• Title/Summary/Keyword: 초등학교 소프트웨어교육

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Development of the elementary programing curriculum and textbook for improvement of creative thinking ability - centered on c - (창의적 사고력 신장을 위한 초등 프로그래밍 교육과정과 교재 개발 - C언어를 중심으로 -)

  • Cho, Sung-Woo;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.51-57
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    • 2010
  • When you look at computer training techniques, generally you will see an unbalanced focus towards the software applications being used. Office programs, including software applications, or simply the ability to operate has been assigned in the attempt to develop more information. Omitted, while a students thought process dealing with computer applications is usually clear and effective, the functional oriented tasks involved are time consuming. In order to keep up with the pace of today changing requirements, creativity and problems solving ability is a necessity. These are the areas in which both our training techniques are inefficient, and the resulting ability of student's is unsatisfactory. In this study of 5thand6thgradelevelcomputerteachingtechniques.

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Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.549-558
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    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.

Development And Applying Detailed Competencies For Elementary School Students' Data Collection, Analysis, and Representation (초등학생의 데이터 수집, 분석, 표현 수업을 위한 세부역량 개발 및 적용)

  • Suh, Woong;Ahn, Seongjin
    • Journal of The Korean Association of Information Education
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    • v.23 no.2
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    • pp.131-139
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    • 2019
  • From 2019, software education has become a required subject for all elementary school students. However, many teachers are still unfamiliar with how the classes should be instructed. So this paper presented the meaning, detailed competencies and achievement standard in order to help in the collection, analysis and representation of data among the computational thinking that are key to software education. And it also suggested the applicability of the classes. The full course of the paper is summarized as follows. First, existing studies have summarized the meaning, detail and achievement standard of data related competencies. Based on this, a preliminary investigation was instructed. Pilot study carried out both FGI and closed questions at the same time. This was done in response to the survey's questionnaire reflecting the opinions of experts. Second, the results of the questionnaire generated as a result of the above were verified for validity, stability, and reliability among the PhD, PhD courses, software education teachers, and software education workers. Third, I developed and applied the five lessons as a class objective as 'Choosing collection method-Select the collection method according to the problem situation.', 'Searching for meaning of data-Understand what the analyzed data mean..', 'Using various expression methods-Use a variety of expression tools.' using the backward design model to integrate education, class, and assessment. As a result, the detailed competencies of data collection, analysis, and representation and achievement standard were presented. This may help in setting specific and specific criteria for what direction classes are recommended when planning data-related classes in elementary schools.

A Study on the Preference and Efficiency of Block-Base Programming and Text-based Programming (블록 기반 프로그래밍과 텍스트 기반 프로그래밍의 선호도와 효율에 관한 연구)

  • Jeon, Hyun-mo;Kim, Eui-Jeong;Chung, Jong-In;Kim, Chang Suk;Kang, Shin-Cheon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.486-489
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    • 2021
  • The purpose of this study was to investigate whether block-based programming language, which is currently being used in elementary and secondary schools, attracts students' interest and motivates them to learn. In addition, this study was to investigate how block-based programming language can help students improve their computing thinking ability and have a good effect on learning text-based programming to learn in high school. In addition, this study tried to study the direction of education linked with artificial intelligence and programming, which are popular in the era of the Fourth Industrial Revolution. The interest in software education has increased so much that software and information education from elementary school to high school has achieved quantitative and qualitative growth that can not be compared with before. However, in the field of artificial intelligence, discussions have begun, but we can not say that we have yet established ourselves in our education. We will discuss how block-based programming and text-based programming will be combined with artificial intelligence and educated.

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The Correlation between Block-coding Software Education and the Resilience of Elementary School Students (블록코딩 SW 교육과 초등학생의 회복탄력성의 관계)

  • Lee, Jaeho;Cha, Geunmin
    • Journal of Creative Information Culture
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    • v.6 no.1
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    • pp.31-40
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    • 2020
  • The purpose of this study is to statistically analyze the correlation between block-coding software education and the resilience of elementary school students in order to research the significance of software education. In this study, 61 fourth grade students at an elementary school in Incheon were pre-tested for resilience. A block-coding education program from a nonprofit organization called code.org was used at the learner's level. 15 periods of classes and post-test were conducted to analyze the improvement of resilience. This study finds that control and positivity out of the three parts of resilience(control, positivity, sociality) of the students who took the block-coding classes improved statistically significantly as well as the overall score did too. This suggests that software education can foster not only students' computational thinking skills, but also their resilience, the power to live their lives positively and flexibly.

