• Title/Summary/Keyword: 초등학생 소프트웨어 교육

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Development of a Design Thinking-based Maker Education Program for Elementary Students (초등학생의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램 개발)

  • Lee, Seung-Chul;Lee, Saet-Byeol;Kim, Taeyoung
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.31-34
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    • 2017
  • 현재 4차 산업혁명이 사회에 던지는 화두는 다양하다. 첫째, 소프트웨어 중심 사회이다. 빅 데이터, 인공지능 기술 등이 다양한 분야와 결합하고 그 중심에는 소프트웨어가 있다. 앞으로 소프트웨어 교육이 필수적이고 강화되어야 할 이유다. 둘째, 생산과 소비가 결합된다는 것이다. 즉, 더 이상 소비자가 수동적인 소비자로만 남지 않으며, 획일화된 제품과 서비스에 흥미를 느끼지 않고, 소비자가 직접 자신이 구매할 제품 생산과 판매에 관여하는 '프로슈머(prosumer)' 필요한 물건을 직접 만드는 D.I.Y.(Do It Yourself), 3D 프린팅 등이 새로운 소비 방식을 대표한다[3]. 이에 메이커 운동이 떠오르고 있고, 메이커에 대한 관심이 커지고 있다. 우리나라는 2015 개정 교육과정을 통해 소프트웨어 교육을 강화했다. 초등학교에서는 5~6학년 실과 교과의 정보 관련 단원이 ICT활용 중심에서 소프트웨어 기초 소양 내용 중심으로 개편되었다[1]. 아직 교육과정이 시행되기 전이지만 선도학교나 연구학교를 통해 진행된 소프트웨어 교육을 보면 기능을 익히는 프로그래밍 교육이 주류를 이루고 있고, 이래서는 다양하고 창의적인 결과물을 도출할 수 없다. 이를 해결하기 위해서는 디자인 사고를 도입할 수 있다. 디자인 사고는 인간을 관찰하고 공감하여 소비자를 이해한 뒤, 다양한 대안을 찾는 확산적 사고와 주어진 상황에 최선의 방법을 찾는 수렴적 사고의 반복을 통하여 혁신적 결과물을 도출하는 창의적 문제 해결 방법 중 하나이다[5]. 따라서 본 연구에서는 초등학생들의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램을 개발하고자 한다.

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A Qualitative Research on Influential Factors of Software Education based Flipped Learning on Elementary Students' Interest and Computational Thinking (플립드 러닝 기반 소프트웨어 교육에서 초등학생의 흥미도와 컴퓨팅 사고력에 영향을 미치는 요인에 관한 질적 연구)

  • Lim, Kyunghee;Shin, Jongho
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.315-327
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    • 2019
  • The purpose of this study was to propose an effective teaching and learning model by investigating the influencing factors of elementary school students' interest and computational thinking in software education based on flipped learning. To accomplish the purpose of the study, we developed a software education program based on flipped learning for elementary school students and applied qualitative research based on the interviews with the students and outputs from the learning process. The results of this study, First, factors affecting interest in the elementary school students' software education based on flipped learning were 'the expectation of class', 'authentic task', 'the accomplishment of task' and 'interaction with peers'. Second, the factor of enhancing computational thinking was 'the accomplishment of task', 'interaction with peers', and 'the teacher's meaningful feedback'.

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.

A Study on Improving Teaching Method Using Application Software based on Module Teaching-Learning Model (모듈 교수-학습 모형을 기반으로 한 응용 소프트웨어 활용교육 개선 방안 연구)

  • Choi, Jin-Ho;Hong, Ki-Cheon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.45-50
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    • 2010
  • 컴퓨터 보급의 일반화와 빠르게 변화하는 학습 환경의 변화에 따라 학생의 정보 활용수준 향상에 부합할 수 있는 교육 내용의 개선이 크게 요구된다. 하지만, 현재, 초등학교에서의 재량활동을 활용한 정보통신기술 교육과정은 적은 수업 시간 수 등의 이유로 유명무실하게 운영되고 있으며, 더욱이 초등학생들의 정보통신기술 활용능력과 교재 내용간의 수준 차이로 인해 일부 학생들에게는 효과적인 정보통신기술 교육이 어려운 실정이다. 이에 본 연구에서는 초등학교 학생들의 효과적인 정보통신기술 교육 방안을 모색하기 위하여 모듈 교수-학습 모형을 기반으로 한 응용 소프트웨어 활용 교육 방안을 마련하고 이를 실제 교육 현장에 적용하여 그 효과를 연구해보았다.

