• Title/Summary/Keyword: 피지컬 컴퓨팅 교육

Search Result 115, Processing Time 0.019 seconds

A Study on the Development of Digital Yut Playing System Based on Physical Computing (피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구)

  • Koh, Byoungoh
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.3
    • /
    • pp.335-342
    • /
    • 2017
  • The artificial intelligence, robot technology, Internet of things, and life sciences that create added value while dramatically transforming human life have been highlighted in the fourth industrial revolution, the next industrial revolution. In order to adapt to the 4th industry, it is necessary to educate students to develop fusion thinking and computing thinking ability. Therefore, in this study, we developed a digital Yut Playing system based on physical computing, reflecting STEAM and decomposition, pattern recognition, abstraction, and algorithm design, which are components of computing thinking. By experiencing the developed system and applying it to education, it raised interest and interest in programming education and improved programming lesson for fusion thinking and computing thinking ability.

The Effects of a Physical Computing Convergence Class to the Science Exploration Experiment Subject of High School on the SW Education Recognition and the Convergence Literacy (고등학교 과학탐구실험 교과에 피지컬 컴퓨팅을 융합한 수업이 SW 교육 인식 및 융합 소양에 미치는 영향)

  • Lee, Yura;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.4
    • /
    • pp.69-78
    • /
    • 2020
  • In the era of the 4th industrial revolution and convergence, various discussions and studies have been conducted to develop future social talents, and through this, the need for creative convergence talents is increasing. In line with the change to a software-oriented society, countries around the world are trying to strengthen SW education, but high school students' awareness of the necessity of information subject and SW education that is the center of convergence is insufficient. Therefore, opportunities for convergence of the information subject and various fields should be provided. In this study, information education was converged to the science exploration experiment subject to construct an educational program that can develop creative convergence, and a convergence class using physical computing were applied to high school students for 9 hours. As a result of the experiment, the recognition of SW education of the experimental group was improved, and it was confirmed that the learner's convergence literacy of the experimental group was statistically different from that of the control group that conducted the general science experiment class.

Analysis of Instruction Materials for Physical Computing from the Perspective of Computer and Information Literacy (컴퓨터 및 정보 리터러시 관점에서의 피지컬 컴퓨팅 교육 교재 분석)

  • Jung, Hana;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.4
    • /
    • pp.473-489
    • /
    • 2018
  • Computer and Information Literacy(CIL) is one of Key Competences in 21st century. Many countries, including Korea, have adopted related contents in their national curriculum for conducting software education. With this movement, many book-type instruction materials for software education have been developed in Korea. However, it is scarce to find researches that evaluate the instruction materials from the perspective of CIL. In this study, we selected 4 instruction materials which were distributed by government with 'SW centered society' web site as well as were developed to teach physical computing for elementary students. Also, we analyzed if they can foster students' CIL. First of all, the evaluation framework was developed based on 'The Manual for Authorized and Approved Textbook' and 'The 2018 ICILS(International Computer and Information Literacy Study) Assessment Framework'. Then, 12 school teachers who have professional insight of software education evaluated the 4 instruction materials with the framework. Averaging the score given by evaluators, we determined that which instruction materials were superior or not. Finally, we figured out the characteristics of superior and inferior instructional materials. Based on the results of this study, we suggested implications for developing instruction materials for physical computing education to build students' CIL.

Virtual Reality-Based School Safety Education Application with Physical Computing (피지컬 컴퓨팅을 적용한 가상현실 기반 학교안전교육 어플리케이션)

