• Title/Summary/Keyword: AI-based computational thinking

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A case study of understanding the embodied metaphors for AI education (인공지능 교육을 위한 체화된 메타포 이해 : 언플러그드 활동을 중심으로)

  • Ahn, Solmoe
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.419-424
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    • 2021
  • The purpose of this study is to understand the educational context including the actual learning process and learner perception using the embodied metaphor in AI education. To this end, a class was designed to utilize the embodied metaphor-based unplugged activity through a qualitative approach. Matrix analysis technique was used to analyze the data collected throughout the course of the class to analyze the experiences and perceptions according to the characteristics of the learner, and the learning context. The results of the study were: First, there was a difference according to the learner's prior experience in the effect on the representative knowledge and the subsequent practice process. Next, the embodied metaphor-based unplugged activity showed soft landing effects on practice and text coding. Finally, the organic integration of unplugged and plugged-in classes helped learners understand the potential of computational thinking.

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Development of a board game-based gamification learning model for training on the principles of artificial intelligence learning in elementary courses (초등과정 인공지능 학습원리 이해를 위한 보드게임 기반 게이미피케이션 교육 실증)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.229-235
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    • 2019
  • By combining the elements of the game or game in education, it improves the interest of the students and improves academic achievement by creating an environment where they can participate directly. We propose a curriculum that can learn the core principles of the elementary curriculum through fusion. The proposed curriculum helps students to understand the principles of the elementary curriculum by learning the artificial intelligence method in board game form. Learning methods that incorporate such elements of the game will enable learners to learn the principles of IT so that they can develop their ability to understand objects from various perspectives and enhance their thinking skills. It is expected that the elementary artificial intelligence curriculum that incorporates the proposed gamification will contribute to the development of the information science curriculum, which has been highlighted recently from the 2015 curriculum.

Development of Elementary Machine Learning Education Program to Solve Daily Life Problems Using Sound Data (소리 데이터를 기반으로 일상생활 문제를 해결하는 초등 머신러닝 교육 프로그램 개발)

  • Moon, Woojong;Ko, Seunghwan;Lee, Junho;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.705-712
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    • 2021
  • This study aims to develop artificial intelligence education programs that can be easily applied in elementary schools according to the trend of the times called artificial intelligence. The training program designed the purpose and direction based on the analysis results of the needs of 70 elementary school teachers according to the steps of the ADDIE model. According to the survey, elementary school students developed a machine learning education program to set sound data as the theme of the most accessible in their daily lives and to learn the principles of artificial intelligence in solving problems using sound data in real life. These days, when the need for artificial intelligence education emerges, elementary machine learning education programs that solve daily life problems based on sound data developed in this study will lay the foundation for elementary artificial intelligence education.

A Case Study of Educational Effectiveness by Software Subjects for Humanities College Students

  • Seo, Joo-Young;Shin, Seung-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.267-277
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    • 2022
  • Recently, the topics of SW liberal-arts education are diversifying, from 'Computational Thinking(CT)' to 'Programming, Data Analysis and Artificial Intelligence(AI)' in universities. We expect that the diversification of SW liberal-arts subjects does not just mean that the learning contents are different, but also differentiates the educational goals and educational effects of each subject. In this paper, we conducted a case study to analyze the educational effect according to the educational goals of two SW liberal-arts subjects, CT and Data Analysis Fundamentals(DA), for humanities college students. We confirmed that the educational effect of 'CT Efficacy' increased significantly in accordance with the common educational goal of 'Improving CT-based SW convergence competency' in both subjects. However, we also analyzed the difference in the educational effects of 'CT(the goal of basic SW education)' and 'DA(the goal of major-friendly SW education)', which have different subject goals. 'CT' mainly showed an educational effect on how to solve general daily problems, and 'DA' showed confidence in how to solve major problems along with general problems.