• Title/Summary/Keyword: problem solving competency

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Verification of the effectiveness of AI education for Non-majors through PJBL-based data analysis (PJBL기반 데이터 분석을 통한 비전공자의 AI 교육 효과성 검증)

  • Baek, Su-Jin;Park, So-Hyun
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.201-207
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    • 2021
  • As artificial intelligence gradually expands into jobs, iIt is necessary to nurture talents with AI literacy capabilities required for non-majors. Therefore, in this study, based on the necessity and current status of AI education, AI literacy competency improvement education was conducted for non-majors so that AI learning could be sustainable in relation to future majors. For non-majors at University D, problem-solving solutions through project-based data analysis and visualization were applied over 15 weeks, and the AI ability improvement and effectiveness of learners before and after education were analyzed and verified. As a result, it was possible to confirm a statistically significant level of positive change in the learners' data analysis and utilization ability, AI literacy ability, and AI self-efficacy. In particular, it not only improved the learners' ability to directly utilize public data to analyze and visualize it, but also improved their self-efficacy to solve problems by linking this with the use of AI.

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.

Perception Difference on the Accounting Officer Competence among Accounting Educators, Accounting Officers and CEOs (회계교육자, 회계담당자 및 경영자의 회계담당자 역량에 대한 인식차이)

  • Lee, Seong-Hyo;Kim, Kyung-Ihl;Lee, Ji-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.75-82
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    • 2019
  • In the era of the 4th Industrial Revolution when ICT and convergence are emphasized, companies want talented people with a wide range of complex problem solving competencies, system competencies as well as major knowledge. This study examined the difference in perceived competency needed for future accounting officers using 166 valid questionaries prepared with 4 factors based on previous researches. The result shows that the workers, who majored in accounting and have more than 5 years of company experience, and the CEOs think the social competence is the most important while the accounting professors think the major competence is the most important qualification. These results indicate that, in order to reflect the industrial needs, the colleges should change their accounting major curriculums to provide various competences such as the social competence in addition to the basic major competence.

A Study on the Improvement of Engineer Rating System in the Age of 4th Industrial Revolution (4차 산업혁명시대 엔지니어링 기술자 등급체계의 개선전략 탐구)

  • Yoon, Sang Pil;Kim, Beop Yeon;Choi, Jeong Min;Yoon, Ki Chan;Kim, Mi Ryang;Kwon, Hun Yeong
    • Journal of Information Technology Services
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    • v.17 no.4
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    • pp.53-74
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    • 2018
  • This study theoretically examines the essence of the competencies, qualifications and grades newly required in the era of the 4th industrial revolution, points out that the engineer rating system does not reflect the new talent and practical capability, and conducts theoretical and empirical analyzes on improvement of the rating system. The current rating system need to be improved because it is not possible for graduates and experience workers to upgrade. Also, it is reasonable that the current highest grade of engineer, the Professional Engineer, which is a sort of qualification, is not a grade but a function of calculating the grade. Based on this theoretical background, empirical analysis of the question investigation and focus group interview shows that the rating system should be improved to four grades or return to the previous system in 2013. And if it is reduced to four grade, it should go in the way that the professional engineer and the qualified engineer combined. In the industry, the future skills of engineers are as follows : qualification, ability to use emerging technology, problem solving, understanding and utilization of major, and data management, etc. These can be summarized as qualification, education (degree) and career. In particular, the engineering industry considers qualifications, degrees, and career experience, and career experience as the most important elements of the rating system. In this regard, it is necessary to introduce a method that accurately reflects the career experience in the improvement of the engineer rating system.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

The Meta-Analysis on Effects of Python Education for Adolescents (청소년 대상 파이썬(Python) 활용 교육의 효과에 대한 메타분석)

  • Jang, Bong Seok;Yoon, So Hee
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.363-369
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    • 2020
  • This study intends to examine effects of python education for adolescents. 6 primary studies were chosen through careful search process and investigated through meta-analysis. Research findings were as follows. The total effect size was 0.684. Second, the effect sizes of dependent variables were academic achievement 0.871, cognitive domain 0.625, and affective domain 0.428 in order. Third, for cognitive domain, the effect sizes were self-efficacy 0.833, problem-solving 0.283, computing thinking 0.276, and coding competency 0.251 in order. Fourth, for affective domain, the effect sizes were learning interest 0.560 and programming interest 0.417 in order. Fifth, regarding school level, the effect sizes were middle school 0.851, high school 0.585, and college 0.435 in order. Finally, for subject areas, the effect sizes were mathematics 1.057, design 0.595, information 0.585, and software 0.28 in order.

