DOI QR코드

DOI QR Code

The Effect of Design Oriented Model on Learning Motivation and Academic Achievement in SW Education

디자인 중심 모형이 SW 교육의 학습동기 및 학업성취도에 미치는 효과

  • Yang, GwonWoo (Department of Computer Education, GongJu National University of Education)
  • 양권우 (공주교육대학교 컴퓨터교육과)
  • Received : 2020.12.16
  • Accepted : 2021.01.24
  • Published : 2021.02.26

Abstract

As the importance of software has been spread, the studies on ways of teaching software education have been actively progressed. A programming is important subject in computer science. However, most of undergraduates as prospective elementary teachers who will be in charge of teaching programming education have a lack of the understanding of programming principles. New pedagogical methods to help students to learn programming are needed. Therefore, in this paper, we investigated how programming education using design oriented model. And this study analyzed statistically the learning motivation and academic achievements of software education between a treatment group used the way suggested by this study and a control group used a traditional teaching way. As a result, the way suggested by this study was more meaningful in terms of the learning motivation and study achievements of software education than a traditional one.

소프트웨어의 중요성이 확산됨에 따라 소프트웨어 교육 방법에 대한 연구가 활발히 진행되고 있다. 프로그래밍은 컴퓨터 과학에서 중요한 과목이지만, 프로그래밍 교육을 담당해야 할 예비 초등교사 대부분은 프로그래밍 원리에 대한 이해가 부족하다. 프로그래밍 학습에 도움을 줄 수 있는 새로운 교수법에 대한 연구가 필요하다. 그래서 본 연구에서는 디자인 중심 모형을 활용하여 소프트웨어 교육을 할 수 있는 교수·학습법을 제안하였다. 또한 본 논문에서 제안한 교수·학습법을 적용한 실험집단과 전통적인 강의법을 사용한 통제집단간의 프로그래밍 교육에 대한 학습동기와 학업성취도를 통계적으로 분석하였다. 프로그래밍 교육의 학습동기, 학업성취도를 비교한 결과 디자인 중심 모형을 활용한 소프트웨어 교육이 학습동기와 학업성취도 측면에서 통계적으로 유의미한 차이가 있음을 알 수 있었다.

Keywords

References

  1. EunJung Kwon, EunKyoung Lee, YoungJun Lee(2009). The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement. The Journal of Korean association of computer education, 12(6), 33-39. https://doi.org/10.32431/KACE.2009.12.6.004
  2. GwonWoo Yang(2018). Unplugged Role-Play on Learning Motivation and Academic Achievement Focusing How Computers Work. Journal of Knowledge Information Technology and Systems, 13(2), 221-229. https://doi.org/10.34163/JKITS.2018.13.2.004
  3. GwonWoo Yang(2020). The Effect of Software Education Using Pair Programming on Learning Motivation and Academic Achievement. Journal of Knowledge Information Technology and Systems, 15(1), 57-65. https://doi.org/10.34163/JKITS.2020.15.1.006
  4. HaeIn Suh, HyoJung Kim(2020). The Effects of Design-Thinking Art Classes on Teenagers' Creative Problem-Solving Ability: Focusing on the first and second graders of the high school. Journal of Art Education, 60(1), 107-144
  5. HyeKyung Cho, KangBak Park, JeongHye Han, DugKi Min, KukWon Ko(2008). Education + Robots: the Vision and the Action Plans. Communications of the Korean Institute of Information Scientists and Engineer, 26(4), 56-57.
  6. HyungJin Ahn, DaiSung Ma(2013). Development of Primary School Scratch Curriculum for Improving the Ability to Solve Problems, Journal of The Korean Association of information Education, 17(3), 317-327. https://doi.org/10.14352/jkaie.2013.17.3.317
  7. HyunJin Cha, Minha Kim(2020). Effectiveness Analysis of Prototyping-Fidelity Levels on Ceative Problem-Solving Projects in Software Education : Focused on perceived academic self-efficacy and problem-solving skills. Journal of Leaner-Centered Curriculum and Instruction, 20(3), 689-711. https://doi.org/10.22251/jlcci.2020.20.3.689
  8. Jeong Rang Kim(2018). Development of Design Thinking Model for Elementary Programming Education. KAIE Research Journal, 9(1), 49-54.
  9. JungSook Sung, HyeonCheol Kim(2015). Analysis on the International Comparison of Computer Education in Schools. The Journal of Korean association of computer education, 18(1), 45-54. https://doi.org/10.32431/KACE.2015.18.1.005
  10. JeongSoon Hong, Hwan Young Jang(2020). Action Research on Development and Application of Learning Program based on Design Thinking for Elementary School Students Focusing on the Design Thinking Process. Korean Education Inquiry, 38(1), 1-31.
  11. OGun Jo(2004). Development of physics inquiry learning materials and application in the play-based inquiry context. ph.d.s' thesis, Busan national university of education.
  12. SooHwan Kim, WonGyu Lee, HyeonCheol Kim (2009). Applications of Educational Programming Languages in K-12 Information Curriculum. The Journal of Korean association of computer education, 12(2), 23-31. https://doi.org/10.32431/KACE.2009.12.2.003
  13. SooJin Jun(2017). The Effect of Design-Oriented Model(NDIS) based on Computational Thinking in SW Education. Journal of Computer Education, 20(2), 13-21.
  14. YoonHee Shin, Hyojung Jung, JongSuk Song(2019). Analysis of Learning Experience in Design Thinking-Based Coding Education for SW Non-major College Students. Journal of Digital Contents Society, 20(4), 759-768. https://doi.org/10.9728/dcs.2019.20.4.759
  15. YoungHo Seo, Jonghoon Kim(2017). The effect of SW education applying Design Thinking on creativity of elementary school pre-service teachers. Journal of The Korean Association of Information Education, 21(3), 351-360. https://doi.org/10.14352/jkaie.21.3.351
  16. Roger, M(2009). Desigh Thinking. Seoul WoongJin Wings.
  17. Ministry of Education(2015). Human Resource Development Plan for the SW-oriented society. http://www.msip.go.kr/
  18. Ministry of Education(2016). Direction and strategy of medium and long-term education policy in response to intelligence information society. http://www.msip.go.kr/
  19. National Curriculum Information Center(2019), Revised National Curriculum, http://ncic.re.kr
  20. Scratch(2020). Scratch. Https://scratch.mit.edu.