• Title/Summary/Keyword: 초등 소프트웨어교육

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Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

4D AI Convergence Education Model (4차원 인공지능 융합 교육 모형)

  • Kim, Kapsu
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.349-354
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    • 2021
  • In this study, a model that can converge with artificial intelligence in each subject as software and artificial intelligence education become mandatory in the curriculum revised in 2022 is proposed. The proposed AI convergence education model is based on the content of the subject (accomplishment standard + subject). The second axis is artificial intelligence tools, the third axis is artificial intelligence technology, and the fourth axis is data applied in daily life. In order to apply artificial intelligence to each subject, it is necessary to apply artificial intelligence tools, artificial intelligence technology, and data in daily life to the achievement standards and content of each subject. If the achievement standards and subject contents are structured in this way, it can be seen that the convergence with each subject is good. Therefore, when composing textbooks by achievement standards and topics, it is necessary to add artificial intelligence tools, artificial intelligence technology, and daily data.

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Effect of Inquiring Activities through Manipulative Materials-Experiment on Geometrical Properties Understanding and Communicative Competence (구체적 조작.실험을 통한 탐구활동이 평면도형의 성질 이해 및 수학적 의사소통능력에 미치는 영향)

  • Lim, Geun-Gwang
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.701-722
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    • 2010
  • Students have to investigate, experiment and inquire using the manipulative materials and real-world thing for studying Geometry. Manipulative materials activities encourage to understand mathematical concept and connection of symbol. Experiment activities using the computer focused the student's intuitive and inquisitive activities because of visualization of an abstract mathematics concept. This study developed a workbook through the use of manipulative materials and computer for operating and experimenting, and suggested a method for inquiry of geometrical properties and proved an effect. Manipulative materials-experiment activities was proven effective to middle level and lower level students in understanding the geometrical properties, and was proven effective to high level and lower level students when it comes to mathematical communication ability. When students operate, at first, they have to know about the feature and information of the materials, and the teacher has to make an elaborate plan and encourages the students to discuss about this.

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Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

Opportunities and Challenges Perceived by Teachers from Physical Computing Education (피지컬 컴퓨팅 교육을 통해 교사가 지각한 기회 및 도전요소)

  • Choi, Hyungshin;Lee, Sangmin;Lee, Jeonghwa;Woo, Changmun
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.235-242
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    • 2016
  • Physical computing is utilizing principles of computing in the process of expressing one's ideas creatively and implementing them into tangible objects by combining hardware and software. Recent deployment of open source hardware and 3D printers increased the accessibility of physical computing. However, incorporating these into educational practices requires teachers' interest and competencies. This study aims to share the perceived opportunities of developing physical computing based lessons and challenges from teachers' experiences while primary teachers participated in learning fundamentals of physical computing and developing lessons. The findings of this study provide implications to the teachers who are interested in adopting physical computing into classes and in designing teacher training programs.

A Design Model on Outdoor Space of Elementary School based on Participatory Approach - Case Study on Seoul Don-Am Elementary School - (참여디자인 방법론을 적용한 초등학교 옥외공간 계획모형 - 서울 돈암초등학교를 대상으로 -)

  • Hue, Youn-Sun;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.5
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    • pp.1-11
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    • 2010
  • The outdoor space of an elementary school is the most familiar and most educational area for children. A paradigm shift in education has demanded a new role and direction for these outdoor spaces. The construction of children-friendly spaces, however, lags behind. The child-participatory design process is very meaningful at a time when many outdoor spaces have difficulties in reflecting the varied and specific demands of children. This study realized the necessity for a design that includes a child-participatory design process in construction the outdoor spaces of elementary schools. Through reference study and a theoretical approach of related laws, this study established a child-participatory design process model and applied it to Seoul Don-Am Elementary School. The design process included playing games and providing interesting tools to increase the participation of children in suggesting and presenting their opinions more freely. The design process of this study is described in five steps(eliciting interest in and recognition of the target space, Understanding children's expectations and the expressing thereof, Establishing factors for planning, Visualizing and arranging spaces, and Decision-making and building a final design plan). This process was applied to the planning and design of an outdoor space for Seoul Don-Am Elementary School. In this study, it is clear that the design of the participators and experts have a different purpose. Thus, the process of the design has more meaning than the final product. In addition, it is expected that an improvement in both tangible and intangible designs will be seen. Using a participatory design process, this study successfully improved the facilities and arrangement planning of an outdoor space. At the same time, it also enhanced the interest and participation of children in the process of creating the kind of school they desire. The significance of this study is that it has suggested an effective model to reflect the demands of children, the true users of the outdoor space, and the results were actually applied to elementary school outdoor planning and designing. This study enhanced the awareness of school members in the process of building the school's outdoor space.

