• Title/Summary/Keyword: 초등학교 소프트웨어교육

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An Exploratory Study on Teaching & Learning and Evaluation Methods using Beaver Challenge in Software Education (소프트웨어 교육에서 비버챌린지를 활용한 교수·학습 및 평가 방법 탐색)

  • Jeon, YongJu;Jung, Ungyeol;Kim, Injoo;Kim, Jihyea;Lee, Hyuna;Kim, Dongyun
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.63-82
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    • 2018
  • In the 2015 revised curriculum, software (SW) education was strengthened to cultivate computational thinking. In the curriculum of practical course at elementary school and of informatics course at secondary school, the characteristics, and content systems of SW education have developed systematically. However, it is necessary to study practical methods and cases for SW education because the curriculums provide only note and direction about teaching & learning, and evaluation methods for SW education. The purpose of this study is to analyze the achievement standards of the SW curriculum in the tasks of Bebras Challenge 2017 and to suggest various methods of teaching and learning, and of evaluation using the Bebras tasks. The results of this study are expected to propose a basis to develop various teaching and learning and evaluation researches.

Analysis of Primary and Secondary Informatics Curriculum Content Components Based on Computing Curricula 2020 (Computing Curricula 2020에 기반한 국내 초·중등 정보 교육과정 내용 요소 분석)

  • JaeRi Jeong;Seong-Won Kim;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.233-236
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    • 2023
  • 본 연구에서는 Computing Curricula 2020에서 제시하고 있는 지식 요소를 바탕으로 초등학교 실과와 중학교 정보 교과의 내용 요소의 변화를 비교·분석해 보았다. 연구 결과, 초등학교는 2022 개정 교육과정에서 총 5개의 지식 요소를 포함하였고, '컴퓨팅 시스템 기초', '디지털 디자인'과 관련한 내용 요소가 추가되었다. 중학교는 2022 개정 교육과정에서 총 11개의 지식 요소를 포함하였고, '운영체제', '지능 시스템(AI)'과 관련한 내용 요소가 추가되었다. 그 중 내용 요소의 비율이 크게 변화한 영역은 '소프트웨어 설계', '자료구조 및 알고리즘과 복잡도', '운영체제', '지능 시스템(AI)' 등이었다. 향후 연구에서는 본 연구에서 분석하지 못한 고등학교 정보과의 내용 요소를 분석해보고자 한다.

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Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori (전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.621-628
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    • 2019
  • The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.

An Implications of Computer Education in Korea from the U.S., U.K. and Germany Computer Curriculums (미국 영국 독일 컴퓨터 교육과정에서 한국 컴퓨터 교육의 시사점)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.421-432
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    • 2016
  • The 21st century computer education is very important for the future generations in the knowledge and information society. Therefore, developed countries that are the US, UK, and Germany, it is very important to find out how the computer education. In the US, the NETS and ACM K12 curriculum are investigated, In the UK and Germany national level computer curriculums are looked out. USA, UK, and Germany's curriculum includes computer science, information technology, digital literacy, and computer curriculum is independent, at least in the elementary schools computer education can be seen that more than 17 hours. After the revised national curriculum at 2015 is amended in korea. compared to the developed countries to derive the problems of the Korean revised national curriculum 2015. The revised 2015 Korean elementary school computer education, has no identity because it is not operated as an independent subject. Software will include education only. A very limited time of 17 hours may be a problem.

Development of Software Education Teaching Efficacy Belief Instrument for Elementary School Teachers (초등 교사의 소프트웨어 교육 교수효능감 측정 도구(SE-TEBI) 개발)

  • Yi, Soyul;Lee, Youngjun
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.93-103
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    • 2018
  • The purpose of this study is to measure teachers' beliefs to teach software education effectively. Based on the revised version of the STEBI-B questionnaire, factors influencing the software education were added through the literature review and composed of sub-factors of the category of personal software education teaching efficacy and software education outcome expectancy. And then, 146 in-service elementary school teachers were surveyed preliminary 35 questions. The collected data were analyzed by factor analysis and reliability analysis, and 5 items were deleted to complete the final item. A factor analysis and reliability analysis of the final 30 questions were conducted to demonstrate the appropriateness of the item composition, and software education teaching efficacy belief instrument(SE-TEBI) was developed.

