• Title/Summary/Keyword: 피지컬 컴퓨팅 교육

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A method for unlimited use of Arduino's powerful functions with block coding. (블록코딩으로 아두이노의 막강한 기능을 제한 없이 사용하기 위한 방법 연구)

  • Kang, Min-Su;Kim, Seok-Jeon
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.63-66
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    • 2018
  • 초, 중, 고 정규 교육과정에 피지컬컴퓨팅 단원이 포함 되었고 교구 지향적인 특성을 갖는다. 피지컬 단원을 위해 매우 다양한 교구가 출시 되고 있으나 학생들의 창의적인 아이디어를 모두 수용 가능하며 저렴한 교구는 찾기 힘들다. 저렴하고 막강한 기능을 가진 아두이노가 최적의 보드이지만 어려운 하드웨어 세팅과 텍스트 코딩 기반이라 외면 받고 있다. 또한 블록코딩이 가능하긴 하나 단순한 디지털, 아날로그 센서 제어 명령만 제공하다 보니 다른 보드와 기능적인 차이는 없으면서 하드웨어 세팅만 어렵게 느껴진다. 아두이노가 가진 다양한 입, 출력 모듈을 제한 없이 사용 가능한 장점을 훼손하지 않으며, 코딩이 쉬우려면 센서 제한 없는 블록코딩이 되어야 한다. 만약 아두이노가 하드웨어 세팅이 쉬우면서 거의 모든 입출력장치를 블록명령으로 제어가능하다면 초중고 학생들이 자신의 아이디어를 제한 없이 구현하여 창의적인 작품을 만들 수 있을 것이다. 따라서 블록코딩으로 아두이노의 막강한 기능을 제한 없이 사용하기 위한 방법을 연구하고, 해결책을 찾아 제시한다.

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Development of Software Education Program using Self-driving (자율주행을 활용한 소프트웨어 교육프로그램 개발)

  • Hyo Sun Yoon;Min Kyu Jeong;Kyung Baek Kim
    • Smart Media Journal
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    • v.13 no.2
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    • pp.145-155
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    • 2024
  • As the importance of software and artificial education is emphasized on the digital transformation era, various educational materials are being developed and distributed. To achieve the purpose of software education, various software education programs suitable for school settings need to be provided. In this paper, we developed a software education program using self-driving that can be applied to secondary school software education and applied it to secondary school students. The developed software education program is a physical computing program consisting of various motion control programs such as object detection, line tracing using various sensors, focusing on experience and practice. As a result of the survey, students' attitudes and career orientation toward software and artificial intelligence, and satisfaction with software education were over 90%, and satisfaction with the proposed program was over 95%.

Education content development for Computing thinking Utilizing Arduino and humanoid robot (아두이노와 휴머노이드 로봇을 활용하여 컴퓨팅 사고력 교육을 위한 융합 콘텐츠 개발)

  • Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.684-687
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    • 2016
  • This paper proposes education content for computing thinking that using Arduino and active humanoid robot. The hardware and software convergence activity can be Problem-solving skills enhancement and increase the systems thinking.

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Development of Ultrasonic Sensor Block for Software Education based on Physical Computing (피지컬 컴퓨팅 기반의 소프트웨어 교육을 위한 초음파센서블록 개발)

  • Kim, Dong-Yeon;An, Jae-Yong;Oh, Junhyeok;Lim, Tae Yoon;Won, JinSub;Hwang, Jun Ho;Woo, Deok Ha;Lee, Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.543-545
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    • 2019
  • 4차산업혁명 시대가 도래함에 따라서 기존의 단순 지식 습득 위주의 교육에서 코딩을 통한 창의적 사고와 문제 해결능력을 키워주는 교육이 주목받기 시작하였다. 이러한 시대에 흐름에 발맞추어 교육부는 2019년부터 모든 초중고등학교에서 소프트웨어 교육을 정규 교육과정에 포함 시킨다고 밝혔다. 따라서 본 논문에서는 이미 수년 전부터 소프트웨어 중점 교육을 실시하고 있던 해외의 사례를 토대로 피지컬 컴퓨팅(Physical Computing) 기반의 소프트웨어 교육을 위한 초음파센서 블록을 개발하였다. 초음파센서블록은 학생들에게 익숙한 레고 안에 초음파센서와 아두이노를 내장하여 블록코딩을 활용한 콘텐츠 설계가 가능하다. 초음파센서블록을 입력장치로 사용하여 사전 연구를 통해 개발된 스위치, LED, 스피커 블록 등과 연동하여 학생들은 상상한 작품들을 블록코딩을 통해 실제로 구현해 볼 수 있다. 이 과정을 통해 학생들은 재미와 성취감을 느끼고 자발적인 학습 참여가 이루어질 것으로 예상된다.

