• Title/Summary/Keyword: 초등 소프트웨어교육

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A study of the impact of Prezi on learning motives (프레지 학습이 학습동기에 미치는 영향에 관한 연구)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.93-100
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    • 2013
  • Currently the mose used software to make presentation is Powerpoint. But a few learners only can use that program to present. Lately free software called Prezi is available to many users. Prezi is free to general users. To evaluate the experiences of making presentaion by Powerpoint and Prezi effects on the learning motive is the purpose of study. In conclusion, my goal of this study is that by using convenient Prezi, I would like to prove that it will really analyze the learning motives(attention, relevance, confidence, satisfaction) when learners is being thaught through Prezi not unuseful Powerpoint.

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A study on systematic review of unplugged activity (언플러그드 활동의 체계적 문헌고찰에 관한 연구)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.103-111
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    • 2018
  • In order to examine the educational effects and future directions of unplugged activities, we conducted a systematic review of Korean journals and theses from 2007 to 2016. Three kinds of database were used for systematic review: RISS, KISS, and E-article, and were performed searches using options such as 'unplugged' and 'play-centered'. Based on the protocol selected in the framework of the systematic review, 37 articles were selected analyzed in terms of research status, research subjects, research methods, research hubs, study mechanisms, educational methods, and research effects. Unplugged activities were the most popular among elementary school students. Educational effects were found to have significant effects on academic achievement, problem solving ability, and logical thinking ability. In the affirmative domain, there was a significant effect on interest, curiosity, and motivation. Based on the results of the analysis, the characteristics and implications of Unplugged activities and present the direction of future education were discussed.

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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Using an educational software Graphers in elementary school mathematics (초등 수학 수업에서의 소프트웨어(Graphers) 활용)

  • 황혜정
    • School Mathematics
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    • v.1 no.2
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    • pp.555-569
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    • 1999
  • The graph unit(chapter) is a good example of a topic in elementary school mathematics for which computer use can be incorporated as part of the instruction. Teaching graph can be facilitated by using the graphing utilities of computers, which make it possible to observe the property of many types of graphs. This study was concerned with utilizing an educational software Graphers as an instructional tool in teaching to help young students gain a better understanding of graph concepts. For this purpose, three types of instructional activities using Graphers were shown in the paper. Graphers is a data-gathering tool for creating pictorial data chosen from several data sets. They can represent their data on a table or with six types of graphs such as Pictograph, Bar Graph, Line Graph, Circle Graph, Grid Plot and Loops. They help students to select the graph(s) which are the most appropriate for the purpose of analyzing data while comparing various types of graphs. They also let them modify or change graphs, such as adding grid lines, changing the axis scale, or adding title and labels. Eventually, students have a chance to interpret graphs meaningfully and in their own way.

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Investigation to Teach Graphical Representations and Their Interpretations of Functions to Fifth Graders (함수의 그래프 표현 및 그래프 해석 지도 가능성 탐색 - 초등학교 5학년을 중심으로 -)

  • Lee, Hwa-Young;Ryu, Hyun-Ah;Chang, Kyung-Yoon
    • School Mathematics
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    • v.11 no.1
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    • pp.131-145
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    • 2009
  • This research was designed to investigate the possibility to teach function concept and graph representation of functions in explicit manner toward at elementary level. Eight class-hours instruction was given to four Grade 5(age 11) students, and dynamic geometry software GSP was partially used in the class. Results indicate that the students could conceptualize the function relation, interpret linear function graphs, recognize the meaning of their slopes, and discuss the relationships among linear graphs and real life situation. Results also indicate that GSP helped students to recognize the relation between dots and the linear graph clearly and that GSP-line graph did decisive role for children to understand the meaning of graph representation of function.

