Browse > Article
http://dx.doi.org/10.14352/jkaie.2021.25.4.621

Development and application of online physical computing curriculum for pre-service teachers  

Kim, Tae-ryeong (Seoul Nokbun Elementary school)
Han, Sun-gwan (Dept of Computer Education GyeongIn National University of Education)
Publication Information
Journal of The Korean Association of Information Education / v.25, no.4, 2021 , pp. 621-632 More about this Journal
Abstract
This study is about development and application of a curriculum to implement physical computing education in an online environment for pre-service teachers. First, a 15-week software and physical computing curriculum was designed according to the ADDIE instructional design model. As a tool that can be used online, education was conducted on a program using various sensors using Pocket Code, an EPL based on a smartphone. As a result of the application of the program, Personal efficacy, Pedagogical knowledge, Technology teaching content knowledge, Result expectation, and Student belief were all significantly improved. In the software attitude part, Software interest and Software value part increased significantly, and the Perception of software engineers did not change. In general, in the case of physical computing, it is difficult to execute in an online environment because it involves a lot of manipulation activity. Through various studies that can continue education in a non-face-to-face environment or a blended environment in the post-corona era, it is hoped that it will be possible to provide a high-quality curriculum to pre-service teachers in charge of future education.
Keywords
Software education; Physical Computing; Online education; Teaching efficacy; Software attitude;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Slany, W. (2014). Tinkering with Pocket Code, a Scratch-like programming app for your smartphone. In Proceedings of Constructionism.
2 Spieler, B., Schindler, C., Slany, W., Mashkina, O., Beltran, M. E., Boulton, H., & Brown, D. (2017). Evaluation of Game Templates to support Programming Activities in Schools. In Proceedings of 11th European Conference on Game Based Learning(ECGBL 2017). 600-609.
3 Kim Ji-hyun & Kim Tae-young(2016). The Effect of Physical Computing Education to Improve the Convergence Capability of Secondary Mathematics-Science Gifted Students. The Journal of Korean Association of Computer Education, 19(2), 87-98.   DOI
4 Park Youn-soom, Park Ho-hyun & Lee Su-jin(2021). Research on SW Education in the COVID-19 Era:Focusing on Computational Thinking and ICT. Journal of Digital Contents Society, 22(4), 629-639.   DOI
5 An Sang-jin & Lee Young-jun(2014). Elementary and Secondary Programming Education Plan Using App Inventor. The Journal of Korean Association of Computer Education, 17(5), 79-88.   DOI
6 Yang Jeong-im(2006). Science-Related Experiences and Attitude toward science of Kindergarten Teachers'. Master thesis. Graduate School of Korea National University of Education.
7 Yi So-yul & Lee Young-jun(2018). Development of Software Education Teaching Efficacy Belief Instrument for Elementary School Teachers. The Journal of Korean Association of Computer Education, 21(6), 93-103.   DOI
8 Yoo Eun-jeong & Kim Yung-sik(2018). Designing a Flip-running-based Teaching-learning Strategies for improving Computational Thinking of High School Gifted Students. In Proceedings of Korean Association Of Computer Education, 23(1), 129-132.
9 An Sang-jin & Lee Young-jun(2016). Designing Programming Curriculum for Developing Programming Pedagogical Content Knowledge of Pre-service Informatics Teachers. The Journal of Korean Association of Computer Education, 19(2), 1-10.   DOI
10 An Young-hee, Kim Ja-mee & Lee Won-gyu(2016). Teacher Training Support Scheme for Physical Computing Education. In Proceedings of Korean Association Of Computer Education, 20(1), 105-107.
11 Jeong Hwa-young(2021). An Empirical Study for the Change of Software Lecture in General Education by COVID-19. The Journal of Korean Institute of Information Technology, 19(4), 119-124.   DOI
12 Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 annual meeting of the American educational research association, 1, 1-25.
13 Han Kyu-jung(2019). A Case Study on Block Coding and Physical Computing Education for University of Education Students. International. Journal of Creative Information Culture, 5(3), 307-307.   DOI
14 Jeong Ha-na & Jhun Young-suk(2020). A Study on the Development of Computational Thinking of Scientifically Gifted Children in Physical Computing Classes using a Flipped Learning Strategy. Journal of Gifted/Talented Education, 30(1), 1-23.   DOI
15 Kim Ji-ye & Jhun Young-suk(2018). Analysis of Teaching and Learning Process in Physical Computing Class for Elementary Gifted Students in Science. Journal of The Korean Association of Information Education, 22(6), 613-628.   DOI
16 Kim Kap-soo(2020). An Analysis of Effect of Online Education on Software Education for pre-service elementary teacher. Journal of The Korean Association of Information Education, 24(6), 643-652.   DOI
17 Kim Tae-ryeong & Han Sun-gwan(2021). Comparison of the effectiveness of SW-based maker education in online environment : From the perspective of self-efficacy, learning motivation, and interest. Journal of The Korean Association of Information Education, 25(3), 571-578.   DOI
18 Ga Seok-hyun, Lee Mun-gu & Kim Chan-jong(2020). A Proposal of Scientific Education Program using Physical Computing for the Intelligent Information Society. In Proceedings of Korean Association Of Computer Education, 24(1), 83-87.
19 Kim Kyeong-tae & Lee Chul-hyun(2021). The Effect of Physical Computing Education Using Micro:bit on Creative Problem Solving Ability of Elementary School Students. Journal of Korean practical arts education, 34(1), 85-111.
20 Kim Sung-won & Lee Young-jun(2017). The Effects of Programming Education using App inventor on Problem-solving Ability and Self-efficacy, Perception. The Journal of Korean Association of Computer Education, 22(1), 123-134.
21 Koo Duk-hoi & Woo Seok-jun(2018). The Development of A Micro:bit-Based Creative Computing Education Program. Journal of The Korean Association of Information Education, 22(2), 231-238.   DOI
22 Lee Jeong-min, Jeong Yeon-j & Park Hyun-kyeong.(2017). Gender Differences in Computational Thinking, Creativity, and Academic Interest on Elementary SW Education. Journal of The Korean Association of Information Education, 21(4), 381-391.   DOI
23 Petri, A., Schindler, C., Slany, W., & Spieler, B. (2016). Game Design with Pocket Code: Providing a Constructionist Environment for Girls in the School Context. In proceedings of the 4th Conference on Constructionism. 109-116.
24 Ministry of education(2021). A digital-based higher education innovation support plan for the post-coronavirus future education transition. (2021, July 11). Retrieved from https://moe.go.kr /boardCnts/ fileDown.do?m=020402&s=moe&fileSeq=0c82a70919303 dfb2676106 81509a450.
25 Park Ju-yeon(2020). The Mediating Effect of Learning Flow on Learning Engagement, and Teaching Presence in Online programming classes. Journal of The Korean Association of Information Education, 24(6), 597-606.   DOI