• Title/Summary/Keyword: 융합적 사고력

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Analytic Study on the Effectiveness of Computational Thinking based STEAM Program (컴퓨팅 사고력 기반 융합인재교육 프로그램의 효과성 분석 연구)

  • Kim, Soon-Hwa;Ham, Seong-Jin;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.105-114
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    • 2015
  • A SW competency based on computational thinking is considered as one of the core competencies in the future society. However, the concept of computational thinking is difficult to be introduced to the class because of the lack of appropriate educational program and the shortage of proper understandings of students and teachers. Thus, we have applied computational thinking based STEAM program and analyzed its effectiveness to explore the educational possibilities of computational thinking. The 49 samples were selected, 23 for the experimental group, and 26 for the control group. Pre-post tests for integrated thinking abilities and computational thinking were done to explore the CT-STEAM program's effectiveness. As a result, the components of integrated thinking abilities, science preference and self-directed learning abilities were enhanced after CT-STEAM instruction. In addition, computational thinking assessment score was statistically significant. We expect new STEAM programs using various computing tools to be developed in the future.

Development and Application of an Algorithm Education Program to Improve Convergent Thinking Skills (융합적 사고력 향상을 위한 알고리즘 교육 프로그램 개발 및 적용)

  • Haeyoung Park;Woochun Jun
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.295-305
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    • 2022
  • In the modern artificial intelligence society, the goal of education is to cultivate convergent talents who can adapt well to and lead the artificial intelligence society. The core competency required of convergent future talents is to be able to understand and create software well. In this respect, algorithmic education is very important. Therefore, in this study, an algorithm education program was developed to improve convergent thinking ability. The effectiveness was verified through the paired samples t-test by conducting a pre-post test of convergent thinking ability, and it was found that students' convergent thinking ability was significantly improved in the areas of algorithm knowledge and function.

The Effects of Computational Thinking Based Software Convergence Education on Science Highschool Student's Problem Solving Ability (컴퓨팅 사고력 기반의 SW 융합교육이 과학고 학생들의 문제해결력에 미치는 영향)

  • Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.99-102
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    • 2018
  • 제4차 산업혁명 시대에 접어들면서 창의융합형 인재에 대한 관심이 고조되고 있다. 특히 과학, 수학, 정보 교육 진흥법의 제정 및 시행과 함께 컴퓨팅 사고력을 바탕으로 실세계의 문제를 창의적이고 융합적으로 해결할 수 있는 사고력의 중요성이 커지고 있다. 따라서 본 연구에서는 과학고 학생들의 다양한 융합적 문제 해결 능력을 신장시킬 수 있는 컴퓨팅 사고력 기반의 소프트웨어 융합교육 프로그램을 개발하고, 그 효과를 탐색하고자 한다. 본 연구의 결과는 학교 현장에서의 융합 교육을 위한 이해와 지식을 얻기 위한 기초자료로서 활용되고, 향후 체계적인 실험연구의 방향을 제시하는데 기여할 것이다.

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The Effect of STEAM Program on the Logical Thinking Ability of Middle School Students (융합인재교육(STEAM) 프로그램이 중학생의 논리적 사고력에 미치는 효과)

  • Bae, Sung-Hee;Kim, Hee-Soo
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.17-25
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    • 2017
  • The purpose of this study is to investigate the impact of logical thinking when applying STEAM program for middle school students. Therefore, you're creative, framework governing the conditions and be present, creative design of the emotional experience of class under the procedures of the program from a program by previous studies. STEAM improve program is entirely logical thinking to determine that 47 2nd grade in middle school student radio sampling four weeks, six round of poetry classes. Awareness stage after the program STEAM improved but there was little change in logical thinking and appears to be effective, particularly in conservation, combined logic.(p<0.05)

The Effects of Educational Robot-based SW Convergence Education on Primary Students' Computational Thinking, Collaborative and Communication Skills (교육용로봇기반 SW융합교육이 초등학생의 컴퓨팅 사고력, 협업능력 및 의사소통능력에 미치는 효과)

  • Choi, Hyungshin;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.131-138
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    • 2020
  • The aim of software education is to increase students' Computational Thinking(CT) skills that they can compose problems and provide solutions which can be carried out effectively by information-processing systems. Furthermore, if problem solving situations can provide students with meaningful problem solving opportunities in authentic social contexts, then software education would be more valuable. This study pursued educational robot-based SW convergence education where 4th grade primary students have access to tangible outputs and can engage in authentic problem solving situations working with peers by using robots and programming. In addition, this study investigated the effectiveness of the classes in terms of computational thinking skills and social capabilities(collaborative skills and communication skills). The current study provides educational robot-based SW convergence education cases of a primary school and discusses the effectiveness of the classes in terms of students' computational thinking skills and social capabilities.

