• Title/Summary/Keyword: 초등학교 프로그래밍 교육

Search Result 239, Processing Time 0.021 seconds

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
    • /
    • v.9 no.6
    • /
    • pp.112-120
    • /
    • 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.

Development of Debugging Tasks and Tool for Process-centered Assessment on Software Education (소프트웨어 교육에서 과정중심 평가를 위한 디버깅 과제 및 도구 개발)

  • Lyu, Kigon;Kim, Soohwan
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.4
    • /
    • pp.61-68
    • /
    • 2020
  • The purpose of this study is to develop a debugging task to support process-centered assessment on software(SW) education and to develop a service site. Achievement criteria for programming in elementary and middle school SW curriculum consists of control structures such as repetition and condition, and elements such as variables and input/output. In order to apply the process-centered assessment presented by the Ministry of Education, it is necessary to present tasks that can be used in the actual classroom environment and to consider connection with achievement levels. Therefore, in this study, 12 tasks for elementary school and 15 tasks for middle school were developed as debugging tasks and their validity was verified. As a result of conducting Delphi verification for validity, it was found that the level and content of the debugging task are appropriate. In addition, as a result of verifying the usability of the debugging challenge site by applying a heuristic evaluation method, it was found that it is suitable for use in the real educational field.

Effects of Algorithm-based SW education using micro-bit on elementary school students' creativity (마이크로비트를 활용한 알고리즘 기반 SW교육이 초등학생 창의성에 미치는 효과)

  • Kang, Dongwan;Kim, Seunghyun;Kim, Yongmin;Hong, Hyunmi;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.2
    • /
    • pp.285-295
    • /
    • 2018
  • The purpose of this study is to develop a software education program using micro:bit based on the ADDIE development model and to analyze the effects of the development of creativity of elementary school students. The education program was developed based on the results of the pre-demand analysis conducted on 40 elementary school teachers in Jeju. In order to verify the effectiveness of the developed education program, 42 students who participated in the education donation program conducted by ${\bigcirc}{\bigcirc}$ University were enrolled in 24 hours for 7 days for 6 days. The results of the analysis show that the software education program developed in this study has positive effects on the creativity factors by improving the programming ability of elementary school students.

The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
    • /
    • v.18 no.6
    • /
    • pp.1057-1065
    • /
    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Design-Based Learning for Computational Thinking (Computational Thinking 향상을 위한 디자인기반 학습)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.3
    • /
    • pp.319-326
    • /
    • 2012
  • In this paper, we studied a design-based learning for Computational Thinking in Computational Literacy. The design-based learning for computational thinking in computational literacy education started from a MIT media laboratory in 2011. We revised the design-based learning and applied it to educational field. We considered educational strategies and derived the implications, after teaching fourth grade gifted students. Moreover we conducted and analyzed a questionnaire survey, observations and interviews. As the result, the design-based learning in computational literacy is effective for creative computational thinking that students create their ideas and make a meaningful artifacts from it. We expect that this study provides the basic data to apply a design-based learning for computational thinking to Computer education.

  • PDF

A Study on the Development of a Problem Bank in an Automated Assessment Module for Data Visualization Based on Public Data

  • HakNeung Go;Sangsu Jeong;Youngjun Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.5
    • /
    • pp.203-211
    • /
    • 2024
  • Utilizing programming languages for data visualization can enhance the efficiency and effectiveness in handling data volume, processing time, and flexibility. However, practice is required to become proficient in programming. Therefore public data-based the problem bank was developed to practice data visualization in a programming automatic assessment system. Public data were collected based on topics suggested in the curriculum and were preprocessed to make it suitable for users to visualize. The problem bank was associated with the mathematics curriculum to learn various data visualization methods. The developed problems were reviewed to expert and pilot testing, which validated the level of the questions and the potential of integrating data visualization in math education. However, feedback indicated a lack of student interest in the topics, leading us to develop additional questions using student-center data. The developed problem bank is expected to be used when students who have learned Python in primary school information gifted or middle school or higher learn data visualization.

