• Title/Summary/Keyword: 컴퓨팅적사고력

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Development of Underwater Drone for Coding Education and Enterainment (코딩교육 및 엔터테이먼트용 수중드론 개발)

  • Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.1
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    • pp.237-244
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    • 2018
  • This paper has developed a three-dimensional movement of the underwater drones using Scratch program to facilitate the basic structure and programming of the computer's basic structure and programming. Through the underwater drones of this study, the user can foster computing thinking power that creatively solves various problems.

Exploring Ways to Learn Online Judge Problems in Block Programming Language (온라인 저지 문항을 블록 프로그래밍 언어로 학습하기 위한 방안 탐구)

  • HakNeung Go;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.719-720
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    • 2023
  • 본 연구에서는 온라인 저지 문항을 블록 프로그래밍 언어로 학습하기 위한 방안에 대해서 탐구하였다. 온라인 저지를 활용한 프로그래밍 교육은 알고리즘을 설계하는 추상화 과정과 이를 프로그래밍 언어로 작성하는 자동화 과정이 포함되며 이는 컴퓨팅 사고력 발달에 영향을 준다. 온라인 저지는 대부분 텍스트 프로그래밍 언어(이하, TPL)에서 지원되어 초보 학습자가 사용하기에 어려움이 있다. 블록 프로그래밍 언어(이하, BPL)를 기반으로 한 온라인 저지는 BPL로 작성한 것을 TPL로 변환하는 방법과 그래픽 기반 문제상황을 해결하는 방법이 있으며 TPL로 변환하는 것은 텍스트 기반 온라인 저지 문항을 사용할 수 있으나 사용하는 방법이 어렵다. 반면 그래픽 기반 문제 상황은 사용하는 방법이 쉽지만 문항이 제한적이고 순차적 사고가 강조된다. 이에 엔트리 '스터디'와 '나의 학급-과제'를 이용하면 자동 평가 기능은 없지만 학습자가 익숙한 환경에서 학습할 수 있고 교사는 문항을 직접 개발할 수 있으며 문제 제시, 예시 작품 제시, 블록 제한, 과제제출 등을 사용하여 BPL에서 온라인 저지 문항을 학습할 수 있다.

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An Experimental Analysis on the Unplugged Sorting Activity for Computer Science Education (컴퓨터과학 교육용 정렬 놀이를 위한 실험적 분석)

  • Park, Youngki
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.671-679
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    • 2018
  • Sorting algorithms are the basic building blocks that computer science students need to learn. In recent years, sorting algorithms also have begun to be taught in K-12 classrooms using "the educational sorting game" described in CSUnplugged. However, although the educational sorting game was developed for students aged 8 and up, it is hard for K-12 teachers to play with their students because it is difficult for teachers to understand all of the algorithms and some popular algorithms do not work well in the educational sorting game. In this paper, we discuss what teachers should know, and experimentally analyze the performance of the existing algorithms when applied to the educational sorting game.

The Mediating Effect of Learning Flow on Affective Outcomes in Software Education Using Games (게임을 활용한 SW교육의 정의적 성과에 대한 학습몰입의 매개 효과)

  • Kang, Myunghee;Park, Juyeon;Yoon, Seonghye;Kang, Minjeng;Jang, JeeEun
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.475-486
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    • 2016
  • As software transforms the structure of industry, it becomes a key measure in determining market competitiveness. Therefore, various educational efforts have been attempted in Korea to cultivate software professionals to secure software competitiveness. While previous studies had focused mainly on the cognitive effectiveness of software education, the authors tried to focus on affective perspectives. The authors, therefore, aimed to analyze the predictive power of the recognition of software importance and learning flow on affective outcomes, such as efficacy of computational thinking skills, and attitude toward, and satisfaction with, software education. The data were collected from 103 sixth grade students who participated in a software education. Results show that software importance and learning flow had significant predictive power on affective outcomes; Learning flow mediated the relationship between software importance and affective outcomes. This study provides practical implications for improving affective outcomes in the design and implementation of software education.

Development of SW convergence Education program for the patriotism applying Novel Engineering (Novel Engineering을 적용한 SW융합형 호국보훈 수업 방안)

  • Hong, Ji-Yeon;Kim, Yung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.600-603
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    • 2018
  • The purpose of this study is to describe the SW Convergence education class applying the Novel Engineering teaching method during the creative experiential activity time. We developed a SW convergence education program for a patriotism class applying Novel Engineering, a new educational method instead of writing and drawing. Through this lesson program, students can improve their problem-solving ability based on their computational thinking and enhance their love spirit about country. Students read a book that tells the story of patriot, writes the historical scene presented in the book through scenarios through Re-enactment, and implements the simulation situation using Lego WeDo 2.0. The results of this study based on the analysis of the data on the questionnaire showed that there is a significant students' change through the SW convergence education program for patriotism class. In the future, we will expand the scope to more various grades and subjects so that we can generalize the effectiveness of SW convergence education applying Novel Engineering.

