Browse > Article

The Effects of Algorithm Learning with Squeak Etoys on Middle School Students' Problem Solving Ability  

Jeoung, MiYeoun (Jechon Commercial High School)
Lee, EunKyoung (Dept. of Computer Education, Korea National University of Education)
Lee, YoungJun (Dept. of Computer Education, Korea National University of Education)
Publication Information
대한공업교육학회지 / v.33, no.2, 2008 , pp. 170-191 More about this Journal
Abstract
Many former researchers demonstrated that algorithm learning has a positive outcome on students' problem-solving abilities. One of the methods for algorithm learning, the 'programming learning' method is highly effective. However, there are numerous constraints in schools for programming learning. This study attempts to overcome these issues. Squeak Etoys, one of the educational visual programming languages for easy and interesting learning, has been selected as a learning tool. We developed the algorithm-learning curriculum for middle school students. They were divided into a control group and an experimental group. The students learned on the basis of equal curriculum but, they used other learning tools through over a total 6 sessions. The result showed that Squeak Etoys based Algorithm learning has a positive effect on improving middle school learners' problem solving abilities, self-efficacies and logical thinking abilities. Although the students' logical thinking abilities in the experimental group are improved a lot more than the students' abilities in control group, the students' logical think abilities in the both groups are improved. Therefore, algorithm education in secondary schools are necessary. In conclusion, Squeak Etoys based Algorithm learning has a positive effect on problem solving ability and self efficacy. The developed curriculum can be applicable as a basis for study on algorithm learning and educational programming language.
Keywords
Educational Programming Language; Squeak Etoys; Algorithm Learning; Problem Solving Ability;
Citations & Related Records
연도 인용수 순위
  • Reference
1 심문숙(1996). 문제해결력에 대한 자기 평가와 우울 증상과의 관계. 부산대학교 대학원 석사학위논문.
2 Fujioka T.(2004). Practices of Information Education with Squeak toward the Secure Improvement of 'Academic Ability'. Proceedings of the Second International Conference on Creating, Connecting and Collaborating through Computing, 130-137.
3 Hundhausen, C. D. & Brown, J. L.(2006). Designing visualizing, and discussing algorithms within a CS 1 studio experience: An empirical study. Computer & Education, Unpublished.
4 Halit Vural 외(2006). Using Squeak for Teaching High School Students 'How Computers Think'. 한국컴퓨터교육학회학술발표논문집, 159-164.
5 Perkins, D. N., Schwartz, S. & Simmons, R.(1988). Instructional strategies for the problems of novice programmers. In Mayer, R. (Ed.), Teaching and learning computer programming: Multiple research perspectives. Hillsdale, New Jersey: Lawrence Erlbaum Associates.
6 이경화(2002). 초등학생을 위한 로고 프로그래밍 지도 방안. 한국정보교육학회하계학술발표논문집, 7(2), 1-8.
7 류향미(1994). LOGO 프로그래밍 학습이 논리적 사고 기능 향상에 미치는 영향. 연세대학교대학원 석사학위논문.
8 Programming. National Educational Computing Conference, Georgia World Congress Center, Atlanta, Georgia, USA.
9 오세인, 박정호, 이태욱(2007). squeak 언어를 적용한 실업계 고등학교 프로그래밍 수업이 논리적 사고력 향상에 미치는 영향. 한국컴퓨터교육학회학술발표논문집, 99-103.
10 Konomi S.(2003). Initial Experiences of ALAN-K: An Advanced LeArning in Kyoto. Proceedings of the First Conference on Creating, Connecting and Collaborating through Computing, 96-103.
11 Tucker, A., Deek, F., Jones, J., McCowan, D., Stephenson, C. and Verno, A. (2003). A model curriculum for K-12 computer science: Report of the ACM K-12 Education Task Force Computer Science Curriculum Committee. NY: association for Computing Machinery.
12 Fujioka T.(2006). What Does Squeak Provide Students with_A Comparative Study of Squeak eToy and Excel VBA as Tools for Problem-Solving Learning in High School. Proceedings of the Fourth International Conference on Creating, Connecting and Collaborating through Computing, 42-49.
13 한국교육과정평가원 (2007). 중학교 교과재량활동I(한문, 정보, 환경) 교육과정 해설 연구 개발. 연구보고 CRC 2007-24호.
14 김은주(2007). 초보자 대상 컴퓨터 프로그래밍 교재 분석. 경상대학교 대학원 석사학위논문.
15 Marcy, P.(2000). Psychology of Learning for Instruction, 양용칠 역(2002), 수업설계를 위한 학습심리학. 서울: 교육과학사.
16 교육인적자원부(2007). 초․중등학교 교육과정. 제2007-79호.
17 양승주(2006). EPL을 이용한 문제해결 과정에서의 객체지향 개념학습. 고려대학교 대학원 석사학위논문.
18 채유진(2005). 컴퓨팅 교육을 위한 교육용 프로그래밍언어 두리틀․스퀵의 비교분석. 고려대학교 대학원 석사학위논문.
19 East, P., & Hutton, M. (2007). Point/Counter-Point: On Using Graphical Languages to Teach
20 양일동 외(2006). 교육용 프로그래밍 언어로서 스퀵과 비주얼 베이직의 비교 실험. 한국컴퓨터교육학회학술발표논문집, 55-60.
21 최연희(2001). 아동의 귀인유형과 학습된 무기력, 자기효능감과의 관계. 한국교원대학교 대학원 석사학위논문.
22 이유순(1995). 논리적 사고력 및 문제해결능력 신장을 위한 컴퓨터 프로그래밍 교육-베이직, 로고 프로그래밍 비교 연구-. 이화여자대학교 대학원 석사학위논문.