• Title/Summary/Keyword: 창의컴퓨팅

Search Result 141, Processing Time 0.026 seconds

Development and application of a physical computing program applying design thinking to improve the creativity and computational thinking ability: Focusing on Microbit (창의성과 컴퓨팅 사고력 향상을 위한 디자인 사고 적용 피지컬 컴퓨팅 프로그램 개발 및 적용: 마이크로비트를 중심으로)

  • Seo, Youngho;Kim, Gwanmin;KimWoon, Jonghoon
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.2
    • /
    • pp.377-385
    • /
    • 2021
  • This study attempted to develop and apply a physical computing SW education program applying design thinking. The produced SW education program was applied to 22 students in the 5th and 6th grades of J and B elementary schools located in Jeju-si. Computational thinking ability and creativity pre-test was conducted, and Physical computing software training applied design thinking was conducted over a total of 5 sessions for 20 hours, followed by a post-test on creativity and computational thinking ability. As a result of the verification, it was found that physical computing SW education program applying design thinking was effective in improving the creativity and computing thinking ability of elementary school students.

A Study of Software Education Model with Creative Problem Solving (창의적 문제 해결(CPS) 중심의 소프트웨어 교육 모형 연구)

  • Jin, Kwang-Hun;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.01a
    • /
    • pp.281-283
    • /
    • 2020
  • 본 연구는 2015년 교육과정에 명시된 정보교과의 운영방침과 중등학교 소프트웨어 교육 현황을 분석하고, 이에 대한 문제점을 해결 할 수 있는 방안으로 창의적 문제 해결력을 통한 소프트웨어 교육 모형을 제안한다. 창의적 문제 해결력은 확산적 사고와 수렴적 사고를 통해 학생들이 문제 해결에 필요한 사고를 키울 수 있는 모형이다. 이에 본 논문에서는 컴퓨팅 사고력을 가진 창의·융합 인재 육성이라는 소프트웨어의 교육 목표를 달성하기 위해 기존의 CPS모형과 CT의 요소간의 유사점을 확인하고 이를 바탕으로 새로운 CPS-SW 모형을 제안한다. CPS-SW 모형으로 컴퓨팅 사고력과 창의적 문제해결력을 키울 수 있으며, 이를 통해 미래 사회에 필요한 인재육성을 위한 소프트웨어 교육의 발전에 기여하고자 한다. 또한 CPS-SW 모형을 적용할 수 있는 프로그램과 학생들이 창의적 문제해결력을 키울 수 있는 학습에 대한 연구가 필요할 것으로 예상한다.

  • PDF

The Effects of PBL-based Data Science Education classes using App Inventor on elementary student Computational Thinking and Creativity improvement (앱인벤터를 활용한 PBL 기반 데이터 사이언스 교육 수업이 초등학생의 컴퓨팅 사고력과 창의성 향상에 미치는 효과)

  • Kim, Yongmin
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.6
    • /
    • pp.551-562
    • /
    • 2020
  • The purpose of this study is to investigate the effects of Data Science Education classes using PBL-based App Inventor on elementary student Computational Thinking and Creativity. Based on the results of the pre-requisite analysis by Rossett's demand analysis model, PBL-based Data Science Education class was designed according to the procedure of ADDIE model which is 42 hours of classroom instruction for elementary student. As a result of the Paired t-test, it was proved that the Computational Thinking was statistically significantly improved in the post-test. In addition, as a result of the Paired t-test and Wilcoxon's signed rank test, it was found that the sub-factors of Creativity were 'Originality', 'Fluency', 'Closure', 'Average', and 'Index'. Therefore, it was confirmed that the PBL-based Data Science Education class using App Inventor is effective in improving Computational Thinking and Creativity of elementary student.

The Development of A Micro:bit-Based Creative Computing Education Program (마이크로비트 기반의 창의 컴퓨팅 교육 프로그램 개발)

  • Koo, Dukhoi;Woo, Seokjun
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.2
    • /
    • pp.231-238
    • /
    • 2018
  • Software education has started as a compulsary subject or part in elementary, middle and high school, but there is a limitation for using the physical computing toolkit and instructional guidelines that teacher can use. The purpose of this study is to propose a computing education program using a physical computing toolkit called the Micro:bit. The novel instructional model is called "MDIAP" which consists of five stages : Motivation, Demonstration, Imitation, Application, Presentation. Instructional process is presented in spiral, consisting of basic micro-bit sensors, and maker's learning using additional sensors and actuators. This study will help students to enhance creative computational thinking through the MDIAP instructional activities.

Analysis of the Effectiveness of Liberal SW Education focused on Developing Computational Thinking and Creative Problem Solving Ability (컴퓨팅사고력, 창의적 문제해결력 신장을 위한 대학 교양 SW 기초 교육의 효과 분석)

  • Jiyae Noh
    • Journal of Industrial Convergence
    • /
    • v.21 no.1
    • /
    • pp.123-135
    • /
    • 2023
  • In liberal SW education, nurturing student with creative problem-solving ability based on SW is considered important. The purpose of this study is to design SW education and to investigate the effects on students' computational thinking and creative problem solving abilities. This study designed classes in accordance with convergent project and the CT-CPS model and 38 undergraduate students have participated this study. The questionnaire survey was given to students and analyzed the effectiveness of class. The results of this study were as follows: Fitst, SW education significantly improved computational thinking and creative problem solving ability. Second, computational thinking improve significantly in high and low initial score group and creative problem solving improve significantly in low initial score group. However, creative problem solving ability did not improve significantly in high initial score group. Third, computational thinking improve significantly in all majors and creative problem solving improve significantly in college of natural science. However, creative problem solving ability did not improve significantly in college of humanities and social science. In examining the effects on students' computational thinking and creative problem-solving abilities and verify differences by pre-test and major, this study provides significance in expanding the understanding about the nature liberal SW education.