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Development and Application of a Turtle Ship Model Based on Physical Computing Platform for Students of Industrial Specialized High School (공업계 특성화고 학생을 위한 피지컬 컴퓨팅 플랫폼 기반의 모형 거북선 개발 및 적용)

  • Kim, Won-Woong;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.89-118
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    • 2016
  • In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.

Middle-School Programming Classes Utilizing App Inventor Game Creation and the Analysis of their Educational Outcomes (앱 인벤터 게임 작성을 활용한 중학생의 프로그래밍 수업 및 학습 성과 분석)

  • Kim, Sungkyung;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.49-60
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    • 2018
  • In many countries, recently computer programming eduction has become mandatory for K-12 students. Generally since programming is difficult for K-12 students to learn, a lot of previous works have been published in which the study motivation and class satisfaction increased when game programming was applied to programming classes. We investigated a research in which we used game programming in the programming classes for middle-school students, and analyzed educational effects. In this paper, we described the specification of the games and our class model that were applied in the research. Also, we analyzed changes made to computation thinking abilities, creative thinking abilities, and perceived support for programming after the programming classes. As a result, it was found that those abilities and the perceived support were increased. Additionally, we applied Havruta learning, a kind of paired learning, in the programming class, and have known that it increased the educational outcome with respect to the traditional method.

Analysis on Professional Lecturer Training Program for Highly Educated Career-Interrupted Women in Coding Education (고학력 경력단절 여성을 위한 코딩교육 전문강사 양성 프로그램 분석)

  • Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.7-10
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    • 2017
  • 컴퓨팅 사고력, 정보문화소양 및 협력적 문제해결력 함양을 목표로 하는 소프트웨어 교육, 즉 코딩 교육에 있어서 양질의 강사를 수급하는 것은 교육의 성패를 결정하는 중요한 문제 중 하나이다. 이러한 관점에서 초등학교의 방과후학교, 중학교 자유학기 등의 강사 수급 문제를 해결하기 위한 방법으로 다양한 코딩교육 전문강사 양성 과정이 주목을 받고 있다. 본 연구는 여성가족부와 각 지자체의 여성새일센터 등을 중심으로 개설 및 운영되고 있는 코딩강사 양성 프로그램의 운영 및 개설 현황, 운영 시간, 수강생 특성, 교육과정 등을 분석하고 시사점을 도출하는데 목적이 있다. 본 연구의 결과는 향후 코딩교육 전문강사 양성 프로그램의 개발 및 효과성 분석 등의 후속연구로 이어질 수 있다.

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Analysis on Research Cases of Software Education related Game Programming (게임 프로그래밍에 관한 소프트웨어 교육 연구 사례 분석)

  • Han, Jeong-min;Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.275-276
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    • 2018
  • 디지털 혁명 시대를 살아갈 학생들에게 컴퓨팅 사고력 함양을 위한 소프트웨어 교육은 필수적이다. 특히 게임 소프트웨어를 개발하는 프로젝트 수업은 학생들의 학습 동기를 유발하고, 흥미로운 학습 환경을 제공할 수 있다. 따라서 본 연구에서는 게임 프로그래밍에 관한 소프트웨어 교육 연구 사례를 분석하고 시사점을 도출하였다. 이러한 연구가 소프트웨어 교육의 목적에 적합한 게임 프로그래밍 교수학습 방법을 개발하는데 도움을 줄 것이라 기대하기 때문이다.

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Trends in Research of Computer Education for Preschoolers (유아 컴퓨터 교육의 연구 동향)

  • Cho, Yunroc;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.129-131
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    • 2015
  • 유아기의 교육은 그 특성상 생애 전반에 걸쳐 큰 영향을 미치게 되므로, 유아를 위한 교육은 매우 중요하며 미래사회에 필요한 내용들로 구성되어야한다. 컴퓨터는 앞으로의 시대에도 꼭 필요한 도구이며, 컴퓨터를 이용한 사고력 증진 및 컴퓨팅적 사고는 미래사회를 살아가는데 있어 중요한 요소로 여겨지고 있다. 따라서 유아에게 필요한 컴퓨터 교육은 어떻게 이루어져야 하는지, 그 교육을 위한 필요한 것들은 무엇인지에 대한 고민은 매우 중요하며 필요하다. 이에 본 논문은 기존의 유아 컴퓨터 교육에 대한 연구를 분석하여 유아교육에 대한 국내외 연구 동향을 살펴봄으로써 현재까지의 연구 상황과 실태를 파악하여 앞으로 필요한 연구의 방향 설정에 도움을 주고자 한다.

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