The Effects of Educational Robot-based SW Convergence Education on Primary Students' Computational Thinking, Collaborative and Communication Skills (교육용로봇기반 SW융합교육이 초등학생의 컴퓨팅 사고력, 협업능력 및 의사소통능력에 미치는 효과)

  • Choi, Hyungshin;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.2
    • /
    • pp.131-138
    • /
    • 2020
  • The aim of software education is to increase students' Computational Thinking(CT) skills that they can compose problems and provide solutions which can be carried out effectively by information-processing systems. Furthermore, if problem solving situations can provide students with meaningful problem solving opportunities in authentic social contexts, then software education would be more valuable. This study pursued educational robot-based SW convergence education where 4th grade primary students have access to tangible outputs and can engage in authentic problem solving situations working with peers by using robots and programming. In addition, this study investigated the effectiveness of the classes in terms of computational thinking skills and social capabilities(collaborative skills and communication skills). The current study provides educational robot-based SW convergence education cases of a primary school and discusses the effectiveness of the classes in terms of students' computational thinking skills and social capabilities.

Development and Application of Primary Puzzle-Based Learning Program for Computer Science Education (컴퓨터 과학 교육을 위한 초등 퍼즐 기반 학습 프로그램 개발 및 적용)

  • Oh, JungCheol;Kim, JaeHyeong;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
    • /
    • v.17 no.3
    • /
    • pp.11-23
    • /
    • 2014
  • Developing computational thinking ability is crucial for those living in the 21st century. However, the current computational education system cannot satisfy this need. Current computational education tends to be limited to the teaching of the use of application programs or the teaching of the programming language. This is why the primary puzzle-based learning program was developed. This program promotes the development of the learner's computational thinking ability and understanding of the principles of the computer science as opposed to the fragmented, uniform programing education. In order to prove the effectiveness of this newly developed program, a 35-hour study was conducted to 41 students from grade 3 to 6 classrooms in Jeju Province. It was proved that this program brings positive changes in creativie problem-solving ability and problem-solving abilities in computer science. This paper is to provide the ground for the development of an educational program and to prove the effectiveness of thereof, and finally introduce the Primary Puzzle-Based Learning Program as the alternative computational education.

  • PDF

The Comparison of Students Grade Level on the Integrated Learning Program for Mathematical Problem Solving using EPL (EPL을 활용한 수학문제해결 통합교육프로그램의 학년 수준 비교)

  • Han, Seon-Kwan;Kim, Soo-Hwan
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.3
    • /
    • pp.311-318
    • /
    • 2010
  • In this paper, we proposed the integrated education program of informatics and math for solving problem using EPL. We applied a integrated math curriculum with EPL and analyzed mathematical thinking and attitude to the 3rd and 5th students. We used mathematical thinking test, mathematical attitude test and interview through student review. We also analyzed data of observers who are elementary school teachers. The results of test are as follows; First, we found effective points of meta-cognition and visualization of thought in solving the mathematical problem using Scratch. Second, mathematical thinking and attitude showed the result that 3rd grade students are more increased than 5th grade students in pre and post t-test of the mathematical. Consequently, we expect that the integrated education program of informatics and math using EPL can be applied to solve problem in math effectively.

  • PDF

Development Teaching Material for the Korea Information Olympiad Preliminary Round Test -Focusing on Elementary Students- (기출문제 분석을 통한 한국정보올림피아드 경시부문 지역 예선 교재 개발 -초등부를 중심으로 -)

  • Kim, Tae-Hun;Hyun, Dong-Lim;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.1
    • /
    • pp.448-457
    • /
    • 2011
  • In this study, the teaching material has been developed based on Polya's Problem Solving Techniques for preparing Korea Information Olympiad qualification and studying principle of computer. the basis of discrete mathematics and data structures were selected as the content of textbooks for students to learn computer programming principles. After the developed textbooks were applied to elementary school students of Science Gifted Education Center of J University, the result of study proves that textbook helps improve problem-solving ability using the testing tool restructured sample questions from previous test. We need guidebook and training course for teachers and realistic conditions for teaching the principles of computer.