Influence of Convergence Education Based on Computing ThinkingAbility on Problem Solving Ability and Interest (컴퓨팅 사고력을 토대로 한 융합활동이 문제해결력 및 관심도에 미치는 영향)

  • Lee, Seung Bum;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.179-187
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    • 2020
  • This study was conducted to verify the effect of convergence education applying computing thinking ability of elementary school students on problem solving ability and interest. The subjects of this study were 23 students in 3rd grade elementary school and 15 students in 6th grade, totaling 38 subjects. As a research method, problem-solving ability and interest were measured through questionnaires, and data were analyzed through T-test to see the pre-post differences of the experimental group. As a result of the study, first, it was found that convergence education applying computing thinking ability had a positive effect on problem solving ability. Second, it was found that convergence education applying computational thinking has a partial effect on the degree of interest by subject. Looking at the details, interest in software education and physical activity was high, but interest in eating habits was relatively low. From the above results, it can be seen that convergence education based on computational thinking contributes to drawing students' problem solving ability, and interest.

The Effect of Computational Thinking Course on Learning Flow and Collective Self-Efficacy (컴퓨팅 사고력 수업이 학습몰입과 협력적 자기효능감에 미치는 영향)

  • Lee, KyungHee;Park, Hye-Young
    • Journal of Convergence for Information Technology
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    • v.11 no.1
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    • pp.167-174
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    • 2021
  • The purpose of this study is to examine the effect of computational thinking course on learning flow and collaborative self-efficacy of university students and to explore the effectiveness of computational thinking course as liberal arts education. For this study, 177 freshmen at a university in Chungnam Province were surveyed learning flow and collaborative self-efficiency. The collected data were analyzed with Stata IC 14 for ��2 test and t-test. The results of this study are as follows. First, the learning flow of students who took computational thinking course were significantly higher(t=3.837 p<.001) compared to those who did not. Second, the collective self-efficiency of students who took computational thinking course were significantly higher(t=2.277 p<.01) compared to those who did not. Therefore the results show that computational course has positive effects on learning flow and collaborative self-efficiency of university students. Based on these findings, discussions and implications were presented on the importance and effectiveness of computational thinking course.

Effects of SW-Efficacy on Computational Thinking and STEAM Literacy in Robot-utilized SW Convergence Education: Dual Mediation Effects of Interests and Learning Engagement (로봇 활용 SW융합교육에서 SW효능감이 컴퓨팅 사고력, 융합인재소양에 미치는 영향: 흥미와 학습참여의 이중매개효과)

  • Huh, Mi-Seon;Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.1-14
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    • 2020
  • This study investigated the effects of SW-efficacy on computational thinking STEAM literacy and the dual mediation effects of interest and student engagement in the relationship between SW-efficacy, computational thinking and STEAM literacy in robot-utilized SW convergence education. For achieving this purpose, robot-utilized SW convergence education targeting 146 middle schools students were carried out, post-survey regarding SW-efficacy, computational thinking, STEAM literacy, interest, and learning engagement were conducted. Collected data were analyzed by SPSS macro process for analysis of the dual mediation effect. Results were as follows: first, SW-efficacy had a significant effect on computational thinking and STEAM literacy. Second, interest did not mediate the relationship between SW efficacy, computational thinking and STEAM literacy, while student engagement mediated it. Third, SW efficacy had a significant effect on computational thinking and STEAM literacy dual-mediating effect of interest and student engagement. These results imply the roles of SW efficacy, interest and student engagement to improve computational thinking and STEAM literacy in robot-utilized SW education and provide implications with regard to robot-utilized SW education and instructional directions.

Convergence Organization Strategies of the Computational Thinking in Informatics Curriculums (정보과 교육과정에서 융합형 컴퓨팅사고력 구성 전략)

  • Shin, Soo-Bum;Kim, Chul;Park, Namje;Kim, Kap-Su;Sung, Young-Hoon;Jeong, Young-Sik
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.607-616
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    • 2016
  • Computational thinking is complexity and independent subject matter being capable to learn concept of computer science and providing methodology of problem solving. Also many experts have said that computational thinking will be grow essential tool in the further developing information society. Thus our country has been trying to introduce it in the K12 informatics subject matter education. Therefore we proposed a introducing method of computational thinking being appropriated of a character of it in the informatics curriculum. To do this, we analyzed character and worthy of it, advanced model cases introducing it into the curriculum. And we proposed that introduced case of it into curriculum is divided 3 cases archiving computational thinking itself, being connected aim of general subject matter with it and computer science education. According to this advanced cases, this study selected permeative style of computational thinking with the informatics subject matted curriculum. This method is divided achievement criterion into contents and means. also we proposed that contents area of informatics subject matter achievement criterion is composed Computing System, Information Life, Software and means area can be filled with subset of computational thinking. This introducing method can make informatics subject matter education settle subject matter helping problem solving through computer system beyond character of technology oriented subject matter.

A Study on the Development of Digital Yut Playing System Based on Physical Computing (피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구)

  • Koh, Byoungoh
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.335-342
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    • 2017
  • The artificial intelligence, robot technology, Internet of things, and life sciences that create added value while dramatically transforming human life have been highlighted in the fourth industrial revolution, the next industrial revolution. In order to adapt to the 4th industry, it is necessary to educate students to develop fusion thinking and computing thinking ability. Therefore, in this study, we developed a digital Yut Playing system based on physical computing, reflecting STEAM and decomposition, pattern recognition, abstraction, and algorithm design, which are components of computing thinking. By experiencing the developed system and applying it to education, it raised interest and interest in programming education and improved programming lesson for fusion thinking and computing thinking ability.