• Title/Summary/Keyword: 융합SW교육

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Development of SW convergence Education program for the patriotism applying Novel Engineering (Novel Engineering을 적용한 SW융합형 호국보훈 수업 방안)

  • Hong, Ji-Yeon;Kim, Yung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.600-603
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    • 2018
  • The purpose of this study is to describe the SW Convergence education class applying the Novel Engineering teaching method during the creative experiential activity time. We developed a SW convergence education program for a patriotism class applying Novel Engineering, a new educational method instead of writing and drawing. Through this lesson program, students can improve their problem-solving ability based on their computational thinking and enhance their love spirit about country. Students read a book that tells the story of patriot, writes the historical scene presented in the book through scenarios through Re-enactment, and implements the simulation situation using Lego WeDo 2.0. The results of this study based on the analysis of the data on the questionnaire showed that there is a significant students' change through the SW convergence education program for patriotism class. In the future, we will expand the scope to more various grades and subjects so that we can generalize the effectiveness of SW convergence education applying Novel Engineering.

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Development of VR Programming Module for SW Education Advanced Course in Elementary and Middle School (초·중학교 SW교육 심화과정을 위한 가상현실 프로그래밍 모듈 개발)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.45-51
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    • 2019
  • In this paper, virtual reality programming modules were developed for software education advanced courses in elementary and middle schools. And the effectiveness of the developed module was also analyzed. As the result, virtual reality programming module developed in this study was proven to be suitable for software education advanced courses required after basic coding in elementary and middle school. In particular, it is expected that it will be very helpful for the information gifted education program which is carried out in 2,920 gifted education institutions nationwide. Also, it is expected that it will be suitable for STEM education.

Basic Study on the Establishment of AI Convergence Education Room (인공지능융합교육실 구축에 관한 기초연구)

  • Kim, Jeong-Rang
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.321-326
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    • 2021
  • In this paper, the information education plan of the Ministry of Education and offices of education was analyzed in relation to the construction of the AI convergence education room. And based on this, an appropriate construction direction was suggested. For research, AI convergence education room construction plan, budget amount per school and etc were analyzed in the information education plan of the Ministry of Education, KERIS, KOFAC, and the plan of leading schools for AI education. Although the Ministry of Education is making various efforts to promote SW education and artificial intelligence convergence education, it is found that the number is far insufficient compared to the number of elementary, middle and high schools. Efforts to expand the information education room at the government level are continuously required, and in order to utilize the developed artificial intelligence convergence education room, it is necessary to provide abundant teaching and learning examples for the construction space model. In addition, school-level planning and execution must be followed so that the constructed space can be used appropriately, and management and maintenance plans for equipment are required.

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A Study on the Improvement Scheme of University's Software Education

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.243-250
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    • 2020
  • In this paper, we propose an effective software education scheme for universities. The key idea of this software education scheme is to analyze software curriculum of QS world university rankings Top 10, SW-oriented university, and regional main national university. And based on the results, we propose five improvements for the effective SW education method of universities. The first is to enhance the adaptability of the industry by developing courses based on the SW developer's job analysis in the curriculum development process. Second, it is necessary to strengthen the curriculum of the 4th industrial revolution core technologies(cloud computing, big data, virtual/augmented reality, Internet of things, etc.) and integrate them with various fields such as medical, bio, sensor, human, and cognitive science. Third, programming language education should be included in software convergence course after basic syntax education to implement projects in various fields. In addition, the curriculum for developing system programming developers and back-end developers should be strengthened rather than application program developers. Fourth, it offers opportunities to participate in industrial projects by reinforcing courses such as capstone design and comprehensive design, which enables product-based self-directed learning. Fifth, it is necessary to develop university-specific curriculum based on local industry by reinforcing internship or industry-academic program that can acquire skills in local industry field.

Analysis on Effects of AI Thinking Skills Coding Program on Software Development Tendency to Primary Students in Rural Areas (AI 사고력 코딩 프로그램이 농어촌 초등학생의 SW성향에 미치는 영향 분석)

  • Lee, Jaeho;Lee, Seonghoon;Jeong, Hongwon
    • Journal of Creative Information Culture
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    • v.7 no.1
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    • pp.1-9
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    • 2021
  • Subjects for the study are educationally alienated class living in poor educational environment. Those students often live outside the reach of software education which is one of key capabilities of Fourth Industrial Revolution. The gap between student in rural and urban areas is becoming more distinct and schoolchildren in rural areas are further limited to access software development education under COVID-19 where face-to-face classes are more rarely conducted. To overcome the issue, AI based thinking skills coding educational program was developed and tested on children in 6 primary schools in south and north of Gyunggi-do, South Korea. Questionnaire were conducted before and after classes to research on students'awareness on AI thinking skills coding. At the end of the study, subjects showed statistically significant increase in confidence, interest, and attitude, and showed positive overall feedback on software development tendency after the program is conducted.

