• Title/Summary/Keyword: 초등 소프트웨어교육

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The Effects of Inductive Activities Using GeoGebra on the Proof Abilities and Attitudes of Mathematically Gifted Elementary Students (GeoGebra를 활용한 귀납활동이 초등수학영재의 증명능력 및 증명학습태도에 미치는 영향)

  • Kwon, Yoon Shin;Ryu, Sung Rim
    • Education of Primary School Mathematics
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    • v.16 no.2
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    • pp.123-145
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    • 2013
  • This study was expected to yield the meaningful conclusions from the experimental group who took lessons based on inductive activities using GeoGebra at the beginning of proof learning and the comparison one who took traditional expository lessons based on deductive activities. The purpose of this study is to give some helpful suggestions for teaching proof to mathematically gifted elementary students. To attain the purpose, two research questions are established as follows. 1. Is there a significant difference in proof abilities between the experimental group who took inductive lessons using GeoGebra and comparison one who took traditional expository lessons? 2. Is there a significant difference in proof attitudes between the experimental group who took inductive lessons using GeoGebra and comparison one who took traditional expository lessons? To solve the above two research questions, they were divided into two groups, an experimental group of 10 students and a comparison group of 10 students, considering the results of gift and aptitude test, and the computer literacy among 20 elementary students that took lessons at some education institute for the gifted students located in K province after being selected in the mathematics. Special lesson based on the researcher's own lesson plan was treated to the experimental group while explanation-centered class based on the usual 8th grader's textbook was put into the comparison one. Four kinds of tests were used such as previous proof ability test, previous proof attitude test, subsequent proof ability test, and subsequent proof attitude test. One questionnaire survey was used only for experimental group. In the case of attitude toward proof test, the score of questions was calculated by 5-point Likert scale, and in the case of proof ability test was calculated by proper rating standard. The analysis of materials were performed with t-test using the SPSS V.18 statistical program. The following results have been drawn. First, experimental group who took proof lessons of inductive activities using GeoGebra as precedent activity before proving had better achievement in proof ability than the comparison group who took traditional proof lessons. Second, experimental group who took proof lessons of inductive activities using GeoGebra as precedent activity before proving had better achievement in the belief and attitude toward proof than the comparison group who took traditional proof lessons. Third, the survey about 'the effect of inductive activities using GeoGebra on the proof' shows that 100% of the students said that the activities were helpful for proof learning and that 60% of the reasons were 'because GeoGebra can help verify processes visually'. That means it gives positive effects on proof learning that students research constant character and make proposition by themselves justifying assumption and conclusion by changing figures through the function of estimation and drag in investigative software GeoGebra. In conclusion, this study may provide helpful suggestions in improving geometry education, through leading students to learn positive and active proof, connecting the learning processes such as induction based on activity using GeoGebra, simple deduction from induction(i.e. creating a proposition to distinguish between assumptions and conclusions), and formal deduction(i.e. proving).

Electronic Instruments for Music Therapy using Arduino (아두이노를 활용한 자폐증 음악치료용 전자악기에 대한 연구)

  • Jang, Donghwan;Kim, Sihyun;Park, jin Woo;Lee, Sungjin;Kim, Daehee;Moon, Sangho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.377-379
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    • 2021
  • According to a 2006 paper by a music therapist and a music therapist in elementary schools, the demand for special education increased, and a 2018 music education study showed that music rooms and equipment increased, but it was difficult to move or lacked various instruments. In this work, we develop a module that combines hardware and software for social improvement education in autistic children using tools. Various instrument sounds can be set using piezo sensors and Arduino, so you can experience various instruments through simple operation and there are instruments designed for music therapy through modularity. Hopefully, the study will help disabled children heal their music.

