• Title/Summary/Keyword: University SW education

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Study of Types of Questions Presented in Software and Robot Units of 2015 Revised Elementary School Practical Curriculum and Development of CT Trigger Questioning (2015 개정 교육과정 초등 실과 교과서 소프트웨어와 로봇 단원 발문 분석 및 CT마중발문 개발)

  • OH, Jeongcheol;Jin, Yeongji;Kim, Bongchul;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.24 no.3
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    • pp.215-223
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    • 2020
  • The results of the analysis of the 523 questions presented in the six textbooks and SW and robot units in the Blosser four-step classification categories are as follows. First, in the software unit, the analysis results showed that 77.1% were closed questions and 22.9% were open questions. Second, in the robot unit, the analysis results showed that 74.8% were closed questions and 25.2% were open questions. The CT Trigger Question was developed to overcome the limitations of the textbook questions, which were mainly closed questions, and to directly or indirectly induce computational thinking that teachers can utilize according to their educational content and activities.

Analysis of Artificial Intelligence Curriculum of SW Universities (SW중심대학의 인공지능 교육과정 현황분석)

  • Woo, HoSung;Lee, HyunJeong;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.13-20
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    • 2020
  • The interest in artificial intelligence is due to an increase in influence on companies, organizations, daily lives and society. The purpose of this study is to analyze the key elements in the teaching subjects of artificial intelligence-related subjects of Korean universities based on the intelligent system area of Computer Science 2013 in terms of human resources development. According to the analysis, there are five out of nine universities that run the required courses. Based on the 12 detailed knowledge domains of intelligent systems, the compulsory subjects of universities are distributed in the field of basic search theory, basic knowledge expression and reasoning, and inference based on uncertainty. The elective courses of each university covered topics in five to eight areas of the total knowledge area of the intelligent system, with 69.9 percent of universities with the highest average ratio of areas involving the subject of teaching subjects and 46.3 percent of universities with the lowest. This study has implications for the fact that prior to entering an artificial intelligence graduate school, we were able to grasp the level of knowledge about artificial intelligence at the undergraduate level.

A Study on the Effectiveness of EPL Utilizing Programming Education based on Problem Based Learning (PBL) for Non-SW Major (비SW전공자 대상 문제중심학습(PBL) 기반의 EPL 활용 프로그래밍 교육의 효과성 연구)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.19 no.2
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    • pp.105-111
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    • 2019
  • Since the problem-based learning (PBL) shows the effectiveness of self-directed learning ability and internalization of learning motivation in the process of solving real problems, studies on PBL and application cases are actively pursued in the university education. This study analyzed the effects of PBL on the academic achievement and computational thinking in a non-SW major students' programming course. The programing course was divided into the PBL class and non-PBL class, and at the end of the classes, the scores of the exams and the results of questionnaires about the educational effectiveness and computational thinking were analyzed. As a result, the students in the PBL class, compared to those in the non-PBL class, showed significantly higher scores in the areas of the algorithm implementing skill, self-directed learning, problem solving ability, and continuous learning motivation.

An analysis on in-service elementary school teachers' current status and needs toward educational programming language(EPL) (현직 초등 교사들의 교육용 프로그래밍 언어(EPL)에 관한 실태 및 요구 분석)

  • Yi, Jinwon;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.183-184
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    • 2016
  • 본 논문에서는 2015 개정 교육과정에서 강조하고 있는 SW 교육의 교육용 프로그래밍 언어(EPL)에 대한 현직 초등 교사들의 실태와 요구를 분석하였다. 현직 초등 교사들이 대부분 이수한 교대의 교육과정에는 교육용 프로그래밍 언어 교육에 관한 내용은 대다수 없는 것으로 파악되었다. 또한 현장에서 실시되고 있는 교육용 프로그래밍 언어에 관한 연수는 양적으로도 연수의 수가 부족할 뿐만 아니라 질적으로도 개선이 필요한 것으로 분석되었다. 교육용 프로그래밍 언어에 대한 현직 교사의 사례들에서도 교육용 프로그래밍 언어에 대한 교사교육에 관한 다양한 요구가 분석되었다. 이를 통하여 교육용 프로그래밍 언어에 대한 초등 교사교육의 필요성과 방향에 대하여 제언하였다.

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Development of Scratch learning Program Based on PBL. (PBL기반 스크래치 학습 프로그램 개발)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.201-203
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    • 2019
  • 본 연구는 4차 산업혁명에 적합한 창의적 인재 양성의 필요성이 강조됨에 따라 SW관련 프로그래밍 교육과 문제중심학습을 결합하여 기존의 강의식학습에서 효과적인 학습전이를 위한 역량중심의 스스로 학습을 강조하는데 목적이 있다. PBL은 암기를 통한 주입식 교육에서 자기주도적 성장학습을 통해 필요한 기술을 개발한다는 이점과 블록기반 공개용 프로그램인 스크래치는 학습자들의 흥미 유발, 몰입도 향상을 하며 습득 교육에 중점을 둔다. 또한 풍부한 미디어 활용 및 뛰어난 공유성을 기반하고 있으며 단순 반복과 암기가 아닌 창의적 수업이 가능하다는 장점이 있다. 고찰능력과 사고력을 향상시키고자 PBL과 스크래치를 결합한 교수-학습법을 개발하였으며, 그에 상응하는 유의점 및 학습단계를 개발하였고 이를 활용하여 학습자의 논리적사고 함양에 이바지 한다.