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A Study on Contents of Information Science Curriculum (정보과학 교과 내용체계에 관한 연구)

  • Kim, Kapsu;Kim, Chul;Kim, Hyun-Bae;Jeong, InKee;Jeong, Young-sik;Ahn, Seonghun;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.161-171
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    • 2014
  • The Computer Education in Korea since 2000 mainly were 'how to use computer tools', Computer education from 2005 to emphasize problem-solving and programming, but did not perform well, and In 2010 it was not compulsory computer training. Thus, our country have training elementary and middle school students for computer education without creating a curriculum content of computer. U.S. and UK educate students computer training to foster future generations the essential core competencies to be recognized as a new educational curriculum. In this study, the basic course in computer studies of Korean is proposed as Information Science. Information science subject from middle school to first grade curriculum is consistently able to study was composed. The subarea of information science curriculum computer systems, software production, the fusion activity. The computer system is composed of 18 subdivisions, software production is composed of 11 subdivisions, and fusion activity was composed of 15 subdivisions. The results of the students' school life and social life in the future core competencies necessary to be available to train.

A Study on the Development of Teaching Material to Improve Creativity in Elementary School with Computer Principals (컴퓨터 원리를 이용한 초등학교 창의성 신장 교재 개발 연구)

  • Kim Jong-Jin;Jeong Eun-Young;Hwang Hong-Eik;Kim Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.319-330
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    • 2005
  • The information infrastructure between all the elementary and middle schools of the nation have made it possible to build an environment to breed competent students for our future society. However, since the focus of computer education has been mostly on utilization, it has created many problems such as limitation of creativity, weakening the self-studying skill and many other. Consequently this study is for the development of the textbooks of the computer principles in education and shows the affirmative effect of the improvement of creativity through their application.

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Development of SW Education Program for Data-Driven Problem Solving Using Micro:bit (마이크로비트를 활용한 데이터 기반 문제해결 SW교육 프로그램 개발)

  • Kim, JBongChul;Yu, HeaJin;Oh, SeungTak;Kim, JongHoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.713-721
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    • 2021
  • As the Ministry of Education has introduced AI education in earnest in the 2022 revised curriculum, there is growing sympathy for the need for data-related education along with AI education. In order to develop the competence to understand and utilize artificial intelligence properly, the understanding and utilization competence of data must be based on it. In this study, a data-driven problem solving SW education program using microbit was developed by synthesizing the results of demand analysis and previous research analysis. The data-driven problem solving education program was developed with educational elements that can be applied to elementary school students among the contents of data science. Through the program developed in this study, education that combines various topics and subjects can be linked based on real-life data. Furthermore, based on an understanding of data, it will lay the foundation for a more substantial AI education program.

A Study on the Implications through Analysis of Policy for Computer Science Education in France (프랑스의 소프트웨어 교육 체제 분석을 통한 시사점 고찰)

  • Bae, Youngkwon;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.385-394
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    • 2019
  • Computer education in France has begun in the 1960, and the education system covering elementary and middle school was completed in 2018. Since the industrialization of France, the research on the instructional method and system on computer science education had been conducted for over 60 years as a core skill to prepare for the future society. There are four major implications we have figured out in this study. First, each achievement goal to be achieved is set based on the hierarchy of school grades. Second, the full establishment of computer science education was completed in three years after the curriculum was announced in France. Third, the contents are presented to enhance problem solving ability through programming algorithms based on the balance between computer literacy and the concepts of computer science. Fourth, the contents of integrated computer science education is considered with in the lower grades of elementary school, and it is proposed to deepen understanding and programming of computer literacy and the concept of computer science as the grade and school level get higher.

The Flipped Learning-based SW-STEAM Education Program for Learning Motivation (학습동기 향상을 위한 플립러닝 기반 SW 융합 교육)

  • Song, Haenam;Ryu, Miyoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.325-333
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    • 2018
  • This study analyzes students' motivation for learning when applying SW-STEAM education using Flipped Learning. As a main content of the study, we developed a program that combines SW education with existing subjects and utilized flipped learning as a method. Elementary school students were given an education program. The data were collected through pre and post-test of learning motivation. As a result of analysis, the SW-STEAM program based on flipped learning has improved attention, relevance and confidence. We expect that the results of the SW-STEAM education program developed in this study and the learning motivation analysis will help in the direction of the SW-STEAM education and be useful as a basic resources for settling in class.