• Title/Summary/Keyword: 소프트웨어 교육과정

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Analysis on the International Comparison of Computer Education in Schools (국외 컴퓨터 교육과정의 변화 분석)

  • Sung, Jung Sook;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.45-54
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    • 2015
  • A whole society has become software-driven and each independent fields has become convergence based on computing as the new digital economy era has come. This change affect computational literacy using computational thinking is emphasized the importance as the core competence for the future living. It means that supply of manpower with understanding software principle will decide the fate of the country. For this reason, each country are reinforcing computer science education or computing education. In this paper, we researched and analysed on new global trends of computer education in school especially focused on national curriculum and policy.

The status of software education in participating schools of ICILS 2018 field trial (ICILS 2018 예비검사 참여 학교의 소프트웨어 교육 현황)

  • Jeon, Seongkyun;Lee, Eunkyung;Park, Sangwook
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.33-34
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    • 2018
  • 우리나라는 2015 개정 교육 과정에 초 중학교에서의 소프트웨어 교육을 필수화하고, 다양한 소프트웨어 교육 정책을 펼치며 컴퓨터 정보 소양 교육을 강화하고 있다. 이러한 변화에 따라 실제 우리나라 학생들의 컴퓨터 정보 소양에 미치는 영향을 분석할 필요가 있다. 또한, ICILS 2013 이후 우리나라의 컴퓨터 정보 소양 교육 환경은 급격한 변화를 맞이하였기 때문에 이러한 교육 환경의 변화를 면밀히 파악할 필요가 있다. 본 연구는 ICILS 2018 예비검사에 참여한 전국 32개 중학교를 대상으로 소프트웨어 교육 현황을 조사하고 분석하였다.

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Development of Physical Computing Curriculum in Elementary Schools for Computational Thinking (컴퓨팅 사고력 향상을 위한 초등 피지컬 컴퓨팅 교육과정 개발)

  • Kim, Jaehwi;Kim, Dongho
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.69-82
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    • 2016
  • Block-based educational programming language(EPL) is commonly used due to its availability at low or no cost. It is also preferred tool of computing education due to its intuitive design, ease-of-use and its effectiveness in increasing algorithmic thinking abilities especially in elementary students. Physical computing is also necessary because it brings students closer to real-world problem solving by connecting the real world with the computing environment. However, due to high-cost and required knowledge in electrical engineering, many schools find the education difficult to access. The study shows significant increase in computational thinking abilities in both groups treated with EPL and additional physical computing education.

Needs Analysis of Software Education Curriculum at National Universities of Education for the 2015 Revised National Curriculum (2015 개정 교육과정을 대비한 교육대학교의 소프트웨어 교육과정에 대한 수요 분석)

  • Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.83-92
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    • 2016
  • In accordance with the 2015 Revised Practical Curriculum, software education for elementary school students will focus on making software and not using software. Therefore, we must revise the computer education curriculum at national universities of education to include classes on programming. In this study, I surveyed computer education students to learn more about their programming experience as well as their understanding of and necessity for software education. Based on results of the survey, I found that students had a strong understanding of software education and that they recognized its importance; however, students who had not experience related to programming education had a weak the understanding and necessity for software developing education. I suggested that software-related courses should open as a major subjects at the universities.

An Analysis and Definition of Software Education Learning Elements for Pre_service Elementary Teacher (예비 교사들의 소프트웨어 교육의 학습 요소 정의 및 효과 분석)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.245-254
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    • 2019
  • In the 2015 revision curriculum, software education must be conducted for 17 hours in elementary school fifth or sixth grade. Pre_service elementary teachers should be able to teach software. In this study, learning factors according to the achievement criteria for software education will be defined for pre-service elementary teachers. Pre-service teachers were taught by learning elements. As a result, the pre_service teachers were able to create teaching and evaluation materials for each learning element. It was also found that the pre-service teachers improved their ability to teach software education in elementary school based on these materials.

Content Analysis on the Curriculum Achievement Standards in the Software·Mathematics·Science Convergence Teaching and Learning Material (SW·수학·과학 융합형 교수·학습 자료에 나타난 교육과정 성취기준 내용 분석)

  • Jung, Ungyeol;Lee, Youngjun
    • The Journal of Korean Association of Computer Education
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    • v.21 no.5
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    • pp.11-23
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    • 2018
  • In order to cultivate human resources to live in the 4th industrial revolution era, software (SW) education became mandatory in the 2015 revised curriculum. Furthermore the science mathematics informatics education promotion law was enacted to emphasize the importance of software convergence education. Therefore, it is necessary to study how to converge and educate mathematics and science with software education to solve problems in real life and various disciplines. This study is to find the directions and effectiveness of software convergence education through content analysis of the software mathematics science convergence teaching and learning materials, which are recently developed and distributed by the Ministry of Education et al. The results of this research are expected to suggest implications to future researches about software, mathematics and science convergence education.