Educational Method of Algorithm based on Creative Computing Outputs (창의적 컴퓨팅 산출물 기반 알고리즘 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
    • /
    • v.10 no.1
    • /
    • pp.49-56
    • /
    • 2018
  • Various types of SW education are being operated by universities for non-major undergraduates. And most of them focus on educating computational thinking. Following this computing education, there is a need for an educational method that implements and evaluates creative computing outcomes for each student. In this paper, we propose a method to realize SW education based on creative computing artifacts. To do this, we propose an educational method for students to implement digital logic circuit devices creatively and design SW algorithms that implement the functions of their devices. The proposed training method teaches a simple LED logic circuit using an Arduino board as an example. Students creatively design and implement two pairs of two input logic circuit devices, and design algorithms that represent patterns of implemented devices in various forms. And they design the functional extension and extended algorithm using the input device. By applying the proposed method, non-major students can gain the concept and necessity of algorithm design through creative computing artifacts.

A Perception on SW Education of Students with Scratch-Day (스크래치데이 참여학생들의 SW 교육에 대한 인식 연구)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.4
    • /
    • pp.461-470
    • /
    • 2014
  • This study is to analyze students' perception about junior SW education by giving the questionnaire to the participants in Scratch-day. We taught the creative computing to 558 juniors on Scratch-day in 2013, 2014 and researched the questionnaire about their perceptions of creative computing education. We analyzed the current status of SW education from this process and extracted considerations about elementary SW education. We also proposed the possibility of its application to the elementary and middle school education. As a result of this study, it is observed that students think that creative computing education is fun and useful, and want to apply it to the public school education. Also, male students think more positive than female students about an intention to use, and students who have experienced with Scratch education consider it more useful and positive intention to use than those who have not. According to the structural model, it is found that the pleasure, easy of use, and usefulness of creative computing education have a positive influence on students' perception that it should be applied to public school education.

Gender Differences in Computational Thinking, Creativity, and Academic Interest on Elementary SW Education (초등 SW교육에서 성별에 따른 컴퓨팅 사고력, 창의성, 학습흥미의 차이)

  • Lee, Jeongmin;Jung, Yeonji;Park, HyeonKyeong
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.4
    • /
    • pp.381-391
    • /
    • 2017
  • The purpose of this study was to propose instructional-learning strategies for designing effective software education investigating gender differences in computational thinking, creativity and academic interest on elementary SW education. 86 elementary school students who had SW education for 4 months, consisting of 49 boys (57%) and 37 girls (43%), participated for this study. They responded surveys regarding computational thinking, creativity, and academic interest. With the use of independent t-tests, this study found that there was significant differences in creativity and academic interest between boys and girls at elementary SW education. The mean of creativity of girls was higher than that of boys. however, the mean of academic interest of males was higher than that of girls. On the other hand, there was no difference in computational thinking between boys and girls. In conclusion, this study suggests design and implementation of successful SW education class considering gender.

Development of a scoring rubric based on Computational Thinking for evaluating students' computational artifacts in programming course (비전공자 프로그래밍 수업 창의적 산출물의 컴퓨팅 사고력 기반 평가 루브릭 개발)

  • Kim, Minja;Yoo, Gilsang;Ki, Hyeoncheol
    • The Journal of Korean Association of Computer Education
    • /
    • v.20 no.2
    • /
    • pp.1-11
    • /
    • 2017
  • The demands of computer science education for non-majors in higher education is increasing but relevant evaluation tools for the students' computational artifacts are lack. This research aims to develop a scoring rubric to assess student's computational artifacts in non-major programming course at Computational Thinking point of view. The rubric was developed based on 'CT Practice Design Pattern' as a framework. The rubric consists of 'domain, skills, evaluation, evaluating resources, and scales'. Domains are 'Design of abstract model', 'Design and application of creative artifacts', and 'Analysis of the artifacts'. Experts reviewed the rubric to ensure contents validity. The rubric is resulted in reliable for consistency. This rubric can be revised and applied to application environment accordingly.

Difficulty Analysis of an Introductory Computer Programming Course for non-Major Students (비전공자 대상의 컴퓨터 프로그래밍 입문 교양 수업에서의 학습자의 어려움 분석)

  • Kim, Jaekyung;Sohn, Eisung
    • Journal of Creative Information Culture
    • /
    • v.7 no.2
    • /
    • pp.69-77
    • /
    • 2021
  • In the past, computer programming was a course taken by students of computing domain majors. With the advent of the fourth industrial revolution, students in all major fields are taking it as the general required course. However, students have difficulties in learning new subject such as unfamiliar computational problem solving approach and general purposed programming language, which can lead to negative phenomena such as learning effectiveness, confidence, and decreased interest. In this paper, the causes of difficulties experienced by non-majors students while learning programming language are analyzed and identified through qualitative and quantitative research on questionnaires, journals, and achievements. Thus, we suggest that designing an educational plan that minimizes difficulties.