• Title/Summary/Keyword: 초등 소프트웨어교육

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Teacher Training Program and Analysis of Teacher's Demands to Strengthen Artificial Intelligence Education (인공지능교육 역량 강화를 위한 교원 연수 프로그램과 교사 요구분석)

  • Jeon, In-Seong;Jun, Soo-Jin;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.279-289
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    • 2020
  • The purpose of this study is to apply the training program for teachers to strengthen the competence of artificial intelligence education in primary and secondary school teachers and to analyze its effectiveness and analyze teachers' demands for artificial intelligence education to provide basic research data. The referenced training program was designed based on the ADDIE model by selecting the educational contents based on the five core elements of AI, and teachers from the G Metropolitan Office of Education and the AI Education Research Association collaborated to develop the program. The effectiveness of the developed program and questionnaire of teacher needs analysis for AI teaching were examined for content validity. As a result of the training conducted by applying the developed program, satisfaction with each curriculum of the training and the possibility of application to the field were highly evaluated. It was found that teachers consider the need of teaching unplugged activities for AI education and basic AI experiences in elementary school level, and AI education contents including block programming languages and physical computing activities are needed to teach in middle school level.

A Study on Application Usability Evaluation for Smart Toy (스마트토이를 위한 애플리케이션 사용성 평가 연구)

  • Cho, Donghwan;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.11
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    • pp.1391-1396
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    • 2019
  • With the recent increase in the importance of software, software education is required in elementary schools in Korea. At this point, coding education combining play and education using smart toys is widely used. One of the most widely used smart toys is a block type smart toy. In this study, usability evaluation was performed to improve user's usability for block type smart toy with smartphone application. In order to achieve the purpose of this study, a heuristic technique with experts, one of various usability evaluation techniques, was performed. As a result of the analysis, it was found that the buttons and the switch of the menu were not well distinguished, and the cause of the error was not provided to the user. The results of this study can be the basis for improving the usability of applications for smart toy in the future.

A Study on the Robot Education Based on Scratch (스크래치에 기반한 로봇 교육에 대한 연구)

  • Lee, Young-Dae;Kim, Soon-Im;Seo, Young-Ho;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.29-35
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    • 2016
  • The conventional educational robots, which are commonly industrial robots or toy robots, use text-based programming to teach the students. Therefore, students have difficulty in studying robotics due to the difficulties of text based language. The developed robot in this study have a camera, which have the color tracking function, and it has various sensors and actuators. It supports the open hardware and uses graphic language based programming. The developed educational robot is programmed by Scratch, which uses graphic modular language. We also present a curriculum, which is based upon the developed robot and Scratch. We applied the robot and curriculum to the primary school students. We obtained satisfactory results comparing it with the conventional robot education. Furthermore, the imagination and execution ability of students showed enhancement in learning robotics. Thus, this fact means the validity and effectiveness of the proposed approach.

Analysis of the Educational Effect of Creative Storytelling Textbooks Incorporating International Baccalaureate (국제 바칼로레아를 접목한 창의적 스토리텔링 교재 교육 효과 분석)

  • Choi, Eunsun;Park, Namje
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.143-151
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    • 2021
  • In the era of the Fourth Industrial Revolution, where the importance of cutting-edge technology and software is highlighted, there is a growing need for education to think deeply about humans and the future and foster creative human beings who can contribute to the whole of humanity. This paper proposes a plan to introduce core competencies and evaluations analyzed according to international Baccalaureate orientation so that it can be applied to education using creative storytelling applied to the 『Creative storytelling class that is easy even by yourself』 textbook developed by the Science and Technology in Society Research Center at Jeju University. Furthermore, the proposed core competencies, evaluation criteria, and their measures were applied flexibly to existing classes by incorporating IBs to expand utilization opportunities. I hope this paper will help open up positive possibilities for introducing domestic IBs, and further fostering internationally recognized creative convergence talent.

An Analysis of differences in self-efficacy according to SW experience of learners learning AI liberal arts education (AI 기초교양에서 학습자의 SW 경험이 자기효능감에 미치는 영향)

  • Oh, Kyungsun;Jang, Eunsill
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.223-231
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    • 2021
  • Humanity faces the 4th industrial revolution, many countries are providing systematic and continuous SW education to foster talent with AI capabilities. On the other hand, there are high concerns that the SW gap will widen and polarize as domestic reality does not provide systematic and continuous SW education to learners. Against this background, this study started to investigate the influence of learners' SW experience on SW education. As a result of the study targeting science and engineering students, the effect of SW experience on SW education was significant. With theses results, it is expected that various discussions will be actively conducted so that systematic and continuous SW education can be provided in elementary and secondary schools.

