• Title/Summary/Keyword: 초등학생 소프트웨어 교육

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The Effects of Unplugged Flowchart Learning on Computational Thinking (언플러그드 순서도 학습이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Jo, Sehee
    • Journal of Creative Information Culture
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    • v.6 no.2
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    • pp.65-75
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    • 2020
  • The necessaries of Flowchart learning for software education have been discussed but most studies were conducted on learning methods. In this study, Unplugged Flowchart Learning programs for fifth grade students were developed and taught, and their effectiveness were analyzed. The programs were made of 8 themes(16 periods) based on the learner's levels. The effectiveness of the programs were qualitatively analyzed based on classwork sheets, as well as observation and interview. Computational Thinking tests were pre-tested and post-tested for qualitative analyses. This study found that all sub-areas of CT of the students who took the Unplugged flowchart learning program were significantly improved as well as the overall scores of CT. In particular, students' improvements in the area of abstraction and automation was notable. Various interactions between teacher-learners and learners-learners were observed during class, and were found to have positive effects on changes in learners' attitudes and perceptions.

Development of Fine Dust Robot Unplugged Education Program (미세먼지 로봇을 주제로 한 언플러그드 교육 프로그램의 개발)

  • Lee, Jaeho;Jang, Junhyung;Jang, Inpyo
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.183-191
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    • 2019
  • The purpose of this paper is to develop an unplugged education program that develops the 4C (Creativity, Critical thinking, Communication ability, Collaboration) and CT (Computational Thinking) competencies required in modern society. This study discovered "Fine Dust Robot" as a theme suitable for the unplugged education program, and designed the Unplugged 4-hour education program which can develop 4C and CT competencies. The first stage motivates learning, and the second and third stages develop unplugged activity to develop CT. In the fourth stage, the algorithms created through unplugged activities were programmed through the natural language instruction card and produced the output. We developed educational materials that can be utilized in the unplugged education program. Finally, education programs were conducted for elementary school students, and pre- and post-tests of computational thinking were conducted for general students and gifted students. Educational effective was found in both groups.

Teaching Plans to Resolve Internet Addiction using e-Learning Project-Based Learning (이러닝 프로젝트 학습을 통한 인터넷 중독 해소 지도 방안)

  • Kim, Hyun-Bae;Yu, Seon-Bong
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.111-118
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    • 2010
  • There are various studies about Internet addiction in psychological or social point of view. In this study, teaching plans are introduced using e-learning project-based learning for elementary school students. These teaching plans are applied to the Cyber home study system.

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Analysis on the Effectiveness of Learner-centered Evaluation in Software Education (소프트웨어 교육에서 학습자 중심 평가의 효과 분석)

  • Sung, Jaeho;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.165-171
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    • 2019
  • As the interest in software education grew, the Ministry of Education was also required to provide software education for practical course of grades 5-6. In this study, learner-centered evaluation was applied to software education to analyze its effectiveness. It is hoped that many teachers will apply learner-centered evaluation to software education to become more effective software education in school. In a learner-centered evaluation, students can expect positive effects by actively participating in classes and engaging in active learning activities. Through learner-centered evaluation, we have taken into account the various background variables to see how students' three aspects, creativity, problem-solving ability and information-use ability change, and how learner-centered evaluation affects these abilities in software education. The result of research have shown that in software education, learner-centered evaluations have all had significant effects on creativity, problem-solving ability and information-use ability, as well as the existence of entry/scratch study experience.

The Effect of the Integrative Education Using a 3D Printer on the Computational Thinking Ability of Elementary School Students (3D프린터를 활용한 융합교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lim, Donghun;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.469-480
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    • 2019
  • One of the goals of the new 2015 revised curriculum is to cultivate the creativity of students who will live in the era of the Fourth Industrial Revolution to create new things through diverse ideas and challenges based on basic learning skills. Accordingly, in order to solve the given problems rationally, the convergence problem solving ability that can process and utilize various areas of knowledge and information is becoming important. Therefore, in this study, we designed the integrative education using a 3D printer based on Tinkercad modeling and applied it to the class to investigate the effect on the improvement of computing thinking ability of elementary school students. To verify the contents of the study, two classes of 25 sixth-grade elementary school students were divided into an experimental group and a controlled group. For the experimental group, 12 classes of convergence education programs using a 3D printer were applied for about three months, and the same amount of general curriculum was conducted for the control group. After that, the t-tests were carried out using the pre-post test to measure the effectiveness of the computational thinking ability. After the application of the program, the experimental group showed statistically significant improvement in computational thinking ability, but the controlled group showed no statistically significant difference. The results show that convergence education using the Tinkercad modeling-based 3D printer has a positive effect on the improvement of computing thinking ability of elementary school students.

