• Title/Summary/Keyword: 피지컬 컴퓨팅

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A Case Study on Block Coding and Physical Computing Education for University of Education Students (교육대학생을 대상으로 한 블록 코딩 및 피지컬 컴퓨팅 교육 사례)

  • Han, Kyujung
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.307-317
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    • 2019
  • This study is an example of the education of block coding and physical computing teaching tool for preservice teachers at the college of education. The students were familiar with coding and improved their coding skills in solving various problems through 'Entry' that support block coding. In addition, the students configured the computing system with various input / output devices of the physical computing teaching tool and controlled things through programming and produced the educational portfolio to experience the whole process of problem analysis, design, implementation, and testing in coding. We applied Flow based coding and Pair programming as the teaching methods, and the results of the survey to measure the effectiveness of the study show that students have a good understanding of the entry and physical computing teaching tool and using the combination of the entry and physical computing teaching tool were more effective in learning than the Entry-only coding. In addition, it was confirmed that the effect of Pair programming applied in the physical computing teaching tool.

Development Environment Construction of Physical Computing for Mobile Using Open Source Blockly (오픈소스 Blockly를 이용한 모바일용 피지컬 컴퓨팅 개발환경 구축)

  • Jo, Eunju;Moon, Mikyeong
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.6
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    • pp.21-30
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    • 2017
  • Physical computing is performed through interaction with the real world making it suitable for cultivating student abilities in computing knowledge and thought processes. Furthermore, if users can develop programs under block-coding environment, it will be more easy and more intuitive. However, the existing block coding environment has a problem that the physical devices must be continuously connected to the computer. Blockly is an open source library that adds a visual code editor linked with graphic blocks to demonstrate coding concepts through web and mobile apps. Using Blockly, we describe a development environment for physical computing on mobile platform, which combines physical computing with an established block-coding environment, and activates it through wireless communication.

Development of a Board for Physical Computing Education in Secondary Schools Informatics Education (중등 정보교육의 피지컬 컴퓨팅 교육을 위한 보드 개발)

  • Eom, KiSoon;Jang, YunJae;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.41-50
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    • 2016
  • With the announcement of the revised curriculum in September, 2015, the informatics for a secondary school was designated as compulsory, and Physical Computing section was included. With a leading school, the educational research using Arduino is currently underway, but there remain the problems to be solved to utilize Arduino in the revised curriculum. This study developed educational board which can make it possible for secondary learners to lessen the cognitive burden of hardware, and to experience the process of creation when they learn Physical computing. The characteristics of the board are as follows: First, keeping compatibility with Arduino. Second, provision of the most essential functions for creation. Third, miniaturization. This study composed the board to make it easier for a secondary learner to create. and thinks that it's necessary to continue the research on board development for diverse learners, and class application on the basis of this research.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.

A Meta Analysis about Programming Education using Physical Computing (피지컬 컴퓨팅을 활용한 프로그래밍 교육의 효과에 대한 메타분석)

  • Lee, Dong Gyu;Lee, Youngjun
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.153-156
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    • 2018
  • 2015개정 교육과정에서 학생들이 문제를 효과적으로 해결하는 방법이 중요하며 이를 키우기 위해 컴퓨팅 사고력이라는 방법으로 접근하고 있으며 이를 위해 정보교과는 2015개정 교육과정의 핵심 역량으로 지정하였다. 이에 컴퓨팅 사고력을 높이는 방법으로 프로그래밍 교육을 적용하고 있으며 보다 프로그래밍 교육의 효과를 높이기 위해 여러 방법을 적용하고 있으며 피지컬 컴퓨팅의 활용이 방법으로 제기되고 있어 관련연구들이 지속적으로 진행되고 있다. 본 연구에서는 피지컬 컴퓨팅의 활용이 프로그래밍 교육에 긍정적인 역할을 수행하는가에 대한 문제를 해결하기 위해 관련 연구를 수집하여 메타분석을 진행하였다. 분석결과 피지컬 컴퓨팅을 활용한 프로그래밍 교육은 비교대상 대비 19.9%의 향상을 나타냈다.

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The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.243-255
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    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.

Application of Reverse Engineering based on Physical Computing to Improve Computational Thinking (컴퓨팅 사고력 향상을 위한 피지컬 컴퓨팅 기반 리버스 엔지니어링 활용 방안)

