• Title/Summary/Keyword: 소프트웨어 교육 프로그램

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A Study of ICT Fusion Program for Efficient Software Education (효율적인 소프트웨어 교육을 위한 ICT 융합 프로그램 고찰)

  • Nam, Jae-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.789-791
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    • 2014
  • The software education has many interest in the world because a lot of help to improve logical thinking and problem solving training. However, to implement such a program using languages such as C or Java, you should be aware of the syntax, understanding of computer architecture, and many library. So, it is difficult for many ordinary student to implement program. Therefore, we need easy access to the programming to address the life program by coding for students. In this paper, we introduce such useful software training program or Internet Web site for students.

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A Survey and Suggestion of Software Education for Early Childhood (유아 소프트웨어 교육의 현황과 접근방향 제안)

  • Lee, KyungHee;Koh, Eun Hyeon;Cho, Jungwon
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.7-10
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    • 2018
  • 인공지능과 로봇을 중심으로 하는 4차 산업혁명은 더 이상 미래의 일이 아닌 현실로 받아들여지고 있다. 영국, 미국, 일본 등의 주요 선진국을 중심으로 4차 산업혁명을 선도할 수 있는 소프트웨어 전문가 양성에 국가적 사활을 걸고 교육과정을 개편하여 운영 중에 있고, 우리나라도 2018년, 올해부터 소프트웨어 교육 중심의 '정보'교과를 중학교에서 34시간 이상 필수로 이수하도록 하였다. 본 논문에서는 교구 중심의 사교육 기반으로 이루어지고 있는 국내의 유아대상 소프트웨어 교육을 진단하기 위해 국내외 유아 소프트웨어 교육의 현황을 분석하고, 향후의 접근 방향에 대해 제안하였다. 유아대상 소프트웨어 교육은 소프트웨어 교육 전문가 뿐만 아니라 유아교육 전문가, 교육학 및 교육공학 전문가 등 관련 전문가들의 종합적으로 논의하여 프로그램을 개발하여야만 인터넷, 스마트폰, 게임 과의존 등 부작용을 최소화할 수 있을 것이다.

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Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.530-544
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    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

The Design of a Computational Thinking-based Web Programming Course as a Liberal Art Subject for Non-Computer Majored Preliminary Teachers (비전공 예비교사의 컴퓨팅 사고력 기반 웹 프로그래밍 교양 수업 프로그램 설계)

  • Jeon, Yong-Ju;Kim, Tae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.161-164
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    • 2016
  • 컴퓨팅 사고력이나 프로그래밍 체험 및 교육 기회 부족 등으로 인한 자신감 결여와 같은 컴퓨터 학습에 대한 부정적인 태도는 다양한 전공의 예비교사들이 현장에서 소프트웨어를 융합한 교육을 시도하는데 장애요인이 될 수 있다. 안타깝게도 현재까지의 교사양성 교육에서는 ICT 소양 위주의 컴퓨터 교양 교육 외에는 컴퓨팅 사고력이나 소프트웨어 교육에 대해 체험할 수 있는 교육내용이 없는 것이 현실이다. 이에 본 연구에서는 이러한 문제에 대한 해결점을 찾아보고자, 예비교사의 교양 과정에 투입 가능한 컴퓨팅 사고력 기반의 웹 프로그래밍 수업 프로그램을 설계하여, 이를 컴퓨터교육 비전공 예비교사의 교육현장에 기존 ICT소양 위주의 수업내용과 비교하여 투입한 뒤, 수업을 통한 컴퓨터 학습태도의 변화 양상을 관찰하기 위한 기초연구를 수행하였다.

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Design of High School Software AI Education Model in IoT Environment (사물인터넷 환경에서의 고등학교 SW·AI 교육 모델 설계)

  • Keun-Ho Lee;JungSoo Han
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.49-55
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    • 2023
  • The evolution of new digital technologies is progressing rapidly. In particular, many changes in software and artificial intelligence are progressing rapidly in the field of education. The Ministry of Education is planning an educational program by linking software and artificial intelligence regular curriculum. Before applying it to regular subjects, various software and artificial intelligence related experience camps are being promoted. This study aims to construct an educational model for software and artificial intelligence education programs for high school students based on new digital technology. By expanding and distributing software and artificial intelligence education, we aim to enhance the basic capabilities of software and artificial intelligence for high school students. I would like to define the concept of software and artificial intelligence in high school and propose a model that links software and artificial intelligence learning factors to the regular curriculum.

Operation and effect of software education program for Community Child Center (지역아동센터를 위한 소프트웨어 교육 프로그램 운영 및 효과)

  • Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.123-130
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    • 2018
  • The purpose of this study is to investigate the process in which children center students are interested in SW education through the change of perception of SW education. Since the students in the regional Community Child Center are different in grade and age, they have suggested curriculum and teaching-learning process for each level. As a result, the students' attitude and satisfaction with SW education increased and it was found that the education program for the underprivileged is desperately needed.

Development of a Writing Program Using a Mind-map Software (마인드맵 소프트웨어를 활용한 논술 프로그램 개발)

  • Seo, Mi-Kyung;Park, Sun-Ju
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.215-224
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    • 2009
  • The aim of teaching writing is not to memorize a single piece of knowledge but to acquire higher thinking that could be related to other fields using learners' various reading experiences and schemata. Among several strategies or techniques to write well, it is recommended to use a mind-map technique. A mind-map software applies the mind-map technique into computer for learners to study autonomously. However, the mind-map software is not common in educational fields yet and there are only few studies on the effect of it. Therefore, this study analyzed various curricula to extract the elements of writing and developed a mind-map software program which was applied and tested. As a result, the writing program using the mind-map software was effective in promoting learners' motivation and lowering anxiety. It also improved learners' competence of writing such as understanding, analytic thinking, creativity, ability to organize, and expression.

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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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Development and application of online physical computing curriculum for pre-service teachers (예비교사를 위한 온라인 피지컬 컴퓨팅 교육과정 개발과 적용)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.621-632
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    • 2021
  • 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.

Effects of Algorithm-based SW education using micro-bit on elementary school students' creativity (마이크로비트를 활용한 알고리즘 기반 SW교육이 초등학생 창의성에 미치는 효과)

  • Kang, Dongwan;Kim, Seunghyun;Kim, Yongmin;Hong, Hyunmi;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.285-295
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    • 2018
  • The purpose of this study is to develop a software education program using micro:bit based on the ADDIE development model and to analyze the effects of the development of creativity of elementary school students. The education program was developed based on the results of the pre-demand analysis conducted on 40 elementary school teachers in Jeju. In order to verify the effectiveness of the developed education program, 42 students who participated in the education donation program conducted by ${\bigcirc}{\bigcirc}$ University were enrolled in 24 hours for 7 days for 6 days. The results of the analysis show that the software education program developed in this study has positive effects on the creativity factors by improving the programming ability of elementary school students.