Analysis of Instruction Materials for Physical Computing from the Perspective of Computer and Information Literacy (컴퓨터 및 정보 리터러시 관점에서의 피지컬 컴퓨팅 교육 교재 분석)

  • Jung, Hana;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.473-489
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    • 2018
  • Computer and Information Literacy(CIL) is one of Key Competences in 21st century. Many countries, including Korea, have adopted related contents in their national curriculum for conducting software education. With this movement, many book-type instruction materials for software education have been developed in Korea. However, it is scarce to find researches that evaluate the instruction materials from the perspective of CIL. In this study, we selected 4 instruction materials which were distributed by government with 'SW centered society' web site as well as were developed to teach physical computing for elementary students. Also, we analyzed if they can foster students' CIL. First of all, the evaluation framework was developed based on 'The Manual for Authorized and Approved Textbook' and 'The 2018 ICILS(International Computer and Information Literacy Study) Assessment Framework'. Then, 12 school teachers who have professional insight of software education evaluated the 4 instruction materials with the framework. Averaging the score given by evaluators, we determined that which instruction materials were superior or not. Finally, we figured out the characteristics of superior and inferior instructional materials. Based on the results of this study, we suggested implications for developing instruction materials for physical computing education to build students' CIL.

A Development of Robot and Convergence Activity Curriculum Model for Elementary School Students (초등학생을 위한 융합활동-로봇분야 교육과정 모델 개발)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.481-488
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    • 2015
  • Lately, the importance of robot education is rising in elementary schools, because of STAEM education. In this study, robot and convergence activity curriculum in software education was developed to robot education for elementary school. We suggested robot education framework based on the Rainbow system, which is repeatable and progressive. The framework is divided into 7 steps, 14 criteria. So, their students can be promoted to the higher level when they complete the lower level, regardless of their grade. It is necessary for robot education in elementary schools to develop the contents and programs according to suggested curriculum.

Analysis of Polarization in Software Private Education (소프트웨어 사교육의 양극화 현상 분석)

  • Lee, Jaeho;Shim, Jaekwoun
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.871-878
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    • 2021
  • This study analyzed the polarization of software education by analyzing the relationship between the average monthly total private education expenditure, software education expenditure, and academic achievement. For this purpose, data were collected and analyzed by surveying 2,780 parents of elementary school children nationwide. The results of this study are as follows: First, there was a statistically significant difference in children's academic achievement depending on whether or not they participated in software education. Second, the higher the children's academic achievement, the higher the percentage of participation in software private education expenditure. Third, there was a significant positive correlation between total private education expenditure and software-related private education expenditure. Fourth, although not statistically significant, there was a positive correlation between software private education expenses and academic achievement. In this study, software education provided by public education is not sufficient. For this reason, participation in private education and the amount of expenditure are increasing, and there is a gap in improving the main competencies of students according to household income.

A Study on the Possibility of Block-based Programming Courses for Visual Impairments (시각장애 학생을 위한 블록 기반 프로그래밍 수업의 가능성 분석)

  • Eunbong Yang;Jamee Kim;Wongyu Lee
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.361-374
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    • 2022
  • The National Institute of Special Education developed and distributed software textbooks for disabled students according to the necessity of practical course in elementary school and information in middle school in the 2015 revised curriculum. It is a textbook provided from the perspective of education opportunity equity but the content of programming education for visually impaired students was insufficient. Therefore this study was conducted for the purpose of confirming the effectiveness of programming education for visual impaired students and providing the direction of future programming education. In order to achieve the purpose, programming classes were conducted for blind students in the 6th grade of elementary school. As a result of a study using "Blocks4All", a block-based programming tool with robots, students participated in classes actively and efficacy, intrest, and usefulness of programming are high. This study is meaningful in that it confirmed the possibility of programming education for visually impaired students.

Development of computational thinking based Coding_Projects using the ARCS model (ARCS 모형을 적용한 컴퓨팅사고력 기반 코딩 프로젝트 개발)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.355-362
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    • 2019
  • Elementary students are studying software training to teach coding education using text-based languages such as Python. In general, these higher-level languages support learning activities in combination with a kits for physical computing or various programming languages, in contrast to block-coding programming languages. In this study, we conducted a coding project based on computational thinking using the ARCS model to overcome the difficulties of text-based language. The results of the experiment show that students are generally confident and interested in programming. Especially, the understanding of repetition, function, and object was high in the change of computational thinking power, so this trend is believed to be due to the use of text-based languages and the Python module.