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Development of the Heuristic Attention Model Based on Analysis of Eye Movement of Elementary School Students on Discrimination task (변별과제에서 초등학생의 안구운동 분석을 통한 발견적 주의 모델 개발)

  • Shin, Won-Sub;Shin, Dong-Hoon
    • Journal of The Korean Association For Science Education
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    • v.33 no.7
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    • pp.1471-1485
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    • 2013
  • The purpose of this study was to develop a HAM (Heuristic Attention Model) by analyzing the difference between eye movements according to the science achievement of elementary school students on discrimination task. Science achievement was graded by the results of the Korea national achievement test conducted in 2012 for a random sampling of classes. As an assessment tool to check discrimination task, two discrimination measure problems from TSPS (Test of Science Process Skill, developed in 1994) which were suitable for an eye tracking system were adopted. The subjects of this study were 20 students from the sixth grade who agreed to participate in the research. SMI was used to collect EMD (eye movement data). Experiment 3.2 and BeGaze 3.2 programs were used to plan experiments and analyze EMD. As a result, eye movements of participants in discrimination tasks varied greatly in counts and duration of fixation, first fixation duration, and dwell time, according to students' science achievement and difficulty of the problems. By the analysis of EMD, strategies of the students' problem-solving could be found. During problem solving, subjects' eye movements were affected by visual attention; bottom-up attention, top-down attention and convert attention, and aflunter attention. In conclusion, HAM was developed, and it is believed to help in the development of a science learning program for underachievers.

The predictability of science experience, school support and learning flow on the attitude of scientific inquiry in physical computing education (피지컬 컴퓨팅 교육에서 과학적 탐구 태도에 대한 과학경험, 교육지원, 학습몰입의 예측력 규명)

  • Kang, Myunghee;Jang, JeeEun;Yoon, Seonghye
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.41-55
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    • 2017
  • The physical computing education, as the emerging field, is a form of education that helps learners to develop the attitude of scientific inquiry by developing meaningful and creative output through the integration of hardware and software elements. Based on the literature, the authors of the study used science experience, school support and learning flow as the variables that predict the outcome variable which is the attitude of scientific inquiry. The authors collected data from 64 fourth and sixth graders who studied physical computing at an institution for the gifted and talented in Korea and then analyzed them using descriptive statistics, correlation, multiple regression and simple mediation analysis methods. As a result, science experience and learning flow significantly predicted the attitude of scientific inquiry. In addition, learning flow mediated the relationship between science experience and the attitude of scientific inquiry, and the relationship between school support and the attitude of scientific inquiry. Based on these results, the authors propose that to promote the attitude of scientific inquiry in physical computing education, strategies must be implemented for improving science experience, school support and learning flow in instructional design.

Blockly webc Programming Convergent Learning System (Blockly webc 프로그래밍 융합 학습시스템)

  • Cho, Sang
    • Journal of the Korea Convergence Society
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    • v.6 no.1
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    • pp.23-28
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    • 2015
  • Teaching programming skills is not only required for computer related departments but through the area of engineering and natural science. Moreover recently teaching programming skill is emphasized in software education for primary schools and secondary schools. Since programming ability is considered an essencial element of national competitiveness, we need programming learning system which alleviates the difficulty. We implemented Blockly webc Programming Convergent Learning System which is based on the graphic tools called Blockly by Google. Inside system problem sets for the programming beginners are embedded in the system. These problem sets are gone under more than 20 years verification and these problem sets may be used to help beginning programmers escape novice coder in short time. Blockly webc Programming Convergent Learning System together with already developed Simple Visual Language2 Programming Learning System is expected to play an important role as a programming learning system for the beginners.

The Effect of EPL Programming Loaming on Logical Thinking Ability by the Meta-Cognition Level (메타인지 수준에 따른 EPL 프로그래밍 학습이 논리적 사고에 미치는 영향)

  • Hong, Jae-Un;Lee, Soo-Jung
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.498-507
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    • 2009
  • There has been insufficient studies on the effect of programming language learning on logical thinking ability. Each study result on the improvement degree and items of logical thinking ability is different according to the object of the study, its method, and the learning subject, which makes the generalization process difficult. Moreover, the necessity of programming language learning seems not proved, because it is not apparent whether the improvement of logical thinking ability is due to the advancement of knowledge or programming language learning. In this study, we instructed educational programming languages to elementary students in 6th grade for 7 hours, investigated its effect on logical-thinking ability by the meta-cognition level, and compared the result with that of computer skill learning. As a result, for Dolittle, LOGO, and Powerpoint learning groups, the logical-thinking ability of high meta-cognition level students has increased with significance, but that of low meta-cognition level students has significantly increased for Dolittle and LOGO groups only. However, regardless of meta-cognition levels, there was no significant difference of logical-thinking ability between all three groups.