  • Kim, Ji Hyung;Kim, Seong Baeg
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.83-85
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    • 2018
  • 사회가 복잡하게 변화됨에 따라 온난화 등의 해결하기 어려운 새로운 문제들이 등장하고 있다. 이를 효과적으로 해결하기 위해서는 창의력과 절차적인 사고가 요구되며 이러한 능력을 키우기 위해 소프트웨어 교육이 필요하다. 이에 따라 2015개정 교육과정에서 정보교과의 비중이 증가하였으며, 2018학년도부터는 중학교 정보교육이 의무화되었고, 그 동안 실제 생활에 접목하여 문제 해결력 및 컴퓨팅 사고력을 향상 시킬 수 있는 피지컬 컴퓨팅이 도입되었다. 하지만 고등학생의 경우 이전 교육과정에서 새롭게 도입되었기에 피지컬 컴퓨팅 수업이 진행되기가 쉽지 않다. 본 연구에서는 고등학생의 피지컬 컴퓨팅 구현 능력 향상과 이를 통해서 문제 해결력 향상에 어떠한 영향이 있는가를 알아보기 위해서 피지컬 컴퓨팅 교육 프로그램을 위한 과정으로 오래된 운영체제에서만 사용이 가능한 구형 프린터기의 드라이버를 최신 운영체제에서도 사용이 가능하도록 프린터 드라이버를 커스터마이징하여 윈도우 10에서도 사용이 가능하도록 하는 소프트웨어 교육을 설계하였고 이를 고등학생에게 적용하기 위하여 학생들의 사전 사후 검사를 실시하고자 한다. 자원의 재활용과 환경적인 측면에서 그 동안에는 신제품 구입 후 빠른 IT환경의 발전 및 변화로 멀쩡한 하드웨어를 폐기하고, 최신 운영체제에 대응하는 하드웨어를 새롭게 구입해야 했으나, 본 교육과정을 통해 각 가정에 있는 구형 프린터의 재사용을 위한 프린터 드라이버 제작이라는 선순환적인 교육목적을 추구하며 소프트웨어 교육이라는 본질 측면에 좀 더 가까이 다가가며, 해당 하드웨어 제품에 대한 소프트웨어의 저작권 교육도 함께 진행할 수 있으며, 잘 만들어진 소프트웨어의 경우 새로운 시장을 창출할 수 있도록 하는 계기가 될 것이다. 학생들의 흥미에서는 좋은 반응을 보였으나 실제 문제 해결력을 위해서는 저변 확대가 필요함을 알 수 있었다. 오래된 구형 하드웨어를 최신 운영체제에서도 사용할 수 있도록 하는 과정에서의 실생활에 적용되는 유용한 피지컬 컴퓨팅을 보다 효과적으로 사용하기 위해서는 프로그램의 설계에 대한 지속적인 연구가 필요할 것이다.

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The Effect of Physical Computing Programming Education Integrating Artificial Intelligence on Computational Thinking Ability of Elementary School Students

  • Yoo Seong Kim;Yung Sik Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.227-235
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    • 2024
  • In the era of the information revolution, the need for artificial intelligence convergence education is emerging in the trend of global change. Therefore, in this paper, a physical computing programming education method that combines artificial intelligence was developed and applied. The control group was provided with physical computing programming education that did not converge with artificial intelligence, and the experimental group developed and applied a physical computing programming education method that fused artificial intelligence to analyze the impact on elementary school students' computing thinking ability. As a result, it was confirmed that physical computing programming education fused with artificial intelligence had a more positive effect on enhancing elementary school students' computational thinking skills compared to physical computing programming education without artificial intelligence.

Development and Application of Teaching-learning Strategies PBL based Physical Computing Programming using Reflective Journal and Feedback (성찰저널과 피드백을 적용한 PBL 기반의 피지컬 컴퓨팅 프로그래밍 교수·학습 전략 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.49-62
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    • 2018
  • This study we developed teaching and learning strategy applying PBL based physical computing programming using reflection journal and feedback, and verified its effectiveness. For the analysis, the survey with 18 sections study contents was performed for 6 weeks by dividing 91 students in 5th grade of elementary school into experimental group and control group respectively. As a result, this study proved that the students who made the structured reflections journals and receiving the feedback at the same time showed the improvement in logical thinking ability in the physical computing based programming learning situation with PBL applied. Based on the results of this study, the sophisticated teaching and learning strategy that can enhance the programming learning effect based on physical computing was developed and its applicability was proved.

Development of the Selection Criterion of Physical Computing Teaching Aids for Middle School SW Education (중학교 SW교육을 위한 피지컬 컴퓨팅 교구의 선정 기준 개발)

  • An, Deukha;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.39-50
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    • 2019
  • In this study, we developed the selection criterion of physical computing teaching aids for middle school SW education. Literature analysis, Delphi survey, and AHP methods were applied to develop the selection criterion. First, seven characteristics for physical computing teaching aids have been set up by the literature analysis. The contents are suitability for curriculum, safety, durability, economy, general availability, attractiveness, and ease of management. Based on these characteristics, the Delphi method is used in developing 31 criteria in 7 areas for the selection of physical computing teaching aids. Next, the AHP method was applied to identify the relative importance between 7 areas and between 31 detailed criteria. And then the final criterion for the selection of physical computing teaching aids was developed by calculating scores for detailed criteria.