• Title/Summary/Keyword: 컴퓨팅 역량

Search Result 155, Processing Time 0.027 seconds

The Effect of Software Education on Middle School Students' Computational Thinking (소프트웨어 교육이 중학생의 컴퓨팅 사고력에 미치는 효과)

  • Lee, Jeongmin;Ko, Eunji
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.12
    • /
    • pp.238-250
    • /
    • 2018
  • The 2015 revised curriculum includes 'informatics' course including the process of building software aiming at cultivating creative and convergent ability. This study analyzes the competencies pursued in the revised curriculum and defines computational thinking as the main competency. The subjects of the study were the first grade of a middle school in the first semester of the 2018 school year. Of the 95 collected data, 83 data were used for analysis and the significance was confirmed by the paired t-test. Also, computational concept, computational practice and computational perspectives were confirmed through artifact-based interviews. As a result of statistical analysis, critical thinking, creativity, algorithmic thinking, and problem-solving significantly increased among sub-variables of computational thinking. Statistical results and interview results were analyzed to provide implications for design and implementation of software education in 'informatics' course.

Key Technical Elements to Construct Cloud Service Testbed (클라우드 서비스 테스트베드 구축을 위한 요소 기술)

  • Seo, Kwang-Kyu;Min, Young-Ki;Kim, Byeong-Moo;Choi, Da-Young
    • Proceedings of the KAIS Fall Conference
    • /
    • 2011.12b
    • /
    • pp.554-557
    • /
    • 2011
  • 전세계적으로 주목 받고 있는 클라우드 컴퓨팅이 이제 국내에서도 본격적인 비즈니스 모델로의 확산시기를 맞고 있다. 클라우드 컴퓨팅은 개인뿐만 아니라 기업들에게도 더 이상 선택의 한 방식이 아닌 필수적인 고려 요소로 인식되고 있다. 특히 최근에는 클라우드 컴퓨팅에 대한 국가 차원의 역량도 속속 결집되고 있다. 클라우드 컴퓨팅이 가지는 속성상, 정부 차원의 적극적인 지원전략이 필요한 것이 사실이다. 클라우드 컴퓨팅을 적절히 활용하지 못하면 국가 경쟁력에서 크게 뒤쳐지는 결과로 나타날수 있다. 본 연구에서는 현재 범정부부처가 참여하여 구축 운영하고 있는 클라우드서비스 테스트베드를 위한 요소기술에 대하여 소개한다. 이를 위하여 현재 운영하고 있는 테스트베드의 AS-IS 모델을 소개하고 AS-IS 모델의 핵심 요소기술에 대하여 기술한다.

  • PDF

Analysis on Research Trends related Assessment of Computational Thinking in Korea (과학·수학·정보 교육 진흥법 제정에 따른 융합 교육의 방향)

  • Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.313-314
    • /
    • 2019
  • 제4차 산업혁명 시대를 살아갈 학생들에게 필요한 핵심 역량으로서 컴퓨팅 사고력의 중요성이 강조되고 있으며, 이와 관련하여 다양한 연구가 진행되고 있다. 그러나 대부분의 연구가 교수 학습 방법을 개발하고 효과성을 검증하는데 치중하는 반면, 학습자의 컴퓨팅 사고력을 어떻게 평가하고 피드백을 줄 것인지에 대한 연구는 부족하다. 따라서 본 연구에서는 컴퓨팅 사고력 평가에 관한 연구 중에서 KCI에 등재된 9편의 연구를 분석하고, 시사점을 도출하였다. 이는 컴퓨팅 사고력 평가에 관한 향후 연구의 방향을 제시해줄 것이라 기대한다.

  • PDF

Review of Domestic Literature Based on System Mapping for Computational Thinking Assessment (컴퓨팅 사고력 평가에 관한 시스템 매핑 기반 국내 문헌 고찰)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
    • /
    • v.22 no.6
    • /
    • pp.19-34
    • /
    • 2019
  • With the advent of the 4th Industrial Revolution, the importance of solving problems through computing has been emphasized, and software education to improve computational thinking as a core competency has been designated as an essential subject. In order for education for computational thinking to be effective, appropriate tools for evaluating computational thinking must be supported. While studies on computational thinking have been conducted in the meantime, there have been no systematic studies on such evaluation-related studies. This study analyzed the related studies on the computational thinking assessment conducted in Korea and analyzed the previous research of the evaluation tools, evaluation criteria, and evaluation methods. Based on this, the implications for the study of computational thinking evaluation method were suggested.

