriculum that focused on the use of tools, the humanities approach, or the thinking ability rather than the theoretical contents of computer science. We also found that the subjects related to computer science could not give high satisfaction due to their unfamiliarity, relatively low academic value was given to the tool-centered curriculum, and fatigue was expressed in discussion-based thinking ability education.

Physical Computing Coding Education for Non-SW Major (SW 비 전공자를 위한 피지컬 컴퓨팅 코딩 교육)

  • Han, Jin Seop;Choi, Kang-Im;Shin, Youngjoo;Par, Byung Joon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.317-318
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    • 2018
  • 국내외적으로 컴퓨팅 사고와 컴퓨터 프로그램 코딩 교육에 대한 관심이 높아지고 있다. 그리고 많은 대학들이 소프트웨어 관련 학과를 비롯하여 비 전공 학과에 컴퓨팅 사고 및 프로그램 코딩 교과목을 개설하고 있는 상황이다. 따라서 본 논문은 소프트웨어 비 전공자를 대상으로 컴퓨팅 사고 개념에 기초해서 프로그램 코딩 교육을 보다 효과적으로 수행할 수 있는 피지컬 컴퓨팅 코딩 교육 방법에 대하여 기술한다.

Trend Analysis of Information Gifted Children Research: Focused on Research from 2016 to 2022 (국내 정보 영재 연구 동향 분석 : 2016 ~ 2022년까지의 연구를 중심으로)

  • Suhun Lim;Hyunwoo Moon;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.381-383
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    • 2023
  • 본 연구는 2016년 이후 2022년까지의 국내 정보영재 관련 연구를 분석하여 이를 통해 향후 정보영재 관련 연구의 방향을 모색하기 위해 시도되었다. 이를 위하여 한국교육학술정보원에서 제공하는 학술지 수록 총 38편의 논문을 대상으로 발행 연도, 연구 대상, 연구 주제, 연구 방법 등을 분석하였다. 그 결과 활발한 정보영재 관련 연구가 필요하고, 연구 주제 측면에서 정보영재 판별과 선발, 교원의 전문성에 관련된 연구가 필요하며, 내용 체계 기준으로 AI, 데이터 관련 연구가 필요함을 알 수 있었다.

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An Inquiry on the Types of Subjectivity on Edutainment Features of Software Education in Elementary School (초등학교 소프트웨어 교육에서 에듀테인먼트 특성에 대한 주관성 유형 탐색)

  • Son, Byung-Kuk;Song, Sang-Ho
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.177-193
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    • 2018
  • The purpose of this paper is to explore the types of subjectivity on edutainment features of software education implemented in elementary school. Q-method is used to seek individual learners' subjectivity type. Three types of subjectivity are found: implementation type, intellectual-fun type, and relationship type. Implementation type learners show positive attitude toward making their thinking into realization, intellectual-fun type learners show positive attitude toward solving problems that require intellectual activities, and relationship type learners show positive toward other persons' attention and consideration. These results imply software education will be more enhanced with these three types considered for implementing software education in elementary schools. This study is expected to contribute to further following research and practices.

A Design-Based Research on Application of Artificial Intelligence(AI) Teaching-Learning Model in Elementary School

  • Kim, Wooyeol
    • International journal of advanced smart convergence
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    • v.10 no.2
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    • pp.201-208
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    • 2021
  • Recently, artificial intelligence(AI) has been used throughout society, and social interest in it is increasing. Accordingly, the necessity of AI education is becoming a big topic in the education field. As a response to this trend, the Korean education authorities have also announced plans for AI education, and various studies have been performed in academic field to revitalize AI education in the future. However, the curriculum research on what differentiates AI education from existing SW education and what and how to train AI is still in its infancy. In this paper, Therefore, we focused on the experiences of elementary school students in solving problems in their own lives, and developed a teaching-learning model based on design-based research so that students can design a problem-solving process and experience the process of feedback. We applied the developed teaching-learning model to the problem-solving process and confirmed that it increased students' understanding and satisfaction with AI education.

Design of Teaching Methods to Improve the Participation of Non-major Learners in SW-subjects (비전공 학습자의 SW교과 참여도 향상을 위한 교수법 설계)

  • Lee, Min-Hye;Kang, Yun-Jeong;Won, Dong-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.383-385
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    • 2022
  • Recently, as the importance of computational thinking skills has increased, several schools have opened and operated software courses for all students. Software education aims to creatively solve various problems based on coding, but it is difficult to motivate non-major learners who do not have engineering knowledge or are not interested in the IT field. Motivation for learning plays an important role in improving learners' concentration and learning efficiency. In this paper, a method of motivating non-major learners for software subjects was studied and the results were evaluated through a questionnaire.

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