Analysis on Creativity and Solving-Problem Ability with Hackathon-based Elementary SW Education (해커톤 기반 초등 SW교육이 창의성과 문제해결력에 미치는 효과성 분석)

  • Lee, Si-Hoon;Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.995-1000
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    • 2017
  • The purpose of this study is to analyze the educational effect on creativity and solving-problem ability based on hackathon of elementary SW education. We divided into control and experimental groups with activities of physical computing or robots. The control groups conducted by traditional project based learning collaboratively and the experimental group in hackathon. The outcomes from students were evaluated to by elementary teachers with questionnaire and analyzed to the creativity and solving-problem ability of physical computing or robot productions. As a result, a group of hackathon showed significant positive results in the accuracy on creativity and solving-problem skills statistically. We concluded that the free atmosphere of hackathon for communication and consultation have been attributed to various ideas of students.

Education of Algorithms Using the RAPTOR Programming Educational Tool (RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육)

  • KIM, SungYul;LEE, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.23-31
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    • 2015
  • The main aim in software education is to improve problem-solving ability based on computational thinking with the healthy information ethics. For this purpose, many institutions have attempted various educational programs such as Educational Programming Language, Physical Computing, and Robot education. However, it is possible to obscure the essence of computer education for computational thinking if the computer education focuses on using certain special education programming language and products. Therefore, this paper suggests a method of algorithm education using RAPTOR which is a visual programming development environment and is based on flowcharts. In order to verify the effectiveness of the algorithms education using the RAPTOR, 16 high-school students were applied to an educational program for twelve hours on five steps and then we obtained positive results.

Development of computational thinking based Coding_Projects using the ARCS model (ARCS 모형을 적용한 컴퓨팅사고력 기반 코딩 프로젝트 개발)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.355-362
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    • 2019
  • Elementary students are studying software training to teach coding education using text-based languages such as Python. In general, these higher-level languages support learning activities in combination with a kits for physical computing or various programming languages, in contrast to block-coding programming languages. In this study, we conducted a coding project based on computational thinking using the ARCS model to overcome the difficulties of text-based language. The results of the experiment show that students are generally confident and interested in programming. Especially, the understanding of repetition, function, and object was high in the change of computational thinking power, so this trend is believed to be due to the use of text-based languages and the Python module.

Analysis on Kindergarten Teachers' Stage of Concerns about Physical Computing Based on the CBAM (관심중심수용모형을 활용한 유치원 교사의 피지컬 컴퓨팅에 대한 관심도 분석)

  • Park, Sun-Mi;Jung, Ji-Hyun;Kang, Min-Jeng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.298-305
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    • 2019
  • This study was aimed to examine kindergarten teachers' concerns in physical computing, which corresponds to the innovative teaching method, based on CBAM. For this, a questionnaire survey was conducted targeting 118 kindergarten teachers. Percentile analysis and MANOVA using CBAM model were carried out. As a result of the research, the kindergarten teachers' concern level is analyzed to be a critical non-user pattern on the whole. However, a pattern aspect was shown with a slightly high concern in stage 1, stage 2 and stage 3 compared to a typical type, and with a low concern level in stage 4. In consequence of having implemented MANOVA, the private kindergarten teachers' concern level appeared to be significantly high in stage 4 and stage 6 compared to a public kindergarten. Also, compared to the teachers who plan to utilize physical computing from now on, the teachers who don't have a plan of the application had significantly high concern level in stage 0. The concern level score was significantly low in 1~6 stages excluding stage 3.

The Effect of Physical Computing Education to Improve the Convergence Capability of Secondary Mathematics-Science Gifted Students (중등 수학과학 영재를 위한 피지컬컴퓨팅 교육이 융합적 역량 향상에 미치는 영향)

  • Kim, Jihyun;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.87-98
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    • 2016
  • Our study is composed of Arduino robot assembly, board connecting and collaborative programming learning, and it is to evaluate their effect on improving secondary mathematics-science gifted students' convergence capability. Research results show that interpersonal skills, information-scientific creativity and integrative thinking disposition are improved. Further, by analyzing the relationship between the sub-elements of each thinking element, persistence and imagination for solving problems, interest of scientific information, openness, sense of adventure, a logical attitude, communication, productive skepticism and so on are extracted as important factors in convergence learning. Thus, as the result of our study, we know that gifted students conducted various thinking activities in their learning process to solve the problem, and it can be seen that convergence competencies are also improved significantly.

Development and Application of Visiting Physical-Computing Experience in an Education Program

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.279-286
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    • 2022
  • The purpose of this study is to present a case of the development and application of a one-time special lecture program that requires the use of computers in frontline elementary and secondary schools. For this purpose, the researcher developed an Arduino-based special lecture program that works as a teaching tool to help with the functions of a student PC with a Raspberry Pi. This special lecture program was applied at three elementary and middle schools near K-University, and then the program was evaluated. The results of this study are as follows. First, the researcher developed a teaching aid for PC functions to be used in special lectures. Second, teaching and learning materials for visiting special lecture education programs using Arduino were developed. Third, in the special lecture, a teaching-learning method was used to guide a small number of students individually. Fourth, the special lecture program resulted in high satisfaction. The results of this study can be a useful reference for teachers who plan one-time special lecture programs requiring computers or for those who want to apply physical computing-related devices in an educational field.