• Title/Summary/Keyword: 논리 사고력

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어림 학습 프로그램 개발에 대한 연구: 초등학교 6학년 중심으로

  • 권점례;신인선
    • Education of Primary School Mathematics
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    • v.1 no.2
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    • pp.149-161
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    • 1997
  • 기술 공학 및 수학 학문 자체의 발전으로 인하여 논리성 개발뿐만 아니라 사고력을 개발하고, 일상 생활에 유용한 학습 내용들이 학교 수학에 도입되고 있다 수학 학습의 이러한 변화의 측면에서 보면, 어림은 사고력 개발이나 일상생활에서의 유용성에 많은 도움이 될 수 있는 수학 학습의 한 영역이다. 그러나 하나의 정확한 답을 구하는데 익숙해 있는 아동들은 오차를 포함하는 어림 값을 문제에 대한 답으로 수용하는 것을 어려워하며, 어림을 사용해서 문제를 해결할 때 문제에 대한 답이 여러 개 있을 수 있음을 인정하지 못한다. 또 어떤 경우에는 정확한 계산을 한 후 그 결과를 반올림해서 어림 값을 구한다. 이러한 형태의 어림 학습은 어림의 유용성을 충분히 인식시키거나 효율적으로 어림하는 감각이나 융통성 있는 사고를 개발하지 못해 아동들로 하여금 어림을 귀찮고 성가신 것으로 생각하게 한다.

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Study about Coding education in domestic field of Early childhood education (국내 유아교육 현장에서 코딩 교육에 관한 연구)

  • Ha, Yan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.215-216
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    • 2018
  • 본 논문에서는 최근 교육현장에서 늘어나는 코딩교육의 중요성을 알고 유아교육에서 코딩교육이 제대로 이루어 질수 있도록 환경적 및 내용적 측면을 제안하는 것이다. 제 4차 산업혁명으로 인하여 모든 사람들이 융합적 사고를 갖고 문제해결능력을 갖추어야 하는 시대를 맞게 되었다. 따라서, 유아기때부터 컴퓨팅 사고력을 위한 교육이 이루어지며, 이를 통해 논리적 사고와 문제 해결능력을 향상시키고, 디지털 미래세대의 주역이 될 수 있도록 하고자 한다. 그러나 아직까지 유아교육분야에서 코딩관련된 제품들은 많이 나오고 있으나 이에 대한 평가나 학문적 검증은 거의 이루어지지 않고 있으므로 이에 대한 방법적 측면을 제안하고자 한다.

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Development and Effect of STEAM Program Using Analogy : Focused on the Instructional Unit of 'Solar System' in Middle School (비유를 활용한 STEAM 프로그램 개발 및 효과 : 중학교 '태양계' 단원을 중심으로)

  • Han, Shin;Kim, Hyoungbum;Kim, Yong-Ki;Song, Ha-Myung
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.15-28
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    • 2020
  • This study aimed to develop an HTE (It is an abbreviation for Here, There, and Everywhere) STEAM program combining with the use of an analogy in a middle school subject unit 'the solar system' and realize creative education for intelligent information society through a process of verifying the effectiveness of the program. For reference, the program was applied to 354 students in the first grade of two middle schools in South Korea - one was A middle school in Sejong City, the other B middle school in Pyeongtaek City. The STEAM program was revised and made up for the weak points for three times by a group of experts, and then it got verified for validity. The final version of the program was applied to middle school education sites in Korea for six periods in total. In other to confirm the effectiveness, two types of tests - logical thinking ability test and STEAM attitude test - were conducted before and after the program treatment. On top of that, the STEAM satisfaction test was also implemented in order to explore the students' recognition of the program after the program treatment. The results of this study were as follows. First, it turned out the STEAM program using the analogy was effective in improving the students' logical thinking ability. Second, the STEAM program blended with the analogy was also effective in improving the students' STEAM attitude. Third, the students' recognition of the STEAM program using the analogy was quite positive, and the program was efficacious in intriguing the students' interests in science. Judging from the results of the program, the students' satisfaction with the classes they take will be expected to be higher if the STEAM program is implemented in the next-term classes with more sufficient time.

Development and Applyment Selection Standards of Physical Computing Teaching Aids for Elementary SW Education According to the 2015 Revised Curriculum (2015 개정 교육과정의 초등학교 소프트웨어 교육을 위한 피지컬 컴퓨팅 교구 선택 기준 개발 및 적용)

  • Lee, Young-jae;Jeon, Hyung-gi;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.437-450
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    • 2017
  • This study derived optimized teaching aids that use the physical computing method as the solution for effective software education at the elementary level. We set standard for selecting physical computing teaching aids in elementary-level by gathering the opinions from previous studies and think tanks and then applied the standard to some aids and choose one. We also made lesson plan and tried it to the experimental group. Subsequently, students' logical thinking skills showed a statistically significant improvement in terms of the t-test. Also, in the analysis of the effect size, it was shown to have a positive influence on the improvement of the students' logical thinking skills. Additionally, survey of satisfaction evaluation from the students showed that the teaching aid selection standard was effective in selecting suitable teaching aids for elementary students and that the classroom activities utilizing physical computing teaching aids were at a suitable level for elementary students.

