• Title/Summary/Keyword: 중학교 정보 교육

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Development of an Arduino programming experience program for free semester students (자유학기제 학생을 대상으로 한 아두이노 프로그래밍 체험 프로그램 개발 사례)

  • Lee, Eun-Sang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.447-450
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    • 2021
  • 이 연구의 목적은 자유학기제 학생을 대상으로 한 아두이노 프로그래밍 체험 프로그램의 개발 사례를 제시하는데 있다. 이를 위해 연구자는 Lee(2020)의 저비용 마이크로컨트롤러 적용 교수학습 모형에 기반하여 아두이노 프로그래밍 체험 프로그래밍 2종을 개발하였다. 이 연구의 결론은 다음과 같다. 첫째, 개발된 프로그램은 '아두이노 음악 연주 프로그램'과 '아두이노 자동차 만들기 프로그램'이다. 둘째, 개발된 프로그램은 각각 7개와 8개의 하위 모듈로 구성되어 있으며, 참여 중학교의 여건에 따라 전부 또는 일부를 선택하여 적용할 수 있다. 셋째, 개발된 프로그램을 통해 프로그램 참여 중학생들은 매크로, 반복문, 배열, 함수 등의 C 프로그래밍 내용 요소를 체험할 수 있었다. 개발된 프로그램은 자유학기제 학생들을 대상으로 짧은 시간내에 프로그래밍을 온라인 환경하에서 체험시켰다는 점에서 의의가 있다. 향후 연구에서는 보다 검증된 설문지와 구체적인 실험 설계를 바탕으로 본 개발 프로그램의 교육 효과를 검증해 볼 필요가 있을 것이다.

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Development of ESG Index Scale Tool for Sustainable Management at the University (대학의 지속 가능 경영을 위한 ESG 지수 측정 도구 개발)

  • Kim, Ji-Yun;Cho, Jihoon;Yoo, Jun Hyuk;Yoo, Jiyeon;Lee, Tae Wuk;Kim, Kwihoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.215-216
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    • 2022
  • 본 논문에서는 대학의 지속 가능 경영을 위한 ESG 지수 측정 도구를 제안한다. ESG는 기업의 가치를 평가하고 투자 의사를 결정하는 중요한 요소로 자리매김하고 있다. 그러나 대학의 ESG 경영에 대한 연구는 현재까지 매우 부족한 상황이다. 이에 본 논문에서는 대학의 지속 가능 경영을 위한 ESG 지수 측정 도구를 개발하고 샘플 데이터를 이용한 활용 예시를 제안하였다.

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A Comparative Analysis about the Content and Terminology of Middle School Computer Textbooks in South-North Korea (중학교 컴퓨터 교과서의 내용 및 용어에 관한 남북한 비교 분석 연구)

  • Park, Jung-Ho;Ahn, Sung-Hun;Lee, Won-Gyu;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.9-17
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    • 2007
  • This study compared and analysed computer textbooks of the middle school from South Korea and North Korea for preparing the unification of the Korean Peninsula. According to the result of this study, the contents of South Korea textbook were equally selected from all scopes. By contrast, the contents of North Korea mostly consisted of the basic knowledge of computer, word-processing excluding the newest contents as Internet or Multimedia. But with the BASIC programming and algorithm for enhancement of the creative solving ability, prospective IT brains had been trained in North Korea. Moreover, due to differences of language policy and country that delivered IT technology, significant differences were found between South and North Korea in IT terminology. For preparing IT education after unification of the Korean Peninsula, both efforts of people who work in the fields of IT and school system in South and North Korea should be taken in order to relieve these differences.

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An Investigation of the Types of Analogies Generated by Science-Gifted Student, Mapping Errors on the Chromatography, and the Perceptions on Generating Analogy (크로마토그래피 개념에 대해 중학교 과학영재가 만든 비유의 유형과 대응 오류 및 비유 만들기 활동에 대한 인식 조사)

  • Kim, You-Jung;Moon, Se-Jeong;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.29 no.8
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    • pp.861-873
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    • 2009
  • This study investigated the types of analogies generated by science-gifted students, mapping errors on the chromatography, and the perceptions on generating analogy. The subjects were science-gifted eighth-graders (N=68) enrolled at four gifted-education centers in Seoul. Analyses of the results revealed that most science-gifted students represented the analogies using verbal and pictorial forms based on concrete and everyday experiences, and they elaborately explained them including the functional attributes and the causal relationships of the target concept. Science-gifted students selected the analogies having rich similarities or similar structure and principle between the target concept and the analogy as the best of the self-generated analogies. And they used mainly their 'school life' as analogy materials. The results of the mapping test showed that many science-gifted students had mapping errors such as 'failure to map' and 'overmapping'. They were found to have the positive perceptions on generating analogy. The present study will provide the basic information to develop an instructional model in generating analogy in an education program for science-gifted students.

Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

Development and Application of the Butterfly Algorithm Based on Decision Making Tree for Contradiction Problem Solving (모순 문제 해결을 위한 의사결정트리 기반 나비 알고리즘의 개발과 적용)

  • Hyun, Jung Suk;Ko, Ye June;Kim, Yung Gyeol;Jean, Seungjae;Park, Chan Jung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.87-98
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    • 2019
  • It is easy to assume that contradictions are logically incorrect or empty sets that have no solvability. This dilemma, which can not be done, is difficult to solve because it has to solve the contradiction hidden in it. Paradoxically, therefore, contradiction resolution has been viewed as an innovative and creative problem-solving. TRIZ, which analyzes the solution of the problem from the perspective of resolving contradictions, has been used for people rather than computers. The Butterfly model, which analyzes the problem from the perspective of solving the contradiction like TRIZ, analyzed the type of contradiction problem using symbolic logic. In order to apply an appropriate concrete solution strategy for a given contradiction problems, we designed the Butterfly algorithm based on decision making tree. We also developed a visualization tool based on Python tkInter to find concrete solution strategies for given contradiction problems. In order to verify the developed tool, the third grade students of middle school learned the Butterfly algorithm, analyzed the contradiction of the wooden support, and won the grand prize at an invention contest in search of a new solution. The Butterfly algorithm developed in this paper systematically reduces the solution space of contradictory problems in the beginning of problem solving and can help solve contradiction problems without trial and errors.

ICT DIY 정책과 메이커생태계 구축을 위한 표준화

  • Ham, Jin-Ho;Lee, Seung-Yun;Kim, Hyeong-Jun
    • Information and Communications Magazine
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    • v.33 no.1
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    • pp.5-10
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    • 2015
  • 본고에서는 창조경제를 실현하기 위한 방안으로서 메이커 문화 확산 및 생태계 구축의 필요성에 대하여 설명하고, 메이커 환경 구축 및 문화 확산을 위한 국내외 동향에 대하여 소개한다. 또 ICT DIY 정책 추진을 위한 미래창조과학부, ICT DIY 포럼, 한국전자통신연구원에서의 창작소 표준체계 구축의 방향과 결과를 소개한다. 이와 함께 국내 메이커생태계를 조기에 구축하기 위한 방안으로 현재 추진 중인 로고창작소의 시범운영 계획에 대하여 소개하고, 아울러 중학교의 자유학기제를 중심으로 오픈하드웨어, 3D 모델링 및 프린팅, 소프트웨어 등 메이커교육 추진 상황을 소개한다.

The Analysis of Teachers' Factors Influencing ICT literacy in Elementary and Middle School Students (초·중학생 ICT 리터러시 수준에 영향을 미치는 교사 요인 분석)

  • Kim, Chong Min;Ahn, Sung Hun;Lim, Hyunjung;Kim, Han Sung
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.321-334
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    • 2017
  • The purpose of this study is to investigate teacher factors influencing ICT literacy in elementary and middle school students. For this purpose, ICT literacy was measured in 6,383 students in $4^{th}$, $5^{th}$ and $6^{th}$ graders, 337 teachers in 150 elementary schools, and 9,183 students in $1^{st}$, $2^{nd}$ and $3^{rd}$ graders, 337 teachers in 150 middle schools. Additionally, we conducted multiple regression analysis to explore teachers' influential factors. As a result, our finding indicated that the level of teachers' computer literacy had a positive effect on elementary students' ICT literacy(overall and 7 sub-domains) while ICT utilization during class and teachers' age had a negative effect on elementary students' ICT literacy(overall and 7 sub-domains). In addition, we found that major in ICT education and the level of teacher education had a positive effect on middle students' ICT literacy(overall and 7 sub-domains). Based on the results of this study, we suggested increasing hours in the teachers' professional development and the pre-service and in-service teacher education course and supporting or promoting the self-development of the information school teachers in middle schools.

Development and Effect of Consumer Education Program for the Middle School Creative Extra Curricular Activities (중학교 창의적 재량활동 시간을 활용한 소비자교육 프로그램 개발 및 효과)

  • Kim, Jeong-Hee;Kim, Hyang-Ran
    • Journal of Korean Home Economics Education Association
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    • v.18 no.4 s.42
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    • pp.103-126
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    • 2006
  • This study was to develope and applicate the consumer education program with appropriate level for middle school students so that they could take systematic consumer education by using creative-discretionary activity. The procedure of this study was researching and analyzing the degree of learner's need and choosing the contents of education involved with the characteristics of adolescent consumers. This education program was performed at creative-discretionary activity class with the 3th grade of middle school. To evaluate the effect of education program, we compared with the difference of student's knowledge and attitude before and after this program was performed. Although there was no significant difference, student's knowledge and attitude was improved much better. And there marked a high satisfaction rate of 3.87 about the overall method of consumer education.

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An Exploration of IT Convergence Methods for School Forests Education (초, 중등 학교 숲 활용 교육을 위한 IT 융합 방안 탐색)

  • Kim, Sung-Ae
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.112-120
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    • 2019
  • The purpose of this study is to explore educational methods for elementary, middle and high schools using school forests via IT convergence. To this aim, we reviewed the previous literature on education using school forests to identify the problems with the existing education using school forests, and conducted interviews with experts to analyze the demands. we proposed an educational method that can utilize the school forests via IT convergence, and explored its validity through content reviews conducted by experts. The findings of this study are as follows. First, we proposed the IT convergence instruction focused on hands-on activities on top of the existing educational contents. Second, we proposed IT convergence instruction that incorporates diverse materials, physical computing tools, and programming tools. Third, we presented methods for utilizing such IT convergence instruction in connection with various elements of the 2015 Revised Curriculum as well as with various other activities such as middle school free semester activities and after-school activities. The school forest is a crucial learning space for the areas related to agriculture and biotechnology. Thus, we anticipate that the IT convergence instruction proposed in this study will lead to the re-discovery and re-evaluation of a value of school forests as an educational space that contributes to fulfilling the objective of the 2015 Revised Curriculum to nurture creative convergent talent.