• Title/Summary/Keyword: 교구 활용

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Development and Application of Visiting Physical-Computing Experience in an Education Program

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.279-286
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    • 2022
  • The purpose of this study is to present a case of the development and application of a one-time special lecture program that requires the use of computers in frontline elementary and secondary schools. For this purpose, the researcher developed an Arduino-based special lecture program that works as a teaching tool to help with the functions of a student PC with a Raspberry Pi. This special lecture program was applied at three elementary and middle schools near K-University, and then the program was evaluated. The results of this study are as follows. First, the researcher developed a teaching aid for PC functions to be used in special lectures. Second, teaching and learning materials for visiting special lecture education programs using Arduino were developed. Third, in the special lecture, a teaching-learning method was used to guide a small number of students individually. Fourth, the special lecture program resulted in high satisfaction. The results of this study can be a useful reference for teachers who plan one-time special lecture programs requiring computers or for those who want to apply physical computing-related devices in an educational field.

An Observation-based Movement Control for Educational Coding Robots (코딩 학습용 로봇 제어를 위한 관찰 기반 움직임 제어)

  • Park, Kyeongbok;Cho, Sung Hyun;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.131-142
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    • 2016
  • Recently, a variety of methodologies based on the use of educational coding robots have been proposed and experimented in newly emerging korean educational coding markets. Due to imprecise movement accuracy of the existing coding robots, however, such robots are mainly used as a toy. Inspired by these observations, we developed a simple adjustment method during robot movements, which is based on the observation results of 6 line-tracking sensors: 3 sensors in the center of a robot and other 3 sensors at the front. These sensors help to determine whether the robot is in the right location and whether it rotates as expected. Through the well-designed experiments, we report the effectiveness of our proposed solution: the average distance error of 1.57cm and the average degree error of 2.38 degree before and after complex movements. In near future, we hope our method to be popularly used in various educational coding robot platforms.

Interior Environment and Practical Usages of the Home Economics Practice Room in Middle School of Gyeonggi and Incheon (경기$\cdot$인천지역 중학교 가정실 실내 환경과 활용 실태)

  • Cho Jae Soon;So Bok Ryea
    • Journal of Korean Home Economics Education Association
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    • v.16 no.4 s.34
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    • pp.127-140
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    • 2004
  • The purpose of this study was to find out the interior environment, teaching equipments and tools, practical usages and related problems of the Home Economics practice room as a special room of Home Economics in middle school. The data were collected with questionnaire through a mail from 150 teachers charged in the Technology $\cdot$ Home Economics of the middle schools in the Gyeonggi Province and Incheon Metropolitan City. There were Home Economics practice rooms in the most of the middle schools. The room was used for the Home Economics class as well as for many other activities. which sometimes disturbed the class in the room. The frequency of the usage of the room was relatively low and limited mostly to the cooking class and somewhat sewing class because of the lack of environmental equipment and facilities such as heating, cooling. ventilating systems and furnishings such as table. chair as well as teaching materials. etc. Teachers wanted to use the room for all units of the Home Economics class applied to various teaching methods in the room. The improvement of the interior environments and teaching materials could facilitate the variety of the class in the Home Economic practice room.

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Research of Data Collection for AI Education Using Physical Computing Tools (피지컬 교구를 이용한 인공지능 교육용 데이터 수집 연구)

  • Lee, Jaeho;Jun, Doyeon
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.265-277
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    • 2021
  • Data is the core of AI technology. With the development of technology, AI technology is also accelerating as the amount of data increases explosively than before. However, compared to the interest in AI education, research on data education with AI is still insufficient. According to the case analysis of exsisting AI data education, there were cases of educating the process and part of data science, but it was hard to find studies related to data collection. Cause physical computing tools have a positive effect on AI education for elementary school students, data collection cases using tools were studied, but researches related to data collection were rare. Therefore, in this study, an efficient data collection method using physical tools was designed. A structural diagram of a data collection program was created using COBL S, a modular physical computing teaching tool, and examples of program screens from the service side and the user side were configured. This study has limitations in that the establishment of an AI education platform that can be used in conjunction with future program production and programs should be prioritized as a proposal in terms of design.

3D printer application in Middle school's physical computing education (중학교의 피지컬 컴퓨팅 교육 내 3D 프린터 활용 방안)

  • Lee, DongGyu;Kim, Seong-Won;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.117-118
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    • 2017
  • 현대사회에서 소프트웨어는 기존에 비해서 매우 중요한 역할을 가지고 있다. 여러 국가에서는 소프트웨어 프로그래밍 교육이 교과과정에 반영되었으며 우리나라는 2015개정교육과정을 통해 반영되었다. 또한 실제적인 문제해결의 기회를 제공하는 피지컬 컴퓨팅이 포함되었다. 하지만 단순하게 회로만 이용해서는 학생들의 흥미를 가지게 하는 것은 쉽지 않다. 따라서 본 연구에서는 중학교에서 피지컬 컴퓨팅의 효율적인 수업을 위해 3D 프린터를 이용해서 제작한 교구를 바탕으로 수업에 활용하는 방법을 제안하고자 한다. 본 연구는 우선 수업하고자하는 피지컬 컴퓨팅 회로를 구현하였으며 이를 3D 프린터를 이용하여 적절한 교구를 설계하는 과정으로 이루어진다.

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Maple 6을 활용한 고등학교 수학교육

  • Kim, Do-Hyeon;Kim, Seok-Man
    • Communications of Mathematical Education
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    • v.12
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    • pp.233-248
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    • 2001
  • 제7차 수학과 교육과정에서는 기술 공학적 교구를 수학-교수 학습에 적극적으로 활용할 것을 권장하고 있다. 본 연구에서는 대표적인 Computer Algebra System인 Maple 6을 고등학교 수학 수업에 활용할 수 있는 영역과 방안에 대하여 알아보고, Maple 6을 활용한 학습 자료를 개발해 봄으로써 7차 교육과정의 고등학교 수학 수업에 활용할 수 있도록 한다.

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The Development of A Micro:bit-Based Creative Computing Education Program (마이크로비트 기반의 창의 컴퓨팅 교육 프로그램 개발)

  • Koo, Dukhoi;Woo, Seokjun
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.231-238
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    • 2018
  • Software education has started as a compulsary subject or part in elementary, middle and high school, but there is a limitation for using the physical computing toolkit and instructional guidelines that teacher can use. The purpose of this study is to propose a computing education program using a physical computing toolkit called the Micro:bit. The novel instructional model is called "MDIAP" which consists of five stages : Motivation, Demonstration, Imitation, Application, Presentation. Instructional process is presented in spiral, consisting of basic micro-bit sensors, and maker's learning using additional sensors and actuators. This study will help students to enhance creative computational thinking through the MDIAP instructional activities.

Educational Method of Computational Thinking Processes using Physical Teaching Devices (피지컬 교구를 활용한 컴퓨팅적 사고과정 교육방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.35-39
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    • 2018
  • More and more universities are enforcing SW education for non-major undergraduates. However, they are experiencing difficulties in educating non-major students to understand computational thinking processes. In this paper, we did not use the mathematical operation problem to solve this problem. And we proposed a basic problem-solving process teaching method based on computational thinking using simple physical devices. In the proposed educational method, we teach a LED circuit using an Arduino board as an example. And it explains the problem-solving process with computational thinking. Through this, students learn core computational thinking processes such as abstraction, problem decomposition, pattern recognition and algorithms. By applying the proposed methodology, students can gain the concept and necessity of computational thinking processes without difficulty in understanding and analyzing the given problem.