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Teaching and Learning Design for AI Value Judgment (인공지능 가치판단에 대한 교수학습 설계)

  • Jeong, Minhee;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.233-237
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    • 2021
  • With the advent of the 4th industrial revolution, interest in artificial intelligence education is increasing in elementary schools. In order to nurture future talents with artificial intelligence capabilities, AI education should be actively conducted at school sites. Although basic software education is provided in the 2015 revised curriculum, there is a tendency to view the programming process that creates artificial intelligence only as a problem-solving process. However, when creating an artificial intelligence, the value of the developer who creates artificial intelligence is projected. Therefore, it is necessary to deal with the contents of artificial intelligence value judgment during SW education. This study has limitations due to the fact that Delphi research was conducted with a group of experts. In the future, it is judged that quantitative research should be conducted to supplement these limitations.

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Development of Digital and AI Teaching-learning Strategies Based on Computational Thinking for Enhancing Digital Literacy and AI Literacy of Elementary School Student (초등학생의 디지털·AI 리터러시 함양을 위한 컴퓨팅 사고력 기반 교수·학습 전략 개발)

  • Ji-Yeon Hong;Yungsik Kim
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.341-352
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    • 2022
  • The wave of a knowledge and information society led by AI, Big Data, and so on is having an all-round impact on our way of life. Therefore the Ministry of Education is in a hurry to strengthen Digital Literacy, including AI and SW Education, by improving the curriculum that can cultivate basic knowledge and capabilities to respond to changes in the future society. It can be seen that establishing a foundation for cultivating Digital Literacy through all subjects and improving basic and in-depth learning in new technology fields such as AI linked to the information curriculum is an essential part for future society. However, research on each content for cultivating Digital and AI literacy is relatively active, while research on teaching and learning strategies is insufficient. Therefore in this study, a CT-based Digital and AI teaching and learning strategy that can foster that was developed and Delphi expert verification was conducted, and the final teaching and learning strategy was completed after evaluating instructor usability and analyzing learner effectiveness.

Development and Effects of Intelligent CCTV Algorithm Creative Education Program Using Rich Picture Technique (리치픽처 기법을 적용한 지능형 CCTV 알고리즘 창의교육 프로그램 개발 및 효과)

  • Jung, Yu-Jin;Kim, Jin-Su;Park, Nam-Je
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.125-131
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    • 2020
  • As technology advances, the importance of software education is increasing. Accordingly, interest in information subjects is increasing, but intending elementary learners to show algorithms only for specialized IT skills that could spoil the interest. In this paper for the elementary school students, through the four stages, 2015 revision curriculum analysis, creating of training program development operating plans, applying programs for the targeting students and analysis of results and evaluation, using Rich Picture technique which is various tools such as pictures and speech bubble symbols for the learners can express the intelligent CCTV algorithm freely and easily so they can understand fully about the algorithm of intelligent CCTV that uses artificial intelligence to extract faces from subjects. Suggest on this paper, the proposal of educational program can help the learner to grasp the principle of the algorithm by using the flowchart. As the result, Through the modification and development of the proposed program, we will conduct research on IT creative education that can be applied in various areas.

Designing of Block-Type Puzzle Assembly Robot Education System without Computer (언플러그드 블록형 퍼즐 조립 로봇교육 시스템 설계)

  • Song, Jeong-Beom
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.183-190
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    • 2013
  • Many researchers in the 21st century has found that robot education is effective to develop the learners' creativity and problem-solving ability. However, the robot education can only be applied to the students whose computer skills are high. Also it can be taught in the well-prepared computer classroom. Students have to learn machine language to control their robots, and robots are controlled by different types of software. Therefore this study has constructed command-based programming blocks to do a robot programming without computers. It also presents a prototype of the programming process and a technological method to combine the command and the programming blocks. We used the blocks which are similar with something in flow chart: to support intuition, and to help students transfer what they learned. And types of blocks and details are described for the Robot Programing Education. Combination of command blocks is made by RS-485 connection method and, it is designed to intercommunicate with connected blocks. It also presents a prototypes: of the programming process using designed command blocks, and of the possibility of Unplugged Robot Education System.

The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.