Development of Computational Thinking-based Educational Program for SW Education (초등 SW교육을 위한 CT교육 프로그램 개발)

  • Ryu, Miyoung;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.11-20
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    • 2015
  • The researches on the concept of justice and utilization for Computational Thinking with SW education are being actively discussed. However, a program has developed in conjunction with the actual elementary curriculum is not much. In this study, we have developed an educational program in applied mathematics based on CT. First, a separated view for a CT Application of mathematical concepts and objectives are set in three different application models. In order to achieve the CT-based math lessons, we also have developed a teaching and learning materials. We applied the developed materials in class, and to evaluate the satisfaction of learners. In addition to the validation of school application, we conducted a survey of professionals and teachers. The results of the analysis, the data showed that are helpful in the development of the student' CT ability as well as the ability to be helpful teaching and learning in school.

A Comparative Study on Critical Review and Perceptions of Elementary Software Education Curriculum and Textbooks; Focused on Expert Teachers and Novice Teachers (초등학교 소프트웨어교육 교육과정 및 교과서의 비판적 검토 및 인식 비교 연구; 전문가 교사와 초보 교사 중심으로)

  • Song, JeongBeom
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.297-303
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    • 2020
  • This study compared the perceptions of novice teachers and expert teachers on software education in the 2015 revised curriculum. Awareness comparisons were assessed by questionnaire for priorities for field support, activities for professional development, organizational hours, achievement criteria statements, and appropriateness for textbooks introduced only in 6th grade. In all questions, there was a difference in recognition between the two groups. In particular, novice teachers were '' appropriate '' in terms of organizational hours, achievement criteria, and textbooks introduced only in 6th grade. Expert teachers, on the other hand, were inadequate. In addition, as a result of analyzing the key keywords of free-response opinions about the introduction of educational robots in the curriculum and textbooks, positive keywords were obtained for both groups. However, novice teachers showed passive and passive keywords such as 'support', 'difficulty', and 'problems', and expert teachers showed differences in their educational utilization after introducing 'utilization' and 'education'.

Predictability of Elementary Students' Self-Regulated Learning, GRIT and Parents Support on Computational Thinking and Learning Satisfaction in Online Software Education (온라인 SW교육에서 초등학생의 컴퓨팅사고력 및 학습만족도에 대한 자기조절학습, 그릿, 부모지원의 예측력 규명)

  • Lee, Jeongmin;Chae, Yoojung;Lee, Myunghwa
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.689-699
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    • 2018
  • The purpose of this study was to investigate the prediction of self-regulated learning, GRIT and parents support on computational thinking and learning satisfaction in online software education. The participants were 71 elementary students who attended to an online software education which K university offered in Spring 2018. The 63 of cases were used to analyze by SPSS. The key findings were as follows: First, self-regulated learning and GRIT significantly predicted computational thinking. Second, self-regulated learning and GRIT significantly predicted learning satisfaction. This research suggested the implications for computational thinking and learning satisfaction in online software education.

Developing the Teaching material about LOGO Programming for Improving the Creativity In Elementary School (초등학생의 창의성 신장을 위한 로고프로그래밍 교육 자료 개발)

  • Moon, Hyun-Kook;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.289-294
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    • 2010
  • 지식정보화 사회에서는 보편적인 지식의 습득과 활용을 넘어 기존의 정보를 창의적으로 재활용하는 능력을 요구하고 있다. 반면 현재의 컴퓨터 교육은 소프트웨어의 활용교육에 그치고 있어 다양하고 창의적인 사고를 신장시키기 위한 교육으로는 적합하지 않다. 이에 본 논문에서는 7차 교유과정에서 교육목표로 다루고 있는 창의성이라는 주제와 학교현장에서 아동들에게 쉽게 접목시킬 수 있는 프로그래밍 언어로 로고를 선택, 분석하여 적용 가능한 교육 자료로 개발하여 보았다.

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