An Analysis of the Reliability of Group Assessment of Logical Thinking (GALT) using Generalizability Theory (일반화가능도 이론을 이용한 집단논리적사고력검사(GALT)의 신뢰도 분석)

  • Ryu, Chun-Ryol;Lee, Yong-Geun
    • Journal of the Korean earth science society
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    • v.31 no.1
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    • pp.95-105
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    • 2010
  • The purpose of this study lies in applying generalizability theory depending on the aim of the usage of GALT to analyze the sources of error of single-facet considering item and person only and to analyze the sources of error of multi-facet considering item, person and domain. The study was conducted with 1016 students of local elementary, middle, and high schools. The 21 items of a full version were answered for 40 minute and then the 12 items of short version were sampled to analyze reliability using generalizability theory. Both the full version and the short version of the items were analyzed using Cronbach's alpha for data analysis, and we applied generalizability theory and separate $p{\times}i$ design and $p{\times}(i:h)$ design, G study and D study were performed. Results of analysis are as follows: First, the result of D study after $p{\times}I$ design both on the full version and the short version showed that in the case of the full version, the generalizability coefficient was 0.87 exceeding a normal level of 0.80, and the normal level of generalizability coefficient was achieved in 13 items as well. In case of short version, when 12 items were evaluated, generalizability coefficient was 0.77 not reaching the normal level, and the normal level was achieved in case of more than 15 items. Second, the result of D study after $p{\times}(I:H)$ design on the short version showed that once one domain consists of 2 items in 6 domains, generalizability coefficient was 0.71 which is lower than the normal level of 0.80, the normal level was achieved in more than 5 item cases.

A Study on Grade Comparison Difference Analysis of the Gifted Children in IT (정보영재아동의 학년별 차이 비교 분석에 관한 연구)

  • Jun, Woochun;Hong, Suk-Ki
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.25-32
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    • 2014
  • In the current information and knowledge-based society, a nation's economy power heavily depends on IT-related industry and technology. In this sense, most countries are trying to foster IT industry by developing new and innovative IT technologies. Traditionally, only a few talented persons have been leading the whole IT industry. Thus, it is very important and necessary to identify and support the gifted children in IT in early ages for development of IT industry. The purpose of this paper is to investigate study performance of the gifted children in IT for different grades. Our research is focused on especially 4th grade students, 5th grade students, and 6th grade students in elementary schools. Among various abilities of the gifted children in IT, in this paper, we are interested in programming ability and logical thinking ability. To our best knowledge, there is no research work on study performance depending on different grades of the gifted children in IT. For this purpose, the gifted students in gifted science education center attached in a university at Seoul Metropolitan Area are selected and their test scores for 8 years were collected and analyzed. The statistical analysis results show that there is no significant difference among 4th grade students, 5th grade students, and 6th grade students for programming ability and logical thinking ability. We hope that this result can help suggest and propose study contents, curriculum, principles and laws for the gifted education in IT.

Development of Python Education Program with Computational Thinking

  • Lee, Min-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.315-323
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    • 2022
  • In this paper, we propose a python education program that applies computational thinking for non-majors and programming beginners. In this study, we focus on the basics of program logic, breaking away from the difficult grammar and memorization-oriented programming education. And by applying the problem-solving procedure of computational thinking, we propose an educational program that allows non-majors and programming beginners to learn programming easily. In this paper, an 8-week educational program was applied to middle school students with little text coding experience. and through a post-satisfaction survey, it was found that their confidence in programming increased, and they were able to apply computational thinking could be applied to life and other subjects. Although the importance of programming education is being emphasized, it is expected that it will be used as a useful educational program when composing program education for non-majors and beginners in programming for learners who still find it difficult to learn programming.

The Current Status of Puzzle Based Learning (퍼즐 기반 학습 현황 분석)

  • Choi, Jeong-Won;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.153-155
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    • 2013
  • 퍼즐은 주어진 문제를 사람이 스스로 문제해결 알고리즘을 찾아내도록 한다. 이러한 퍼즐은 손으로 직접 조작하거나 텍스트를 통해 접할 수 있으며 흥미를 유발하고 논리적 사고력과 창의력을 개발하도록 한다는 장점이 있어 효과적인 교육을 위하여 종종 도입된다. 본 연구에서는 이러한 퍼즐 기반 학습을 교육에 적극적으로 도입하기 위하여 지금까지 연구된 퍼즐 기반 학습의 현황을 분석하고 퍼즐의 활용 방향을 제시하고자 하였다.

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Lego Dacta를 이용한 프로그래밍 학습모형 개발을 위한 이론적 고찰

  • Kim, Tae-Wan;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.216-225
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    • 2004
  • 프로그래밍은 문제해결의 한 유형으로 학습자의 인지기술과 논리적 사고력을 향상시킬 수 있다. 컴퓨터 교육에 있어서 프로그래밍 교육이 중요한 위치를 차지해야 함에도 불구하고 초등학교에서는 거의 지도가 되지 않고 있다. 이에 본 연구는 구성주의적 교육 도구로써 많은 장점을 지닌 Lego Dacta를 이용하여 초등학생들이 쉽고, 즐겁게 프로그래밍을 할 수 있는 수업모형을 제시하고자 한다. 다양한 문제를 통한 단계적 문제 해결과정으로써의 Lego Dacta 학습모형을 제시하여 학교현장에서 적용할 수 있는 방안을 분석하였다.

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A study on the Possibility of Teaching and Learning about Search Algorithm in Elementary School Computer Education (초등학교 컴퓨터교육에서 검색 알고리즘 교수.학습 가능성에 관한 연구)

  • Lee, Jung-Hwa;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.301-306
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    • 2010
  • 최근의 컴퓨터 교육은 컴퓨터의 개념과 원리의 이해보다는 단순히 응용프로그램의 사용법을 익히는 등 컴퓨터 활용 교육에만 치중하고 있다. 그러나 21세기 정보화를 이끌 인재양성을 위해서는 문제해결력과 논리적인 사고력을 기르는 컴퓨터 교육이 필수적이다. 이에 본 연구는 컴퓨터과학원리 중 검색 알고리즘에 대한 교수 학습방법을 설계해 초등학생을 대상으로 하여 학습이 가능한지 알아보고자 한다.

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