• Title/Summary/Keyword: After-school computer class

Search Result 116, Processing Time 0.019 seconds

Study of Effect of Information Representation Learning in Middle-School with Play Activities Materials on the Learning Achievement (놀이 활동 교육 자료를 활용한 중학교 정보 표현 학습이 학업성취도에 미치는 영향)

  • Nam, Dong-Soo;Park, Jin-Hwa;Seo, Soon-Shik;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.12
    • /
    • pp.157-165
    • /
    • 2011
  • As the contents of information were reinforced the rules of computer science, it was necessary to develop the new teaching and learning plans and various education materials that encourage students and easy to access. So, in this study developed a wide ran of play activities and educational materials without using a computer for the area of information representation and applied to 68 students, second grade of middle school for 4 weeks. After the class, the effect on the learning achievement was verified by the t-test. As a result, it was shown that there was a significant difference between learning with play activities materials and the traditional lecture-type. It means that learning with play activities materials in the information representation influences a positive effect to the learning achievement.

A Study on The Effect of Science Learning Motivation Using Robot in Elementary School (초등학교에서 로봇활용이 과학 학습동기에 미치는 효과)

  • Park, Jung-Ho
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.6
    • /
    • pp.139-149
    • /
    • 2014
  • Much research has been conducted in educational robot, a new instructional technology, for K- 12 education. Several studies have shown that educational robot provides effective learning opportunities for students in both content areas of STEM(science, technology, engineering, and mathematics) and critical academic skills, such as collaboration, problem solving and communication skills. However, most studies to date on applications of educational robots have been conducted outside the formal education setting. This study analyzed the influence of using robots in an elementary school science class in Korea with regard to science learning motivation. A total of 121 students in fourth and fifth grades participated in the study. The experimental group was taught using robots in the science class, while the control group was taught using traditional methods. Analysis of covariance (ANCOVA) was conducted to compare the between-group differences in learning motivation before and after the experiment; an interview was also conducted for the experimental group. The study results showed a significant improvement (p<.05) in both learning motivation in the experimental compared with the control group. There was also positive response to learning with a robot. This study will play an important role in research on the use of educational robot in formal education in the future.

A Study of Programming Class using Raspberry Pi for Students of Industrial Specialized High School (공업계 특성화 고등학생을 위한 라즈베리파이를 활용한 프로그래밍 수업 방안)

  • Kim, Se-min;Choi, Sook-young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.1
    • /
    • pp.165-172
    • /
    • 2017
  • Recently, many supports about the education linked with industrial field have been provided in technical specialized high schools. In order to keep pace with the global trend to emphasize software education and to move away from traditional grammar-based programming learning, various physical computing tools have been used in the education fields. For this study, we conducted a programming class using Raspberry Pi for technical high school students. In the class, students were instructed to produce actual results based on the knowledge they had learned. Project-based learning was used to help students create products and thus they performed tasks while discussing and collaborating on a team-by-team basis. In particular, self-regulation learning strategies were considered to provide effective project-based instruction. After the class, we interviewed the students' satisfaction with it. The results showed that the students' satisfaction was high, and the fellow teachers also had a lot of possibilities and expectations about the programming instruction and project-based learning using Raspberry Pi.

Development and Application of AI Education Immersion Course for school autonomous curriculum at Elementary School

  • Soo-Hwan, Lee;Jeong-Rang, Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.1
    • /
    • pp.201-208
    • /
    • 2023
  • As the demand for AI education increases, AI education is actively conducted in the educational field, but it is difficult to internalize AI education due to securing time, difficulty in organizing class contents, and lack of curriculum. As a way to solve this problem, there is a school autonomous course. The school autonomous course allows schools to have autonomy and discretion throughout the curriculum, such as adjusting the number of hours in the subject group and restructuring the use of achievement standards. In this study, in order to enhance AI education, the effect was analyzed by developing and applying an AI education immersion course using a school autonomous curriculum. In the AI education immersion course, students continuously experience AI education in a dense manner within a limited time, so substantial AI education can be achieved. After the AI curriculum, it was found that students' overall AI literacy and self-determination learning motivation improved. It is expected that this study will be able to present a direction to internalize AI education using school autonomous curriculum.

Analysis of the effect of non-face-to-face online SW education program on the computational thinking ability of students from the underprivileged class (비대면 온라인 SW 교육 프로그램이 소외계층 학생의 컴퓨팅 사고력에 미치는 영향 분석)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of Creative Information Culture
    • /
    • v.7 no.4
    • /
    • pp.207-215
    • /
    • 2021
  • As computational thinking has been noted as an important competency worldwide, SW education was introduced in the 2015 revised curriculum, and SW education has been applied to the curriculum from 2018. However, in a poor educational environment, the educationally underprivileged class is in the blind spot of SW education and is not receiving systematic SW education. Therefore, this study analyzed the effect of conducting a non-face-to-face SW online education program for 267 underprivileged elementary school students in education at a time when non-face-to-face online education was being conducted through the COVID-19 mass infectious disease. As a result of conducting the computational thinking ability test, which abstraction, problem decomposition, algorithm, automation, and data processing, before and after education, the overall score of computational thinking and the score of all five factors were statistically significantly increased(p<0.001). Among the five factors, there was the highest score improvement in data processing score. These results suggest that the non-face-to-face SW online education program is effective in improving the computational thinking ability of elementary school students from the educational underprivileged class.

