RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 원문제공처
          펼치기
        • 등재정보
        • 학술지명
          펼치기
        • 주제분류
        • 발행연도
          펼치기
        • 작성언어
        • 저자
          펼치기

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • KCI등재

        The Effect of Game Making Activities using Game Engine on Youth's Software Education

        백재순,오규환 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.2

        The aim of this study is to verify that game creative activities that can experience the whole game development process through game engine are effective tools for youth software education. Existing game creation activities tend to be only part of the game development process, mainly through programming, or simply as a one-off experience through simplified educational programming tools. Based on the game engine used in the game industry, the PBL (Project-Based Learning) model and the software class using the reconfigurable model are used to experience the whole process of actual game creation. Students participating in the class will make a game through storytelling, graphic design, and programming, and then launch the game. A survey of students who participated in the class showed that the interest and understanding of the software increased. These positive results indicate that game creative activities have value as an education. The experience of actual game creative activities is expected to enable the development of fusion software education.

      • KCI등재

        메타버스 플랫폼에서의 게임 창작 활동 교육 프로그램 개발 – 초등 영재 학생을 대상으로

        백재순,오규환,이은진,장윤재,유수진 한국컴퓨터교육학회 2023 컴퓨터교육학회 논문지 Vol.26 No.2

        The purpose of this study was to carry out the software learning process through project-based game creation activities in which students can participate creatively in the metaverse environment. The contents of the study are as follows. First, based on the research background, the purpose of the research is presented, and the specific research method and scope are set. Second, the overall composition of the program, the outline 5and contents of each program are described, and the contents presented by each program are explained. Third, the validity of the program is verified through expert verification, and the effectiveness and satisfaction of the program are examined through student questionnaires. Based on this, future research directions are drawn. As a result of this study, it was possible to confirm a significant effect on students' academic self-efficacy and information technology attitude. In addition, there was a positive response in the sharing of results that can be provided on the metaverse platform and the real-time interaction function. This study aims to suggest a way to secure the competency as a creator and educational competitiveness based on the metaverse based on the interest and creativity of the participants. 본 연구의 목적은 디지털 전환 시대에 발맞춘 교육 프로그램을 개발하기 위한 것으로 학생들이 창의적으로 참여할 수 있는 프로젝트 기반의 게임 창작 활동을 통한 소프트웨어 학습 과정을 메타버스 환경에서 수행하도록 하였다. 연구의 내용은 다음과 같다. 첫째, 연구배경을 바탕으로 연구의 목적을 제시하며, 구체적인 연구 방법과 범위를 설정한다. 둘째, 프로그램의 전체 구성과 각 프로그램의 개요 및 내용에 대해 서술하고 각 프로그램이 제시하는 콘텐츠에 대해 설명한다. 셋째, 전문가 검증을 통한 프로그램의 타당도를 검증하고 학생 설문을 통해 프로그램의 효과성 및 만족도를 설펴본다. 이를 바탕으로 향후 연구 진행 방향을 도출한다. 본 연구의 결과 학생의 학업적 자기효능감과 정보 기술적 태도에서 유의한 효과를 확인할 수 있었다. 또한 메타버스 플랫폼에서 제공 가능한 결과물의 공유와 실시간 상호작용 기능에 있어서 긍정적인 반응이 나타났다. 이러한 연구는 참여자들의 흥미와 창의력을 바탕으로 창작자로서의 역량과 메타버스 기반에서의 교육 경쟁력을 확보하는 방안을 제시하고자 한다.

      • KCI등재
      • KCI등재

        Platformer Game Contents Creative System using Paper and Its Effects

        백재순,이진우,오규환 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.2

        We have developed a system that allows users to play the contents of a flat former game drawn on an A4 size paper on a mobile device. If game contents drawn in a paper drawing are recognized through a camera of the mobile device, the game contents can be converted into digital and enjoyed in a mobile application. The user directly draws a game object using a writing instrument in a paper drawing. In order to enhance the object design convenience, the core game object is patterned and a new combination pattern can be created by combining meaningful patterns. In addition, to complement the limited size of the map that can be drawn on one piece of paper, we added the ability to construct a stage by combining the maps. Game components other than the object of the game drawn in the paper drawing can be added inside the system, thereby providing a highly flexible content creation. In order to supplement the process of repetitively creating game contents through paper drawings and converting them to digital, we made it possible to create and modify game contents in the system. The service model proposed in this study is to provide the experience of digital game contents creation in conjunction with unplugged activities for children. In this way, it will be possible to motivate creative activities by linking traditional unplugged activities for children with digital activities, and cultivate software literacy that fits the digital age.

      • 일관성 정규화 기반의 능동 학습 알고리즘

        백재순(Jaesoon Baik),김지후(Jihoo Kim),최준원(Jun Won Choi) 한국자동차공학회 2021 한국자동차공학회 부문종합 학술대회 Vol.2021 No.6

        In this paper, we introduce a novel active learning algorithm using consistency regularization. Consistency regularization is the most successful approach in semi-supervised learning (SSL). The consistency regularization measures the discrepancy between the predictions from the student and teacher models. Minimizing the consistency regularization leads the student model to produce a robust output when the noisy input and model perturbation are given. Our intuition behind the proposed acquisition function is that the sample that produces inconsistent prediction between the student and teacher model should be labeled preferentially. In order to leverage the benefit of student-teacher structure in SSL, we adapt the stochastic weight averaging(SWA) for our acquisition function. We used the structure of the SWA ensemble model as a teacher model to achieve superior performance over the recent AL algorithm on CIFAR-100 dataset.

