• Title/Summary/Keyword: 엔트리 활용교육

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Development of Convergence Educational Program Using AI Platform: Focusing on Environmental Education for Grades 5-6 (인공지능 플랫폼을 활용한 융합수업안 개발 : 5-6학년 환경교육을 중심으로)

  • Choi, Heyoungyun;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.213-221
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    • 2021
  • With the advent of the 4th industrial revolution, the need for artificial intelligence education has increased. The online learning environment caused by COVID-19 made it possible to use variety of artificial intelligence platforms. In this study, an aritificial intelligence class plan was developed and proposed to achieve the goal of artificial intelligence education using an AI platform. The AI platform used is AI for Oceans, With the theme of creating a program for the environment, designed a 6-hour project class using Novel Engineering-based on STEAM model. Students experience AI for Oceans enough time and learn supervised learning by experience. Based on understanding of supervised learning, students design their own programs for the environment using Entry's AI blocks. In this study, for AI convergence education, this lesson was developed and presented with the goal of acquiring the creative problem solving ability and integrated thinking ability by using the principles of artificial intelligence to solve problems.

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A comparative study of deductive and inductive teaching and learning methods for EPL education (EPL 교육에서 연역적 및 귀납적 교수·학습방법 비교연구)

  • Park, Jaeyeon;Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.575-583
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    • 2018
  • This study approached EPL learning with deductive teaching and learning methods and inductive teaching and learning methods which are grammar teaching and learning methods. In the entry site, lectures provided for elementary school students in grades 5 to 6 were set as deductive learning courses. Based on this, inductive learning process was developed and each learning process was composed of 12 periods. After conducting the research, EPL utilization evaluation, learning satisfaction and immersion test were conducted between the two groups. It was difficult to obtain statistically meaningful results between the two groups. However, in the three tests, the mean value of groups using inductive teaching and learning methods was high. If we construct a long-term learning process and conduct research, we think that statistically meaningful results are produced between the two groups.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

A Study on the Application of Coding Education through Gamification for Tourism Experience - Focusing on "Computational Thinking" Factor Analysis - (관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.403-409
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    • 2020
  • Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.

Exploring Data Categories and Algorithm Types for Elementary AI Education (초등 인공지능 교육을 위한 데이터 범주와 알고리즘 종류 탐색)

  • Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.167-173
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    • 2021
  • The purpose of this study is to discuss the types of algorithms and data categories in AI education for elementary school students. The study surveyed 11 pre-elementary teachers after providing education and practice on various data, artificial intelligence algorithm, and AI education platform for 15 weeks. The categories of data and algorithms considering the elementary school level, and educational tools were presented, and their suitability was analyzed. Through the questionnaire, it was concluded that it is most suitable for the teacher to select and preprocess data in advance according to the purpose of the class, and the classification and prediction algorithms are suitable for elementary AI education. In addition, it was confirmed that Entry is most suitable as an AI educational tool, and materials that explain mathematical knowledge are needed to educate the concept of learning of AI. This study is meaningful in that it specifically presents the categories of algorithms and data with in AI education for elementary school students, and analyzes the need for related mathematics education and appropriate AI educational tools.

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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.

Instructional Design Model Development for Continuous Creativity-Personality Education based on NFTM-TRIZ (NFTM-TRIZ에 근거한 지속적인 창의·인성 교육을 위한 수업설계모형 구안)

  • Kim, Hoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.474-481
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    • 2013
  • The purpose of this study is that pre-service teacher are able to design creative instruction based on NFTM-TRIZ for building up their continuous creative thinking and promoting their creative instruction activities. NFTM-TRIZ is a educational technology system to form and develop creative thinking from child to adult continuously based on TRIZ theory. TRIZ is the thinking technique of creative problem solving that can be the tool of inventory solutions by finding and get over the key of contradiction that is necessary to obtain ideal final results of suggested problems. The subjects for this study were 90 pre-service teachers who are attending third and fourth graders of Teachers' College in G university and are taking 'Curriculum and Educational Evaluation'. The creativity program for this study was carried out for ten minutes at the end of lectures. The verification for this study results were performed two faces. First, pre-service teachers presented teaching and learning plan for one time used 8 Steps' Teaching and Learning Model based on NFTM-TRIZ. Second, researcher got feedback from them about this creative program.