The Evaluation of Class Design for the Computing Thinking Using Entry and Sensor Board (엔트리와 센서보드를 이용한 컴퓨팅 사고력에 대한 수업 설계 평가)

  • Mun, Sung-Yun;Lee, Hyuk Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.571-577
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    • 2017
  • Through the 2015 Revised Curriculum, programming education is introduced into the elementary school regular curriculum as part of the software education. Effective teaching & learning methods can be presented through an analysis of the effects of programming education on the problem-solving abilities. In this paper, students were divided into two groups according to their academic achievement, a learning program was developed for five times of implementation using the entry and the sensor board for the entry, and classes to which it was applied were conducted. Before and after the classes, a problem-solving test tool was used to measure and analyze the changes in Gamma waves and EEG concentration indicators. As a result, the gamma waves and the concentration indices of the students in the group with high academic achievement showed a tendency to be improved through the programming lessons, and those of the students in the group with poor academic achievement showed no such tendency. Through this, the necessity of the level-specific programming education in consideration of students' academic abilities was suggested.

A Study on the Need for a Mobile Application Development Educational Program using an Authoring Tool (저작도구를 이용한 모바일 애플리케이션 개발 교육프로그램의 필요성에 대한 연구)

  • Chang, Young-Hyun;Oh, Sang-Yeob
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.253-258
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    • 2014
  • To ensure excellence in logical software education for smart IT technologies in schools, the study was conducted to determine whether a course on mobile application (app) content creation using an app authoring tool can be introduced as a part of the regular curriculum. As an approach method, five sessions of related training for characterized high school teachers as well as three sessions for elementary, middle and general high school teachers nationwide and a satisfaction survey were conducted for a total of five surveys. The average of 91.4% for more than moderately satisfied' is judged to reflect the perception of a highly successful study. In conclusion, the introduction of an app development education program using an authoring tool in schools is considered essential, and furthermore, the need for establishing new national technical qualifications is still rising.

A Design and Implementation of the EasySoft for Ingenuity development (창의력 계발을 위한 EasySoft 설계 및 구현)

  • Lee, Eun-Ju;Kang, Ki-Jun;Seo, Young-Geon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10b
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    • pp.1269-1272
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    • 2001
  • EasySoft(이하:ES)는 컴퓨터를 처음 배우는 초급자에서부터 프로그래밍 가능자에 이르기까지 다양한 범위의 학습자에게 통합 교과적인 지식을 토대로 알고리즘 교육을 제공하여, 창의성과 논리성 계발의 효과를 거둘 수 있도록 만들어진 학습기자재이다. ES는 EasyLab, EasyC, Visual Basic과 같이 ActiveX를 지원하는 툴과 연동하여 사용한 수 있는 ActiveX 제어도구(EasyOCX)로 구성되어 있다. 학습자는 ES를 통하여 자신의 생각을 구성, 알고리즘화 시켜 프로그래밍하고 코드를 로봇으로 전송하여, 로봇의 움직임과 자신의 의도를 비교, 연구, 반복하는 작업으로 학습하게 된다. ES는 학습기자재가 부족한 교실현장에서 직접 활용할 수 있도록 구성된 것으로, 흥미적 요소와 교육적 요소를 적절하게 조화 시킨 소프트웨어이다. EasyLab은 컴퓨터를 모르는 학습자도 알기쉬운 GUI식 흐름도 기반 S/W를 표방하므로 초등학교에서, EasyOCX나 EasyC의 경우는 EasyLab과 유사한 방식을 추구하되 직접 프로그래밍 하게 되어있어 한 단계 높은 중 고등학교의 교수장면에서 직접 활용이 가능하다.

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A Study of Development and Effectiveness of Eating Habit Teaching Software for Disabilities in Elementary School (초등학교 장애학생의 식생활 지도를 위한 소프트웨어 개발 및 효과 연구)

  • Choi, Seong-Ouk;Wang, Yoo-Jin;Kim, Du-Gyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.6
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    • pp.884-900
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    • 2012
  • This study put emphasis on improving the quality of lives of the elementary students with disabilities by planning and realizing software for the purpose of teaching eating habits. It tried to develop software which constantly applies and practices contents learned from content systems subordinate to practical subjects. It is mainly consisted of 'cooking and eating' among the content systems of the practical subjects in the basic curriculum. To this end, it chose four modules as their final choices, 'eating various foods, cooking happily, setting the table, and washing the dishes.' Media is in CD-ROM Title form. Macromedia Flash and Macromedia Director were used as authoring tools. Program is basically going along centering on small units. And activities in each topic are composed of thinking, investigating, and organizing order. When we applied the software, developed in this research, to 3 elementary students with disabilities using multiple probe design across subjects, it had positive effects on eating habits related functions of all participants.