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The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.243-255
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    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.

Development of Python Instructional Model Using Robot for Elementary Students (초등학생을 위한 로봇 활용 파이썬 학습 모형 개발)

  • Park, DaeRyoon;Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.357-366
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    • 2018
  • The Code Block Based Educational Programming Language(EPL) is the mainstream tool for software education for elementary students. However, Code Block Based EPL has limitations in scalability, even though there are many advantages as an introductory tool for software education. In this study, we searched the approach of SW education using Python, which is a text-based programming language actively used in real industrial field. We developed a learning program and model using Python and applied it to the sixth grade elementary school students for 10 hours. As a result, we found that the robot-based Python learning model had a significant effect on improving students' thinking skills and confirmed the applicability of text-based programming language to elementary school students.

A Study on the Effectiveness of Learner-led Assessment in Software Education (소프트웨어 교육에서 학습자 주도 평가의 효과성 고찰)

  • Shin, Heenam;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.6 no.2
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    • pp.101-106
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    • 2020
  • In preparing for future education, the need for software education is increasing. In addition to the content of operation, the assessment portion issues have emerged as an important area in software education. In this study, we wanted to look at the effectiveness of the learner-led assessment in software education through literature research and consider what this suggests to the schooling. According to a study conducted on software education for elementary school students, the student-led assessment showed significant effects on the improvement of students' creativity, problem solving, information literacy, and increased interests in software education. Further research efforts are requested to help the schooling prepare for future education through student-led software assessment.

Analysis of Satisfaction of Elementary School Students and Teachers for Software Practice Education in Real-Time Video Classes (실시간 화상 수업 환경에서 소프트웨어 실습 교육에 대한 초등학생 및 교사의 만족도 분석)

  • Kang, Doobong;Park, Hansuk
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.825-834
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    • 2021
  • This study analyzed learners' satisfaction and in-depth interviews with teachers after operating a software practical curriculum as a real-time video class for fifth and sixth graders in elementary school. The correlation between learner's presence, class overall, interaction, and real-time video class satisfaction showed that the positive correlation between presence, class overall, interaction, and satisfaction with real-time video classes was somewhat high. There were some differences in the real-time video class participation environment and real-time video class satisfaction, but it was not found to be statistically significant. In the case of teachers, it was difficult to respond to problems occurring in each student's individual environment, interactions between students, and individual feedback problems for a sluggish student. To solve this problem, opinions such as preliminary guidance and verification of real-time video class connection environment, error support for sluggish students and individual class participation environment, and feedback on individual tasks using LMS were suggested.

Analysis of Software Image using Semantic Differential Scale in Elementary School Students (의미분별법에 의한 초등학생의 소프트웨어 이미지 분석)

  • Ryu, MiYoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.527-534
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    • 2016
  • This study is an analysis of Software image using the semantic differential scale with elementary students. We have selected the items in a total of 35 pairs of test about software-related image adjectives and are categorized into 7 main factors, and then analyzed the entire image with the students. The analysis of the differences between the software images of sex, the female students than male students were recognized the software is complex, slow and difficult and do not want to have. The analysis of the self-awareness on the software, the students who know that well recognized for the software select the positive term for the software. The inter-grade analysis are the older grade students were the answer to the objective features of the software like more difficult and complex.

A Study on Teaching and Learning in "Principle of Bitmap Image save" of the Concrete Operational Stage Students (구체적 조작기 초등학생의 "비트맵 이미지 저장 원리" 교수-학습에 관한 연구)

  • Kim, Kyung-Tae;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.57-62
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    • 2006
  • 현 ICT 교육과정에서는 컴퓨터를 이용한 응용 소프트웨어 및 교수학습 소프트웨어를 익히는 기능 위주의 학습을 추구하고 있다. 이러한 경향은 컴퓨터 교육의 생명인 지식교육에 소홀하고 있다. 또한, 앞으로의 지식 정의화 사회에서는 아이들에게 생각하는 힘 즉 사고력(思考力)을 키우는 것을 필요로 한다. 이 사고력은 문제 해결력에 직접적으로 도움이 된다. 하지만, 기존의 교육방법으로 응용 소프트웨어를 이용하는 것은 사고력 증진에 크게 도움이 되지 않았다. 이에 본 연구에서는 초등학생을 대상으로 지식교육의 핵심인 컴퓨터 구조와 작동원리 중의 하나인 영상 이미지 저장 방범 풍 비트맵 이미지 저장 원리에 관한 학습을 연구하였다.

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