• Title/Summary/Keyword: software engineering education

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Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.

A Study on Effective Software Education Model by Disability Type for Youth

  • Lee, Hyun Ju;Lee, Won Joo;Jung, Hoe Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.261-268
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    • 2020
  • In this paper, we propose an effective software education model for youths with disability. This software education model consists of a four-step process. In the first step, it draws the education curriculum of the software education for different types of disabled youths based on the results of comparative analysis of software education field in special education curriculum. In the second step, it suggests achievement standards for effective software education for the disabled students by classifying students with intellectual disabilities and visual, hearing, and physical disabilities without any multiple disabilities. In the third step, the study developed a modular textbook comprised of unplugged activities using coding robot Albert, physical computing, and block/text coding with the reflection of the characteristic of each type of disability. In the fourth step, it applied the textbook to the school field and educated disabled students focusing on experience to allow them to think logically and by stages about different problems they face in daily lives. In addition, by analyzing the results of youths' performance evaluation and surveys, it was shown that 82.3% of developmental disabilities, 78.8% of visual impairments, 90.9% of hearing impairments, and 78.8% of physically disabilities achieved achievements above the "medium" level. These results prove that the software education model for youths with disabilities proposed in this paper is very effective in improving computational chinking of youths with disabilities.

Technological Aspects of the Use of Modern Intelligent Information Systems in Educational Activities by Teachers

  • Tkachuk, Stanislav;Poluboiaryna, Iryna;Lapets, Olha;Lebid, Oksana;Fadyeyeva, Kateryna;Udalova, Olena
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.99-102
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    • 2021
  • The article considers one of the areas of development of artificial intelligence where there is the development of computer intelligent systems capable of performing functions traditionally considered intelligent - language comprehension, inference, use of accumulated knowledge, learning, pattern recognition, as well as learn and explain their decisions. It is found that informational intellectual systems are promising in their development. The article is devoted to intelligent information systems and technologies in educational activities, ie issues of organization, design, development and application of systems designed for information processing, which are based on the use of artificial intelligence methods.

A Preliminary Exploration on Component Based Software Engineering

  • Basha, N Md Jubair;Ganapathy, Gopinath;Moulana, Mohammed
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.143-148
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    • 2022
  • Component-based software development (CBD) is a methodology that has been embraced by the software industry to accelerate development, save costs and timelines, minimize testing requirements, and boost quality and output. Compared to the conventional software development approach, this led to the system's development being completed more quickly. By choosing components, identifying systems, and evaluating those systems, CBSE contributes significantly to the software development process. The objective of CBSE is to codify and standardize all disciplines that support CBD-related operations. Analysis of the comparison between component-based and scripting technologies reveals that, in terms of qualitative performance, component-based technologies scale more effectively. Further study and application of CBSE are directly related to the CBD approach's success. This paper explores the introductory concepts and comparative analysis related to component-based software engineering which have been around for a while, but proper adaption of CBSE are still lacking issues are also focused.

A Short Course Development and Analysis to Recognize Importance of Software for Youth using Arduino and App Inventor

  • Shim, Jooeun;Ko, Jooyoung;Shim, Jaechang
    • Journal of Multimedia Information System
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    • v.2 no.1
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    • pp.187-192
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    • 2015
  • The aim of this study was to develop and analyze a short course educating App Inventor and Arduino that showed the importance of software for youth. The course consists of a total of 10 missions for a 4 hour course divided into 2 parts, each 2 hours respectively. We conducted a basic course of Arduino for hardware and software, Processing for server programming, and App Inventor for programming for smartphones. The final mission was to send a signal to a server with a smartphone and to control light connected to a relay which passes Arduino connected with a server and serial communication. Participants completed 95% of missions, and we found the course had an educational effect for improving creativity and realization of software importance.