  • Kang, HyeonJi;Kang, Sohee;Ko, RanHee;Lee, KyungHee;Cho, JungWon
    • Proceedings of The KACE
    • /
    • 2018.08a
    • /
    • pp.77-80
    • /
    • 2018
  • 학교에서 자연재난으로 인해 학생들의 인명피해가 발생하는 사례가 빈번하게 발생하고 있다. 이에 학생들에게 발생하는 각 재난상황들에 대하여 학생들 스스로 재난상황에 대응할 수 있는 안전능력배양 중요성이 부각되어지고 학교의 안전교육을 강화해야 한다는 지적이 제기되고 있다. 하지만, 현재 학교에서 학생들에게 실시하는 안전교육은 주로 강의식이고, 안전교육을 위한 시설과 장비, 담당하는 인력의 전문성과 안전교육의 체계가 부족하다는 문제점들이 제기되고 있다. 본 논문은 가상현실과 피지컬컴퓨팅 기반의 안전교육 프로그램을 통해 학생들은 동작인식컨트롤러를 이용하여 가상현실 속 재난상황을 체험하고 행동요령과 사용법 등을 학습하여 위기대응능력을 배양 하고자 한다.

  • PDF

Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.6
    • /
    • pp.45-54
    • /
    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

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
    • /
    • v.41 no.2
    • /
    • pp.89-118
    • /
    • 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.

Development of Social and Emotional Learning Program using Creative Physical Computing (창의적 피지컬 컴퓨팅 기반 사회정서학습 프로그램 개발)

  • Lee, Jun Pyo;Kim, Sung Ae
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.205-206
    • /
    • 2019
  • 본 논문에서는 오토마타를 활용한 창의 융합 교육으로 학생들에게 기술과 공학 그리고 예술의 융합적 상상력을 불어넣을 수 있는 교육과정을 제안하고 이를 통해 인지능력과 감정조절, 그리고 공감 능력을 향상시키는 것을 가능하게 하는 사회정서학습인 SEL(Social and Emotional Learning)을 수행할 수 있도록 한다. 제안하는 프로그램을 통해 학생들의 감성을 자극하고 새로운 생각을 유도함으로써 올바른 인성을 가질 수 있도록 한다.

  • PDF

An Evaluation Method of Understanding SW Architectures in an Arduino-based SW Lecture for Non-major Undergraduates (비전공자 대상 아두이노 활용 SW 강좌에서 SW 구조 이해도 평가 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
    • /
    • v.11 no.1
    • /
    • pp.17-23
    • /
    • 2019
  • In applying SW education for non-major undergraduates, we applied the physical computing lesson using Arduino. There is a case in which the basic problem-solving process teaching method based on the computational thinking was proposed in the physical computing class using Arduino. However, in educating computational thinking process, it is necessary to evaluate and educate understanding of SW structures. After understanding SW structures, it is correct SW education flow to make creative outputs by applying computational thinking process. However, there is a lack of examples of how to evaluate understanding of SW structures in the class using Arduino. In this paper, we proposed a one - semester curriculum for lectures on SW education using Arduino for non-majors. In addition, we proposed and analyzed the evaluation method of the understanding of SW structures and the evaluation problems developed in this course.

Analysis of the Awareness and Needs of Early Childhood Teachers for Developing of Young Children's Creativity Program Using Physical Computing (피지컬 컴퓨팅을 활용한 유아 창의성 프로그램 개발을 위한 유아교사의 인식 및 요구 분석)

  • Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.5
    • /
    • pp.89-97
    • /
    • 2021
  • The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.

Implication for Construction Computing System Unit of the 2015 Revised Curriculum (2015 개정 교육과정의 컴퓨팅 시스템 단원의 집필에 대한 시사점)

  • Yu, ByeongGeon;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.2
    • /
    • pp.31-40
    • /
    • 2016
  • Textbook is a tool that helps achieve the learning objectives based on the content of the curriculum. The contents of the textbook will be constructed newly because revised curriculum 2015 was announced. The aim at this study is to provide an indication of the textbook writing. To achieve the objectives, we conducted a pilot study in order to analyze the content of the textbook of informatics currently being used in middle schools and to derive the direction of access to the newly configured physical computing unit. Analysis of content elements was used Romey. The pilot studied makes lesson harmonized with H/W and S/W by utilizing the robot. According to the results of the analysis, there is one textbook among the currently used textbooks that is suitable to help students develop their thinking and in the case of physical computing unit, inquiry instruction showed positive results. This study suggestions necessity of writing types that sets importance on activities in the form of textbook.