The Effect of a STEAM-based Elementary Mobile Algorithm Class for Flipped Learning on Students' Problem Solving Ability (플립러닝을 위한 STEAM 기반 초등 모바일 알고리즘 학습이 문제해결력에 미치는 영향)

  • Chae, Kyungjeon;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.463-474
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    • 2017
  • Software integration becomes very important in these days. Since the 4th industrial revolution has begun and influences its heavy effects on our daily life, software education has been introduced in the 2015 national revised curriculum. The purpose of this study is to verify the effects of a mobile web application for the elementary algorithm class based on STEAM on the problem solving process of elementary school students. To do so, in this study we constructed an algorithm learning contents based on STEAM for new software education and developed a mobile web application for flipped learning to improve their problem solving ability. Further, an experimental group and a controlled group are selected respectively from the 5th grade elementary school students. Then, a new flipped learning class using our mobile materials was applied to the experimental group while a traditional lecture class using the activity papers was applied to the controlled group. Finally the paired samples t-tests were carried out. As a result, we found that there was a statistically significant difference in problem solving process between the two groups. Based on our experimental research and the results of statistical analysis, the mobile web application class based on STEAM turned out to be effective in improving the problem solving ability of elementary school students.

Analysis of Types and Characteristics of Self-Directed Learning of Learners in Online Software Education (온라인 소프트웨어 교육 학습자들의 자기주도학습 유형 분류 및 특징 분석)

  • Sung, Eunmo;Chae, Yoojung;Lee, Sunghye
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.31-46
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    • 2019
  • The purpose of this study is to analyze the self-directed learning types of software education learners and to characterize them according to each type. To do this, 429 middle school students participating in online software education at K university were surveyed and a latent class analysis to analyze self-directed learning types was conducted. As a result, the self-directed learning types of the software education learners were classified into 'highest level of self-directed learning type (class 1)', 'self learning style recognition type (class 2)', 'self learning style preference type (class 3)', and 'lack of self-directed learning type(class 4)'. Also, the level of software learning achievement according to self-directed learning type of software education learners was found to be the highest at 'highest level of self-directed learning type (class 1)' and lowest at 'self learning style preference type (class 3)'. Based on these results, we suggested the strategic implications for software education.

Development of Scratch Learning Contents using Webcam for Enhancing Interest in Programming (프로그래밍 흥미 향상을 위한 웹캠 기반 스크래치 교육 콘텐츠 개발)

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.121-124
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    • 2017
  • 초등 교육과정에 소프트웨어 교육 내용이 포함되는 2015 개정 교육과정의 시행을 앞두고, 학교 현장의 교사들은 이에 대한 지도 준비 수준이 낮으며 소프트웨어 교육 관련 교수 학습 자료도 부족하다고 느끼고 있었다. 이에 본 논문에서는 체험을 주 내용으로 하는 초등학교 프로그래밍 영역에 활용이 가능한 웹캠 기반 스크래치 프로그래밍 교육 콘텐츠를 개발하였다. 이 때 프로그래밍 흥미를 높일 수 있는 방법으로 웹캠을 사용하여 사용자의 움직임과 상호작용이 가능한 콘텐츠를 제작하였으며 총 10차시로 구성하였다. 추후 본 논문에서 제안한 교육 콘텐츠를 초등학생들에게 적용하여 교육적 효과를 검토할 것이다.

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Effect of Software Education Based on Physical Computing on Elementary School Student' Computational Thinking (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Kim, SungJoon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.131-139
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    • 2021
  • In the newly revised curriculum, it is aimed to raise student who has creativity and convergence ability with computational thinking. Based on the analysis of revised curriculum including software education in elementary school, this study proposed educational program that can be applied in actual school field, considering various factors. This educational program using Bitbrick was conducted by 50 students in fifth grade that consist of 23 students in Seoul and 27 students in Gyeonggido during five weeks in 17 periods. The purpose of this study is to verify the effect of application of software education program in terms of computational thinking ability and problem solving ability. The effect was verified after comparing the result of pre-test and post-test through T-test. So, this study obtained improvement of computational thinking and problem solving ability.

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