English Education System for Kids using Deep Learning (딥러닝을 활용한 저연령층 영어 교육 시스템)

  • Kim, Hee-Yong;Jang, Ho-Taek;Lee, Soo-Hyeon;Lee, Hae-Yeoun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.971-973
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    • 2017
  • 국제화 시대를 맞이하여 세계 공용어인 영어의 중요성이 부각되고 있다. 특히, 영어 교육의 학습 연령대는 점점 낮아지고 있는 추세이며, 이에 동반하여 저 연령층 영어 교육 콘텐츠가 출시되고 있다. 하지만 현재 저 연령층을 대상으로 출시되는 콘텐츠들은 연령에 맞지 않는 교육 자료를 제시하거나 언어 학습에 필요한 상황적 다양성이 부족한 것이 현실이다. 본 논문에서는 딥러닝을 적용하여 사용자가 원하는 상황을 촬영한 영상에서 대상 연령에 적합한 영어 문장을 생성하고 읽어주는 학습 시스템을 제안한다. 본 시스템을 통하여 저 연령층에 적합한 영어 교육 환경을 제공하고, 저 연령층에게 나타나는 영어 교육의 불균형을 해소하고자 한다.

Development of automatic flow control system based on LabView (LabView를 이용한 자동유량제어 시스템의 개발)

  • Kang, Tae-Won;Kim, Du-Seob;Ann, Sung-Gyu
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.3-7
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    • 2016
  • A flow control system was designed and fabricated to control the flow rate of liquid through the pipe. This control system was composed of hardwares and software, hardwares as controller, gate valve, orifice meter and data aquisition board and software as National instruments Labview program. Control of flow rate was executed by adjusting the pneumatic valve located at the center of pipe line based on the control signal generated by LabView PID control algorithm, which converts analog signal measured by pressure difference of orifice to digital signal to adjust pneumatic valve. For the controller setup Ziegler-Nichols tuning technique was applied and control performances were investigated for not only the disturbance but also the set point changes. Developed system showed good control performances in flow control enough to use as teaching tool of feedback control theory and practice in university, and also as industrial application.

Software Performance Assessment Using Goal-Question-Metric Approach

  • Mahmood, Tariq;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.891-902
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    • 2008
  • The software once developed enters in to the $2^{nd}$ phase of its useful operational life, where it performs its functions for which it has been developed. This is an important phase of software life, wherein the developers and users have to assess the performance of the software to prolong its operational life with efficiency, effectiveness and economy. Performance of the software is based on the measurement of the quality characteristics to ascertain that it is meeting or exceeding the needs of customers in terms of its functionality, usability, efficiency, reliability, availability, maintainability, portability etc. These software quality attributes defined under ISO 9126 provide an overall good framework for assessing the performance of the software. This paper describes a Software Performance Assessment (SPA) model using the Goal-Question-Metric (GQM) paradigm which has been applied to the operational software in real context with successful results.

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A Study on the WBI System Implemented based on the Component (컴포넌트기반의 웹 기반 교육시스템 개발에 관한 연구)

  • Jeon, Ju-Hyun;Hong, Chan-Ki
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.115-123
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    • 2001
  • In the early stage of Web-based Instruction, it didn't gain preference in spite of it's benefit of convenience. The main reason is, I think, the lack of generality at the education system which eventually results in unsatisfactory facilities compared with the requirement of teachers and students. And the early systems don't make good use of the plenty data in distributed environment, and don't show so good reliablity due to lack of systematic design and development. In this paper, we suggest WBI developing technology using the concept of WBSE. WBI developing is consist of component of pre-developed education software, integration of component using its reusability, and production of more requirement-satisfactory education software.

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Case Study on Competency-based Maker and Design Education using Marine Robot (해양로봇 활용의 역량중심 메이커 및 설계 교육 사례 연구)

  • Kim, Hyun-Sik
    • Journal of Engineering Education Research
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    • v.24 no.2
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    • pp.12-19
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    • 2021
  • Recently, the need of the future education in youth and univesity is rapidly increasing according to 4th industrial revolution. However, the maker and design education as a kind of youth and university future education has the following problems: it is implemented as an interesting convergence education including software education, it is managed by integrating youth and university competencies, it is composed in the form of blended class of consilient subject and nonsubject, it requires considering satisfaction in competency measurement and management, it is connected with entering school and getting job. To solve these problems, a case study on competency-based maker and design education using marine robot, which is based on the process-based learing method, integrated competency of youth and university, blended-type curriculum in terms of online and offline, is executed. To verify the competency-based maker and design education, the satisfaction survey in subject and nonsubject is performed. Study results show the example of the marine robot-based maker and design education and the need for additional study.