The Effects of Computational Thinking-based Instruction Integrating of Mathematics Learning and Assessment on Metacognition and Mathematical Academic Achievements of Elementary School Students (학습과 평가를 통합한 컴퓨팅 사고력 기반의 수업이 초등학생의 메타인지와 수학학업성취도에 미치는 영향)

  • Sim, Hyo Shin;Park, Mangoo
    • Education of Primary School Mathematics
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    • v.22 no.4
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    • pp.239-259
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    • 2019
  • The 2015 revised mathematics curriculum specified software education as a mandatory curriculum amid a trend in which the software environment was extended to daily life due to the fourth industrial revolution. It also calls for a paradigm shift in lessons that incorporate learning and evaluation by specifying a process-oriented assessment. This study focused on addition and subtraction classes based on computational thinking skills that integrate mathematics learning and evaluation. Two fourth grade classes of elementary schools in Seoul were selected to conduct a pre- and post- test of metacognition and mathematics achievement through quantitative research. Also, a mixed study was conducted to analyze students' activities and opinions in parallel. The results of the study confirmed that the computational thinking-based classes, which incorporate mathematics learning and evaluation, had a positive effect on the metacognition of elementary school students and the improvement of their achievement scores. In addition to those identified in this study, further studies on other factors are proposed.

Exploring AI-based Teaching and Learning Activities for Software Education in Kindergarteners to the Second Graders (유치원 및 초등학교 1-2학년을 위한 AI 기반 교수학습활동 탐색)

  • Kim, Sohee;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.413-421
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    • 2020
  • AI(Artificial intelligence) has brought many changes to our living in the Fourth Industrial Revolution. In our daily lives, we can easily access unmanned automatic systems using AI such as unmanned cameras and unmanned delivery boxes. Therefore, AI education has become an important part of daily life in the future. Currently, however, we have very few cases of AI education for young students, such as kindergarten and lower grades in elementary schools. Based on the software education curriculum of kindergarteners and lower graders previously studied, we presented the examples of AI-based teaching and learning activities and presented related AI-based computational thinking by each topic. However, in order for these teaching and learning activities to be applied to public education, it is necessary to secure sufficient class time, improve the educational environment, and actively support teaching activities.

A Study of Data Representation Education for Elementary Students (초등학생을 위한 데이터 표현 교육에 관한 연구)

  • Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.13-20
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    • 2016
  • Data are numbers and texts, images, sound etc in real world. But, data is represented as a sequence of 1s and 0s in computer. It is very difficult that elementary students understand the concept of data representation through traditional lecture method. In this paper, we analyzed the software education curriculum of KAIE and selected contents of data representation education for the mid-grade elementary students. Also, we developed teaching- learning materials and multimedia contents for data representation education. The method proposed in this paper is expected to contribute to software education for data representation education.

Effect of Data Visualization Education using Scratch on the Creativity of Elementary Preservice Teacher (스크래치 활용 데이터 시각화 교육이 초등학교 예비교사의 창의성에 미치는 영향)

  • Kim, Jungah;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.607-614
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    • 2020
  • In this study, a scratch focused on data visualization was applied to 26 elementary school pre-service teachers to analyze the effect on improvement of creativity. Based on the results of the needs analysis conducted on 60 in-service elementary school teachers, the program using scratches according to the data visualization procedure was developed. With the developed educational program, 26 elementary school pre-service teachers were taught for 42 hours for a total of 4 months. In order to examine whether their creativity was improved, a creativity test was conducted and the effectiveness of the applied program was analyzed through a pre/post comparison tests. As a result of the analysis, it was found that the software education using scratch-oriented data visualization for elementary school pre-service teachers had significant effects on the fluency, sophistication, creativity average, and creativity index among the sub-elements of their creativity.

The Creative Development of Teaching Materials in the Principle of Operating Computers (컴퓨터 작동 원리에 관한 창의적 교육자료 개발)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.79-84
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    • 2008
  • 사회는 지식 위주의 암기 교육에서 창의성 교육으로 변화하고 있다. 오늘날 인터넷, 프로그램 등 컴퓨터 분야에 사람들의 관심이 증가하고 있으며 학교 교육에서도 컴퓨터 관련 교육과정의 비중이 차츰 증가하고 있다. 하지만 지금까지의 초등학교 컴퓨터 교육은 프로그램 사용법 위주의 교육과 자격증 취득을 위한 교육이 대부분이기 때문에 사회적 요구에 부응하지 못했다. 이에 본 연구에서는 소프트웨어 사용법 교육이 아닌 컴퓨터의 작동 원리 중 초등학생이 이해할 수 있는 내용을 선정하여 교육자료를 개발하였다. 또한 이 교육자료를 활용하여 초등학생의 창의성 신장에도 기여하고자 한다.

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