DOI QR코드

DOI QR Code

The Effects of Elementary Students' Perception of the Game Programming Using KODU

KODU 기반의 게임 프로그래밍에 대한 초등학생들의 인식 변화

  • Jeong, Youngsik (Dept. of Computer Education, Jeonju National University of Education) ;
  • Yu, Jeongsu (Dept. of Computer Education, Jeonju National University of Education)
  • 정영식 (전주교육대학교 컴퓨터교육과) ;
  • 유정수 (전주교육대학교 컴퓨터교육과)
  • Received : 2014.09.06
  • Accepted : 2014.09.24
  • Published : 2014.09.30

Abstract

In this study, we develop a teaching and learning model for elementary students on game programming using KODU. The developed model consists of four steps: introducing the game programming, making the game, playing the game, and modifying the game. After teaching the students, we conduct a survey to gather their opinions on the game making tool and activities. The results show that the students are satisfied with KODU and prefer make a game to play a game. Game programming educating with KODU can keep elementary students from game addiction while increasing confidence in their studies.

초등학생들이 쉽게 배울 수 있는 KODU를 활용하여 게임 프로그래밍 교육을 실시하였다. 이를 위해 안내하기, 개발하기, 게임하기, 수정하기 등 4단계로 구성된 교수학습모형을 개발하였다. 또한, 수업에 참여한 학생들을 대상으로 게임 활용 실태뿐만 아니라, 게임 제작 도구와 활동에 대한 학생들의 인식이 어떠한지를 조사하였다. 그 결과, KODU에 대해서는 긍정적인 반응을 보였으며, 게임을 하는 것보다 게임을 제작하는 것을 더 좋아하게 되었다고 응답하였다. 또한, KODU를 활용한 게임 프로그래밍 교육은 공부에 대한 자신감을 향상시키면서 학생들의 게임 중독을 예방할 수 있을 것이다.

Keywords

References

  1. Bates. A. W.(1990). Interactivity as a criterion for media selection in distance learning.
  2. Byoungrae Han, Hwansu Park(2014). Effect of Code.org on Learning Scratch in Computer Programming language Educarion, The Korean Association of Information Education Research Journal, 5(2), 19-23. The Korean Association of Information Education.
  3. Changho Lee(2013). Awareness among Youth about the Causes and Solutions of Internet Game Addiction. Youth Policy Reports, 50. National Youth Policy Institute.
  4. EekSu Leem(2009). A Study on improvement of education effectiveness evaluation model for educational serious games. Graduated School of Culture Technology, KAIST.
  5. Jaehun Shin, Jonghoon Kim(2001). Programming Learning by Understanding of Game Programs. Journal of KIISE, 28(1), The Korean Institute of Information Scientists and Engineers.
  6. Jaewon Kwon(2004). A Case Study on Treatment of Youth's Game Addiction using Game Type Substitution Terapy. Korean Journal of Youth studies, 11(3).
  7. Ministry of Science, ICT and Future Planning(2014). The Action Planning in Software Centric Society.
  8. Seongjin Ham, Changmo Yang(2011). Design of Computer Education Curriculum for Elementary Schools using Scratch Educational Programming Language. Journal of the Korean Association of Information Education, 15(3), 413-423. The Korean Association of Information Education.
  9. SeonKwan Han, SooHwan Kim, JungBo Seo(2010). The Development of the Game Addiction Remedy Program based on Scratch Programming. Journal of the Korean Association of Information Education, 14(1), 61-68. The Korean Association of Information Education.
  10. Sora Min, Dukhoi Koo(2014). Storytelling Programming Education Program Development based on Kodu. The Korean Association of Information Education Research Journal, 5(2), 43-47. The Korean Association of Information Education.
  11. Sung-Hyun Baek(2009). The study on relief of elementary students' game addition through the program of game development education. Gyeongin National University of Education.
  12. Sungwoo Chun, Jonghun Kim(2010). Development of iPod Game Using Cocos2d Engine, The Journal of The Institute of Internet. Broadcasting and Communication(IIBC), 10(2), 31-38.
  13. Sungwoo Chun, Woochun Jun(2013). Development and Application of a Game Programming Education System Using Game Engine. Korean Journal of Elementary Education, 24(2), 217-233. https://doi.org/10.20972/kjee.24.2.201306.217
  14. Taehun Kim, Younghoon Yang, Jonghoon Kim(2013). Development and Implementation of STEAM Program based on Programming using Kodu. The Journal of Fisheries and Marine Sciences Education, 25(5), 1020-1030. The Korean Society for Fisheries and Marine Sciences Education. https://doi.org/10.13000/JFMSE.2013.25.5.1020
  15. Youngsik Jeong, Chul Kim(2014). A Study on the Learning Objectives, Instructional Design, and Evaluation Methods in the Software Developing Education. Journal of the Korean Association of Information Education, 18(1), 185-193. The Korean Association of Information Education. https://doi.org/10.14352/jkaie.2014.18.1.185

Cited by

  1. SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과 vol.20, pp.3, 2014, https://doi.org/10.14352/jkaie.2016.20.3.283
  2. 알고리즘과 프로그래밍 교육을 위한 정보과 교육내용체계에 대한 적절성 분석 vol.20, pp.6, 2014, https://doi.org/10.14352/jkaie.2016.20.6.575
  3. 예비교사를 위한 게임 프로그래밍 교육모델 4E 개발 vol.23, pp.6, 2014, https://doi.org/10.14352/jkaie.2019.23.6.561