Development of evaluation factors for SW education in elementary and secondary schools (초·중등 SW교육의 평가요소 개발)

  • Park, Juyeon;Kim, Jonghye;kim, Sughee;Lee, HyunSook;Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.47-59
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    • 2017
  • The Goal of SW education is to cultivate creative and convergent human resources with computational thinking ability. The content and methods of SW education are diverse, and it is difficult for the students to properly evaluate what they have learned. In order to appropriately evaluate the learning contents, SW education evaluations should be able to easily evaluate the core content of the SW education. The purpose of this study is to provide a systematic framework that can be used to develop evaluation factors to evaluate the effectiveness of SW education in elementary and secondary schools. We conducted a literature review, a field suitability review through FGI, an expert consultation, and a Delphi survey. As a result, the metrics of the cognitive domain were developed with 17 keywords in three categories: Computational Materials & Outputs (CMO), Computational Concepts (CC), and Computational Practices (CP). Also, metrics of the affective domain were developed with 13 sub-areas in four categories: value, attitude, computational thinking efficacy, and interest. The SW education evaluation factors developed in this study can be used as a framework to develop the evaluation contents in accordance with the contents of education.

The Effects of SW Education Using EPL and Coding robot on the Computational thinking and Problem solving (EPL 및 코딩 로봇 활용 SW교육이 컴퓨팅 사고력과 문제해결력에 미치는 효과)

  • Oh, Ji Hun;Jang, Dae Won;Chung, Il Yong
    • Smart Media Journal
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    • v.10 no.3
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    • pp.60-67
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    • 2021
  • This study attempted to examine the effects of SW education using EPL and coding robots on computing thinking and problem-solving skills among various teaching and learning methods of software education. To this end, a survey was conducted on 350 students from middle schools A and B in Gwangju and Jeollanam-do, and the difference in mean was analyzed through t-verification and one-way analysis of variance in order to investigate the relationship between variables. Based on the research results obtained through this, we will identify the effects, strengths, and weaknesses of SW education using EPL and coding robots, provide basic data and information for efficient teaching and learning methods of SW education, and further suggest better directions in terms of academic and practical aspects.

Designing an Intelligent Data Coding Curriculum for Non-Software Majors: Centered on the EZMKER Kit as an Educational Resource (SW 비전공자 대상으로 지능형 데이터 코딩 교육과정 설계 : EZMKER kit교구 중심으로)

  • Seoung-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.901-910
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    • 2023
  • In universities, programming language-based thinking and software education for non-majors are being implemented to cultivate creative and convergent talent capable of leading the digital convergence era in line with the Fourth Industrial Revolution. However, learners face difficulties in acquiring the unfamiliar syntax and programming languages. The purpose of this study is to propose a software education model to alleviate the challenges faced by non-major students during the learning process. By introducing algorithm techniques and diagram techniques based on programming language thinking and using the EZMKER kit as an instructional model, this study aims to overcome the lack of learning about programming languages and syntax. Consequently, a structured software education model has been designed and implemented as a top-down system learning model.

The Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class (초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.39 no.2
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    • pp.296-305
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    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.

Educational Effects of Collaborative Story Creation Activities Using the Entry Programming Language (엔트리 프로그래밍 언어를 활용한 협력적 이야기 생성하기 활동의 교육적 효과)

  • Seo, Hyunseok;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.651-660
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    • 2018
  • To determine the educational effects of collaborative story creation activities using the Entry programming language, we instructed first year students at the national university of education on these activities for three weeks and analyzed the changes in their software (SW) education capacity and story creating ability. The completed analysis showed no significant changes in the students' SW education capacity as related to information literacy, computational thinking, and learner competency; however, the students' ability to create stories increased significantly. Although students struggled to learn story creation using Entry, they gradually found that the activities were useful and their interest in creating stories grew. Therefore, we suggest expanding the number of subject curriculum activities using Entry in order to improve SW education capacity as well as the subject capacity for student teachers.