Proposal of Game Programming Education Model for Collaborative Problem Solving Ability and Computational Thinking (협력적 문제해결력 및 컴퓨팅 사고력을 위한 게임 프로그래밍 교육 모델 제안)

  • Han, Jeong-Min;Yi, Soyul;Lee, Young-Jun
    • Proceedings of The KACE
    • /
    • 2018.08a
    • /
    • pp.29-31
    • /
    • 2018
  • 복잡다단한 현대사회의 문제들을 해결하기 위해 필요한 역량으로 컴퓨팅 사고력과 협력적 문제해결력을 들 수 있다. 이를 위해 초등학생을 위해 소프트웨어 교육은 이 두 가지 역량을 키워줄 수 있는 교육 내용과 방법을 제공하여야 한다. 본 연구에서는 게임 소프트웨어 개발이라는 소재를 가지고 학생들에게 게임의 기획자와 개발자의 역할을 부여해 추상화 및 자동화의 과정 속에서 일어나는 의사소통을 통해 협력적 문제해결력을 향상시킬 수 있는 교육 모델을 제안하고자 한다.

  • PDF

A Study of Problems and their Solving Strategies Consequent upon Software Education Reinforcement in Primary and Secondary Schools (초중고에서의 소프트웨어 교육 강화에 따른 문제점과 그 해결방안)

  • Choi, Sook Young
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.3
    • /
    • pp.93-104
    • /
    • 2015
  • Strengthening of software education is a big trend worldwide recently. Based on this trend, the Ministry of Education issued a domestic content to enhance software education in September 2014. In this regard, the most important problems are the number of available teachers who can adequately teach computational thinking in the pursuit of new software education and the teaching competencies of teachers in charge of software education. These problems are the same issues emerged in the United Kingdom where computer science education became mandatory for all primary and secondary students from September 2014. This study examines how the United Kingdom and the United States have solved these problems and discusses the realistic solutions for our country.

Educational Effects of Collaborative Story Creation Activities Using the Entry Programming Language (엔트리 프로그래밍 언어를 활용한 협력적 이야기 생성하기 활동의 교육적 효과)

  • Seo, Hyunseok;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.6
    • /
    • pp.651-660
    • /
    • 2018
  • To determine the educational effects of collaborative story creation activities using the Entry programming language, we instructed first year students at the national university of education on these activities for three weeks and analyzed the changes in their software (SW) education capacity and story creating ability. The completed analysis showed no significant changes in the students' SW education capacity as related to information literacy, computational thinking, and learner competency; however, the students' ability to create stories increased significantly. Although students struggled to learn story creation using Entry, they gradually found that the activities were useful and their interest in creating stories grew. Therefore, we suggest expanding the number of subject curriculum activities using Entry in order to improve SW education capacity as well as the subject capacity for student teachers.

BlockChain Technology Core Principle Education of Elementary School Student Using Gamification (게이미피케이션을 활용한 초등학생 블록체인기술 핵심원리 교육 탐구)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.2
    • /
    • pp.141-148
    • /
    • 2019
  • We proposed a curriculum that can learn the principle of blockchain by using the gamification which can bring up the interest and concentration of the students by connecting the contents of the class with the game. The proposed method is to educate the blockchain in a game format and to solve the problem that can be easily accessed in everyday life by applying the blockchain. By strengthening the thinking ability of computing, By growing information processing capacity, communication capacity, and community capacity, students can naturally enhance their education capacity. It is expected that the blockchain curriculum using the proposed gamification can be used to improve the information curriculum.

Descriptive Assessment Tool for Computational Thinking Competencies (Computational Thinking 역량 평가를 위한 서술형 수행평가 도구)

  • Jeon, Soojin;Han, Seonkwan
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.3
    • /
    • pp.255-262
    • /
    • 2016
  • In this paper, we proposes a method to effectively evaluate learner competencies of computational thinking. Developed descriptive performance assessment tool is the use of assessment items presented in a creative computing MIT. This tool is selected and modified items through expert delphi technique. The performance assessment tool is composed of four areas that are an experimenting and iterating, testing and debugging, reusing and remixing and abstracting and modularizing. We apply to software classes for the pre-service teachers and conducted this descriptive performance assessment. Applying result of the assessment, the developed assessment tool shows the reliability $Cronbach-{\alpha}$ values higher than 0.6. In addition, the validity of the test results is higher in experts delphi test. Descriptive assessment tool suggested in this study are identified as a useful assessment tool to effectively measure student CT competencies.

SW Education Program using Pair Programming Collaboration Tools (짝프로그래밍 협업도구를 활용한 SW교육프로그램)

  • Kim, Yong-Ok;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.4
    • /
    • pp.375-384
    • /
    • 2019
  • In a rapidly changing society with the Fourth Industrial Revolution, future students should have the skills to utilize and organize high-quality knowledge, not the amount of knowledge. With the launch of the revised curriculum in 2015, the curriculum has been reorganized based on competency and the software education has been seeking capabilities such as 'Cultural computing knowledge', 'Computational thinking', and 'Collaborative problem solving skills'. Therefore, practical collaboration tools and education programs that can be used in the field of education are developed based on Pair Programming, which is a specific collaborative learning strategy to develop cooperative problem solving skill. The educational program using this collaboration tool was developed with a focus on developing computational thinking and collaborative problem solving skills through Pair Programming rather than focusing on learning grammar of programming language and programming techniques. In a educational program, students will be able to use collaborative tools for pair programming and foster collaborative problem-solving skills.