The Effect of a Design Thinking-based Maker Education Program on the Creative Problem Solving Ability of Elementary School Students (디자인 사고 기반 메이커 교육 프로그램이 초등학생의 창의적 문제해결력에 미치는 영향)

  • Lee, Seungchul;Kim, Taeyoung;Kim, Jinsoo;Kang, Seongjoo;Yoon, Jihyun
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.1
    • /
    • pp.73-84
    • /
    • 2019
  • Maker movement is emerging as one of the key areas of the fourth industrial revolution in recent years. The maker movement is to create and share what users need using a variety of inexpensive production tools such as open source software and hardware, 3D printers and laser cutters. We think that the effect would be enhanced if design thinking is applied to elementary and middle school (K-12) class. The purpose of this study is to develop a design thinking-based maker education program and to apply it to classroom for clarify the effect on the creative problem solving ability of elementary school students. In order to verify the purpose of the research, students in the 5th-6th grades of elementary school were divided into a controlled group and an experimental group. The general lecture maker class was applied in the controlled group, and our developed design thinking-based maker class was simultaneously applied in the experimental group. The creative problem solving ability test was conducted before and after the test, and its effectiveness was verified using statistical t-test. In conclusion, this study suggests that design thinking-based maker education program has a positive effect on elementary school students' creative problem solving ability.

Delay Fairness of MAC Schemes for Best Effort Service in Wireless MAN (Wireless MAN에서 Best Effort 서비스를 위한 MAC 방식의 지연 공평성)

  • Park, Jin-Kyung;Shin, Woo-Cheol;Ha, Jun;Choi, Cheon-Won
    • Proceedings of the IEEK Conference
    • /
    • 2003.11c
    • /
    • pp.168-171
    • /
    • 2003
  • IEEE 802.16 Wireless MAN standard specifies the air interface of fixed point-to-multipoint broadband wireless access systems providing multiple services. Among the service classes supported by the wireless MAN, the best effort service class is ranked on the lowest position in priority and is assisted by a MAC scheme based on reservation ALOHL Such MAC scheme must include a number of components, while many of them are not specified in the standard. In this paper, we thus reveal main components of a MAC scheme supporting the best effort service and present candidate schemes implementing such components. Combining schemes for implementing components, we then construct distinctive MAC schemes supporting best effort service. In designing a MAC scheme, the delay performance induced by the scheme should be considered since scarce resource may be available for the best effort service after the preemptive resource occupation by other service classes. In this paper, we focus on the delay fairness among the subscriber stations using the best effort service. For evaluating a MAC scheme in delay fairness, we present two definitions of delay fairness and provide a criterion for optimal MAC scheme according to each definition of delay fairness. Using a simulation method we investigate the mean delay performance exhibited by each MAC scheme arid find an optimal scheme in delay fairness. From numerical examples, we observe that SR/ED/PG+P scheme has strong delay fairness compared with MR/ED/PG+P and SR/ED/PG+D schemes according to a definition of delay fairness. However, other schemes are rather shown to have better delay fairness when the other definition is adopted.

  • PDF

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.1
    • /
    • pp.61-68
    • /
    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

  • PDF

An Analysis on the Influence Factors of Learning Effectiveness for Multivision Education Process -Focusing on Distribution Working Course in Vocational High School- (멀티비전교육과정이 학습효과에 미치는 영향에 관한 연구 -전문계 고등학교의 유통실무과정을 중심으로-)

  • Kim, Kyung-Woo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.12
    • /
    • pp.297-304
    • /
    • 2011
  • This study was to analyze the learning effectiveness of multi-media based class by comparing with traditional classroom method. The "Distribution Working Subject" course that is one of the required courses of Vocational high school was selected and its contents were digitalized on MS Powerpoint for multi-media based class. The thirty students were sampled for each experimental and control groups. The homogeneity and learning achievement of sample groups were tested for experiment. Same teacher took the classes of two groups and delivered same contents of course. Only difference between two groups was the delivery method, one is traditional classroom teaching method and the other was the multi-media based class. The learning achievements and satisfaction of sample were post-tested in order to analyze the learning effectiveness by comparing two teaching methods. The results showed that there was a significant difference between experimental and control group in learning achievement after ANCOVA controlled pre-test as covariance(F=5.08, p<.05). It means that the learning achievement of multi-media based class was higher than that of traditional classroom group. The results also showed that a significant difference in students' satisfaction between two groups (t=5.57, p<.001). This study concluded that using multi-media in class could produce more learning achievements and satisfaction of students than traditional classroom method.

Analyzing the Effectiveness of Discussion Learning using the Technology Acceptance Model on Social Networking Service (기술수용모형을 이용한 소셜 네트워킹 기반 토의 학습의 효과 분석)

  • Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.4
    • /
    • pp.571-578
    • /
    • 2011
  • In this study, we suggested a strategy about a discussion class using Twitter, and experimented it inside an elementary school classroom. Elementary students participated in a panel discussion and the others discussed as audience using Twitter. After the discussion, we investigated the effectiveness of our strategy using the Technology Acceptance Model and verified students' satisfaction and ability to collaborate through giving them a questionnaire. As a result, the perceived ease of use positively effected the perceived usefulness and the perceived usefulness influenced the attitude and the attitude affect on intention to use. Also, students were satisfied with the discussion class on Twitter and had a positive perception about collaboration with it. As a result of regression, perception of collaboration among the students influenced the perceived usefulness positively. The results in this study show the effectiveness of using the discussion class strategy on Twitter.

  • PDF