      • KCI등재

        인공지능 교양 교육을 받은 대학생의 인공지능 역량과 컴퓨팅 사고력의 관계 분석

        유수진,백재순,장윤재 한국컴퓨터교육학회 2022 컴퓨터교육학회 논문지 Vol.25 No.5

        Today, as we live in an intelligent information society centered on Artificial Intelligence(AI) beyond the information society, AI competencies have become very necessary. Since AI is a field that has been developed through computing, Computational Thinking(CT) is directly applied to AI competency, but research on the relationship between AI competency and CT is insufficient. In this study, the relationship between AI competency and CT ability was investigated. AI competencies were defined through literature review, and detailed factors were selected through experts review. We designed a university-level AI liberal arts class that can develop AI competency. CT and AI competency were tested before the 1st class and after the last class and analyzed. As a result of analyzing the data of 117 students who participated in the class, first, it was found that liberal arts-level AI learning improves both AI competency and CT ability. Second, it was found that there is a positive correlation between AI competency and computational thinking ability. In order to improve AI competency when designing and conducting liberal arts AI classes, some areas related to CT should be dealt with together, and the implications of a need for practicing rather than theory-oriented classes were derived. 정보사회를 넘어 인공지능이 중심이 되는 지능정보사회를 살아가는 오늘날, 인공지능 역량은 매우 필요한 시점이 되었다. 인공지능은 컴퓨팅을 통해 발전해온 분야이므로 컴퓨팅 사고력이 인공지능 역량에 직접 적용되지만 인공지능 역량과 컴퓨팅 사고력의 관계를 규명하는 연구는 부족한 상황이다. 본 연구에서는 인공지능 역량과 컴퓨팅 사고력 사이의 관계를 규명하고자 하였다. 문헌조사를 통해 인공지능 역량을 정의하고, 전문가 검토를 통해 세부 요인을 선정하였다. 인공지능 역량을 키울 수 있는 대학 교양 수준의 인공지능 수업을 설계하고 수업 사전, 사후로 컴퓨팅 사고력과 인공지능 역량에 대한 검사를 실시하여 분석하였다. 수업에 참여한 학생 중 117명의 데이터를 분석한 결과, 첫째, 교양 수준의 인공지능 교육을 받은 학생들의 인공지능 역량과 컴퓨팅 사고력이 모두 증가하는 것으로 나타났으며, 둘째, 인공지능 역량과 컴퓨팅 사고력은 정적 상관관계가 있는 것으로 나타났다. 교양 인공지능 수업의 설계 및 진행 시 인공지능 역량을 향상시키기 위해서는 컴퓨팅 사고력 중 상관이 있는 일부 영역을 함께 다루어야 하며 이론 위주의 수업보다 실습을 병행해야 하는 시사점을 도출하였다.

      • KCI등재

        대학 SW 교양수업의 놀이학습 적용방안 탐색 : 학습동기 제고를 위한 비전공자 수업을 중심으로

        곽소아,백재순,유수진 한국정보교육학회 2022 정보교육학회논문지 Vol.26 No.5

        본 연구는 비전공 학생의 학습동기를 높여 학습 성취를 돕고, 온라인 SW 교양수업을 성공적으로 운영하기 위해 대학생 560명에게 효율적인 놀이 교육을 적용하였다. 수업 후 학생들이 작성한 성찰일지를 분석한 결과, 대부분의 학생들은 지역변수와 전역변수를 배우는 과정에서 지역별 ‘무’의 명칭을 즐거운 놀이학습으로 받아들였고, SW수업에서 예상치 못한 내용을 발견한 것에 대한 놀라움, 신기함을 비롯하여 학습에 대한 즐거움, 몰입, 자신감, 내적 동기 등을 경험한 것으로 나타났다. 학기 말 온라인 시험에서 지역변수와 전역변수 관련 문항의 정답률 역시 92%로 전체 문항의 평균 정답률 67.1% 보다 높은 것을 확인하였다.

      • KCI등재

        고등학생의 인공지능 교육 인식 및 요구 분석

        장윤재,백재순,유수진 한국컴퓨터교육학회 2024 컴퓨터교육학회 논문지 Vol.27 No.2

        Countries around the world are selecting artificial intelligence technology as a national core strategy, and are concurrently working on cultivating key talents and enhancing the AI capabilities of all citizens. In South Korea, various AI education programs are being conducted for elementary and secondary school students to build foundational AI skills. However, there is a lack of research on the AI education needs of students, who are the main participants in education. This study analyzed the perceptions and educational content needs of high school students regarding AI education. Based on a survey of 363 high school students, the findings are as follows. First, students perceive a greater need for AI education compared to its current sufficiency. Second, there is a discrepancy between the importance and current level of AI education as perceived by high school students across all areas, with ‘AI and Society’ identified as the primary area for improvement according to the Borich priority formula and The Locus for Focus model. Third, in analyzing the differences in perceived importance based on prior experience with AI education, students with such experience regarded ‘AI and Society’ and ‘Machine Learning Models’ as more important. Based on the results of this study, insights are provided to prioritize improvements in AI educational content for high school students, to develop learner-centered curricula, and to assist in the preparation of a high school credit system.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