Effects of Creativity Instruction Activities on Academic Motivation and Career Maturity of University Students : Based on NFTM-TRIZ Creativity Education Model (창의수업활동이 대학생의 학업동기 및 진로성숙도에 미치는 영향: NFTM-TRIZ 창의 교육 모형을 기반으로)

  • Kim, Hun-Hee;Choi, Yun-Hee
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.277-286
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    • 2015
  • The purpose of this study is to analyze the effects of creativity instruction activities on academic motivation and career maturity of university students and the relationship between these factors. The subjects of this study were university students who took creativity liberal arts based on NFTM-TRIZ creativity education model for a term. The research scales were the self-efficacy scale and failure tolerance scale of academic motivation tests and the Career Maturity Inventory Attitude Scale. The results of this study were as follows : First, creativity instruction activities had a positive influence on academic motivation and career maturity. Especially the effects on self control efficacy, task preference level, career decisiveness and compromise showed significantly(p<.01). Secondly, academic motivation showed positive relationship with career maturity(p<.05).

Development of Block-based Code Generation and Recommendation Model Using Natural Language Processing Model (자연어 처리 모델을 활용한 블록 코드 생성 및 추천 모델 개발)

  • Jeon, In-seong;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.197-207
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    • 2022
  • In this paper, we develop a machine learning based block code generation and recommendation model for the purpose of reducing cognitive load of learners during coding education that learns the learner's block that has been made in the block programming environment using natural processing model and fine-tuning and then generates and recommends the selectable blocks for the next step. To develop the model, the training dataset was produced by pre-processing 50 block codes that were on the popular block programming language web site 'Entry'. Also, after dividing the pre-processed blocks into training dataset, verification dataset and test dataset, we developed a model that generates block codes based on LSTM, Seq2Seq, and GPT-2 model. In the results of the performance evaluation of the developed model, GPT-2 showed a higher performance than the LSTM and Seq2Seq model in the BLEU and ROUGE scores which measure sentence similarity. The data results generated through the GPT-2 model, show that the performance was relatively similar in the BLEU and ROUGE scores except for the case where the number of blocks was 1 or 17.

Development and Application of Statistical Programs Based on Data and Artificial Intelligence Prediction Model to Improve Statistical Literacy of Elementary School Students (초등학생의 통계적 소양 신장을 위한 데이터와 인공지능 예측모델 기반의 통계프로그램 개발 및 적용)

  • Kim, Yunha;Chang, Hyewon
    • Communications of Mathematical Education
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    • v.37 no.4
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    • pp.717-736
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    • 2023
  • The purpose of this study is to develop a statistical program using data and artificial intelligence prediction models and apply it to one class in the sixth grade of elementary school to see if it is effective in improving students' statistical literacy. Based on the analysis of problems in today's elementary school statistical education, a total of 15 sessions of the program was developed to encourage elementary students to experience the entire process of statistical problem solving and to make correct predictions by incorporating data, the core in the era of the Fourth Industrial Revolution into AI education. The biggest features of this program are the recognition of the importance of data, which are the key elements of artificial intelligence education, and the collection and analysis activities that take into account context using real-life data provided by public data platforms. In addition, since it consists of activities to predict the future based on data by using engineering tools such as entry and easy statistics, and creating an artificial intelligence prediction model, it is composed of a program focused on the ability to develop communication skills, information processing capabilities, and critical thinking skills. As a result of applying this program, not only did the program positively affect the statistical literacy of elementary school students, but we also observed students' interest, critical inquiry, and mathematical communication in the entire process of statistical problem solving.