The Analysis of Features of Project Based Learning in Smart Learning Environment (스마트러닝 환경에서의 프로젝트 학습 전략 및 요인 분석)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.243-252
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    • 2013
  • In this paper, we analyzed and suggested an educational strategy and features for project-based learning in smart learning environment. Smart learning environment is different of e-learning environment, therefore the educational strategy for smart learning is needed. In this paper, we conducted project-based learning for elementary school students in smart learning environment, and we analyzed the difference between a normal project-based learning and a project based learning in smart learning environment and suggested the educational strategy and the considerations through questionnaire, interview, and observation, Furthermore, we figured out factors that affected educational satisfaction of student. As a result, students thought that there is difference of smart project-based learning in some factors: technology and devices, software, and participation for learning. Also, we found main factors to affect educational satisfaction are two factors: technology and devices, and always-on.

Spring Boot-based Programming Education and Online Scoring System (Spring boot 기반의 프로그래밍 교육 및 온라인 채점 시스템)

  • Cho, Minwoo;Lee, Taejun;Choi, Jiyoung;Lee, Sungock;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.450-452
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    • 2021
  • Recently, as interest in programming and artificial intelligence has increased, software education has been compulsory from elementary school. In order to achieve this goal of programming education, it is necessary to basically establish a lab environment suitable for students and teachers. However, there is a problem with performance problems caused by old computers in the lab environment of the school, and there is a problem that students must purchase and use the existing online platform while implementing an algorithm contest program in which students access and evaluate their problem-solving ability at the same time. Therefore, in this paper, to solve this problem, we propose a web-based online practice environment and algorithm contest scoring system using React and Spring boot. Through this, it is believed that even in a computer with low specifications, programming can be studied using only a web browser.

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The educational models using enhanced mathematics ICT in the Korean IT environments (21세기 선진형 ICT 수학 교육 방법론 모델)

  • Kim, Duk-Sun;Park, Jin-Young;Lee, Sang-Gu
    • Communications of Mathematical Education
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    • v.22 no.4
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    • pp.533-543
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    • 2008
  • Recently, many advanced countries have used original ICT tools in their educational courses. But Korea didn't have any effective origin ICT tools in our mathematical education, compared with other countries which have developed various tools, for examples, Web-Mathematica and HP Calculator. Although we have the advanced IT environment, the educational environments in mathematics using ICT seems to be not promising. In this paper, we suggest a new mathematics education tools in ICT and the internet environments in Korea, and a teaching and studyingmodel for the teachers, students and classrooms. It is based on the Sage-Math and RPG. Sage-Math which is the software based on the web and RPG(Random Problem Generator) will give a good answer for the future of Korean mathematics ICT education.

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Study on the Learning Elements of 'Information Ethics' Topic of Informatics Subject (정보 교과의 '정보 윤리' 주제의 학습 요소에 관한 연구)

  • Jeong, InKee;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.295-306
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    • 2014
  • A form of life is changed rapidly through development of ICT. And we need information ethics as a new norm of information-oriented society. The effect of information ethics can be maximized by education. Therefore, a new curriculum is demanded by new technology and circumstance. Korea Association of Information education has studied a new curriculum and suggested a new plan that contents of information education classified by 'Software', 'Computer System' and 'Convergence Activities' sections. And the 'Convergence Activities' section is composed of 'Information Ethics', 'Productivity Tools' and 'Robot'. In this paper, we studied on learning elements of the 'Information Ethics' of first grade to ninth grade. We analysed the domestic and foreign curriculum, research results and new issues about information ethics and selected the learning elements about information ethics. We nextly suggested the achievement goals, teaching-learning methods and evaluation methods of information ethics. We expect that the learning elements we suggested about information ethics will contribute to deal with wisely information dysfunction and to training correct talented individuals.