Analysis of the Curriculum for the Science Gifted Education Center Based on the Core Competency of Gifted Students (과학 영재 핵심 역량 기반의 과학영재교육원 교육 내용 분석)

  • Kim, Heekyong;Lee, Bongwoo
    • New Physics: Sae Mulli
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    • v.68 no.12
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    • pp.1338-1346
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    • 2018
  • The purpose of this study is to analyze the curriculum of a university-affiliated science gifted education center based on the core competencies and to suggest a direction for improving the education at the gifted education center. For this purpose, we set the 12 core competencies as follows: 6 cognitive competencies such as knowledge, creativity, scientific thinking ability, inquiry ability, problem solving ability and fusion ability, and 6 non-cognitive competencies such as task commitment, self-directed learning ability, motivation reinforcement and challenge, communication skills, collaboration ability and leadership. The curricula of the science gifted education centers reflect all the competencies, but some competencies are only potentially included in the contents of the programs. In this study, we present examples of education programs by each competences and suggest additional descriptions for the development of gifted education centers.

Satisfaction and Effectiveness of Online Software Liberal Arts Education (온라인 소프트웨어 교양 교육의 만족도와 효과성에 관한 연구)

  • Choi, Jin-Ho;Shim, Jaeruen
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.930-935
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    • 2022
  • The ability to use software is an essential competency in modern society. As a result, programming education is conducted from elementary school to university. In case of programming education for non-majors conducted in the liberal arts at universities, if it is conducted online using high-quality contents, problems such as the shortage of professional professor and the limitation of practice time can be solved. Also, it has the advantage of providing students with enough time to think and solve problems. In this paper, the possibility of online lectures was investigated through a survey before and after lectures in software liberal arts courses conducted online. From the results of the survey, it is judged that the goal of software education can be achieved even if software lectures are conducted online, which is to improve computational thinking and problem-solving skills.

The Artificial Intelligence Literacy Scale for Middle School Students

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.225-238
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    • 2022
  • Although the importance of literacy in Artificial Intelligence (AI) education is increasing, there is a lack of testing tools for measuring such competency. To address this gap, this study developed a testing tool that measures AI literacy among middle school students. This goal was achieved through the establishment of an expert group that was enlisted to determine the relevant factors and items covered by the proposed tool. To verify the reliability and validity of the developed tool, a field review, exploratory factor analysis, and confirmatory factor analysis were conducted. These procedures resulted in a testing tool comprising six domains that encompass 30 items. The domains are the social impact of AI (eight items), the understanding of AI (six items), AI execution plans (five items), problem solving with AI (five items), data literacy (four items), and AI ethics (two questions). The items are to be rated using a five-point Likert scale. The internal consistency of the tool was .970 (total), while that of the domains ranged from .861 to .939. This study can serve as reference for developing the analysis of AI literacy, teaching and learning, and evaluation in AI education.

A Demand Survey on the Priority of Agricultural College Students' Core Competencies Required by Agricultural Companies: A case study on G University

  • Park, Yumin;Shin, Yong-Wook
    • Journal of People, Plants, and Environment
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    • v.24 no.4
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    • pp.341-353
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    • 2021
  • Background and objective: As the agricultural industry becomes a more convergent industry, it is believed that the demand for human resources by companies will change. Therefore, a survey was conducted to investigate the human resources required by agriculture companies. Methods: In the survey on 77 agriculture companies, 98.7% of respondents answered that new employees with a college degree needed additional training to adapt to practical affairs. Results: The first priority of education was "community spirit" (22.1%) and the second priority was "convergence capability" (15.6%). The most important educational goal desired by agricultural companies was "cultivating human resources with community spirit and ethical judgment", followed by "cultivating human resources with serious communication and problem-solving skills", and "cultivating human resources with scientific thinking and unique creative imagination." Sub-competencies that companies want agricultural colleges to strengthen were "community spirit" 4.32(SD=0.96), "desirable values" 4.30 (SD = 1.05), "sympathy" 4.28 (SD = 0.95), "convergence capability" 4.16 (SD = 0.88), "creativity" 4.11 (SD = 0.83), "civic spirit" 4.10 (SD = 0.91), and "rational/critical thinking" 3.94 (SD = 1.04). There was a significant difference in sub-competencies that require reinforcement depending on the number of full-time employees. "Creativity" was most necessary in companies with less than 3 employees (4.39), and 4~7 employees (4.33), and "aesthetics"" in companies with less than 3 employees (3.94), and 4-7 employees (3.61) "Civic spirit" was most necessary in companies with 31 employees or more (4.33). Conclusion: The most important educational goal desired by companies was "cultivating human resources with community spirit and ethical judgment".