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Software Education based on Experiential Education (경험 중심 교육을 기반으로 한 소프트웨어 교육 방안)

  • Jin, Kwang-Hun;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.327-330
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    • 2019
  • 본 연구는 기존의 소프트웨어 교육 방법이 가지는 문제점을 분석하고, 이를 해결하기 위한 방안으로 존듀이와 프레네의 경험 중심 교육 방법에 기반을 둔 새로운 소프트웨어 교육 모델을 제안한다. 경험 중심 기반의 새로운 소프트웨어 교육 방법은 학습자들의 자율성을 보장하고, 학습자들 간의 상호작용을 통해 일상생활의 문제점을 해결할 수 있는 문제 해결력을 기르는데 중점을 두고 있다. 따라서 본 연구는 자유로운 사고방식으로 일상생활의 다양한 문제를 발견할 수 있는 능력과 다양한 경험을 통해 이를 해결할 수 있는 능력을 기르도록 체계화된 소프트웨어 교육 모델을 구성할 것이며 이를 통해 소프트웨어 교육의 발전에 기여하고자 한다.

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A Study on Artificial Intelligence Education Design for Business Major Students

  • PARK, So-Hyun;SUH, Eung-Kyo
    • The Journal of Industrial Distribution & Business
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    • v.12 no.8
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    • pp.21-32
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    • 2021
  • Purpose: With the advent of the era of the 4th industrial revolution, called a new technological revolution, the necessity of fostering future talents equipped with AI utilization capabilities is emerging. However, there is a lack of research on AI education design and competency-based education curriculum as education for business major. The purpose of this study is to design AI education to cultivate competency-oriented AI literacy for business major in universities. Research design, data and methodology: For the design of AI basic education in business major, three expert Delphi surveys were conducted, and a demand analysis and specialization strategy were established, and the reliability of the derived design contents was verified by reflecting the results. Results: As a result, the main competencies for cultivating AI literacy were data literacy, AI understanding and utilization, and the main detailed areas derived from this were data structure understanding and processing, visualization, web scraping, web crawling, public data utilization, and concept of machine learning and application. Conclusions: The educational design content derived through this study is expected to help establish the direction of competency-centered AI education in the future and increase the necessity and value of AI education by utilizing it based on the major field.

Design and Implementation of Physical Computing Education Content based on Augmented Reality

  • Kim, So-Young;Jung, Eunmi;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.198-205
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    • 2022
  • Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.

Design and Implementation of ELAS in AI education (Experiential K-12 AI education Learning Assessment System)

  • Moon, Seok-Jae;Lee, Kibbm
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.62-68
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    • 2022
  • Evaluation as learning is important for the learner competency test, and the applicable method is studied. Assessment is the role of diagnosing the current learner's status and facilitating learning through appropriate feedback. The system is insufficient to enable process-oriented evaluation in small educational institute. Focusing on becoming familiar with the AI through experience can end up simply learning how to use the tools or just playing with them rather than achieving ultimate goals of AI education. In a previous study, the experience way of AI education with PLAY model was proposed, but the assessment stage is insufficient. In this paper, we propose ELAS (Experiential K-12 AI education Learning Assessment System) for small educational institute. In order to apply the Assessment factor in in this system, the AI-factor is selected by researching the goals of the current SW education and AI education. The proposed system consists of 4 modules as Assessment-factor agent, Self-assessment agent, Question-bank agent and Assessment -analysis agent. Self-assessment learning is a powerful mechanism for improving learning for students. ELAS is extended with the experiential way of AI education model of previous study, and the teacher designs the assessment through the ELAS system. ELAS enables teachers of small institutes to automate analysis and manage data accumulation following their learning purpose. With this, it is possible to adjust the learning difficulty in curriculum design to make better for your purpose.

Radial Velocity and FWHM Spatial Distribution of [OIII] and H𝛽 Lines of the Type II Seyfert Galaxy Mrk 1 (제2형 세이퍼트 은하 Mrk 1의 [O III]와 H𝛽선의 시선 속도와 FWHM 공간 분포 연구)

  • Hyung, Siek;Lee, Seong-Jae;Cho, Ji Eun
    • Journal of the Korean earth science society
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    • v.43 no.3
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    • pp.351-366
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    • 2022
  • We investigated the kinematic activity of the Type II Seyfert galaxy Mrk 1 based on H𝛽 and [O III] 5007 extracted from the MR 1 grism spectra observed with the OASIS attached to the CFHT 3.6 m telescope. The [O III] forbidden Gaussian line profiles exhibited asymmetric features with an excess of the blue component: (1) strongest at a distance of about 960 pc from the galaxy center, and (2) a wider line width of about ~900 km s-1 in the NS direction of the center. The velocity distributions in the spectral images showed blue or approaching flow motion in the NE zone, while receding in the SW zone, implying the counter-clockwise rotation. The radial velocity data showed that the center of the AGN region appears to be blocked by gas-dust approaching toward the Earth.