• Title/Summary/Keyword: Attitude toward SW Education

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Effects of SW Training using Robot Based on Card Coding on Learning Motivation and Attitude (카드 코딩 기반의 로봇을 활용한 SW 교육이 학습동기 및 태도에 미치는 영향)

  • Jun, SooJin
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.447-455
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    • 2018
  • The purpose of this study is to investigate the effects of SW education using robot based on card coding on learning motivation and attitude of elementary school students. To do this, we conducted 8-hour SW education based on the CT concept of sequence, repetition, event, and control using the Truetrue, which is coded by command card for the 3rd grade of elementary school students. For the experiment, we examined the learning motivation for SW education and the attitude toward SW education based on the robot in advance. As a result, the students' motivation to learn SW education showed a statistically significant improvement. In addition, the attitude toward robot-based SW education improved statistically significantly as "good, convenient, interesting, easy, friendly, active, special, understandable, easy, simple". These results are expected to contribute to the expansion of education through various approaches of SW education.

The Analysis of Difference in Software Education Teaching Efficacy according to Variables of In-service Elementary School Teachers (현직 초등 교사의 변인에 따른 소프트웨어 교육 교수효능감(SE-TE) 차이 분석)

  • Yi, Soyul;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.22 no.4
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    • pp.1-10
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    • 2019
  • In this study, we analyzed the differences of SW education teaching efficacy(SE-TE) according to variables such as gender, region, training experience, and attitude toward SW education. As a result, there was no difference according to the region, but there was statistically significant difference in the other variables. The correlation analysis and the regression analysis showed that the training experience and the attitude toward the SW education had the most correlation and explanatory power to the SE-TE. These results suggest that the training should be designed in order to enhance the teachers' SE-TE, to increase the opportunities of training, to provide continuous training, to operate the training hours efficiently, and to improve the teachers' personal SW education teaching efficacy.

Effects of Storytelling Based Software Education on Computational Thinking (Storytelling기반 SW교육이 Computational Thinking에 미치는 영향)

  • Park, Jungho
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.57-68
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    • 2015
  • Since the entering SW-centered society in which people make the best use of SW in order to express their own personal ideas or to solve problems, the significance of SW education has been emphasized. It is generally known that storytelling provides motivational and contextual environments. This study conducted an experimental research to find out how Aesop's fables-applied SW educational program would influence computational thinking. Of these students who had participated in an SW educational camp on every Saturday for a total of 6 weeks, the experimental group learned on basic concepts of Scratch programming as working on Aesop's fables and they were led to diverse SW activities such as stories, games, simulations arts, and others. After that, the study carried out a comparison research in relation to the groups' SW concepts, SW implementation and attitudes toward SW education. The result shows that the experimental group came up with higher levels of SW concepts, implementation and positive attitude toward SW education.

The Effects of Nursing Ethics Education on Spiritual Well-being, Attitude toward Death and Perception of Hospice Palliative Care in Nursing Students (간호윤리교육이 간호대학생의 영적 안녕, 죽음에 대한 태도 및 호스피스 완화간호에 대한 인식에 미치는 영향)

  • Ahn, EunKyong
    • Journal of Industrial Convergence
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    • v.18 no.3
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    • pp.45-51
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    • 2020
  • The purpose of this study was to examine the effects of Nursing ethics education(NE) on Spiritual well-being(SW), Attitude toward death(AD) and Perception of hospice palliative care(PH) in nursing students. This research used a one group pretest-posttest experimental design. Thirty hours NE program was given to 42 nursing students for six weeks. The collected data were analyzed using descriptive statistics and paired t-test with SPSS 18.0. program. As a result, there are no significant effects of NE on SW, AD and PH. However, it was found one thing interest that neither our nursing ethics education program nor others' had significant effects on attitude toward death. Nurses provide care to people at the end of their lives more often than any other healthcare provider. Therefore it is necessary to study the development of educational programs improving positive attitude toward death.

The Mediating Effect of Learning Flow on Affective Outcomes in Software Education Using Games (게임을 활용한 SW교육의 정의적 성과에 대한 학습몰입의 매개 효과)

  • Kang, Myunghee;Park, Juyeon;Yoon, Seonghye;Kang, Minjeng;Jang, JeeEun
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.475-486
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    • 2016
  • As software transforms the structure of industry, it becomes a key measure in determining market competitiveness. Therefore, various educational efforts have been attempted in Korea to cultivate software professionals to secure software competitiveness. While previous studies had focused mainly on the cognitive effectiveness of software education, the authors tried to focus on affective perspectives. The authors, therefore, aimed to analyze the predictive power of the recognition of software importance and learning flow on affective outcomes, such as efficacy of computational thinking skills, and attitude toward, and satisfaction with, software education. The data were collected from 103 sixth grade students who participated in a software education. Results show that software importance and learning flow had significant predictive power on affective outcomes; Learning flow mediated the relationship between software importance and affective outcomes. This study provides practical implications for improving affective outcomes in the design and implementation of software education.

Study of Perception on Programming and Computational Thinking and Attitude toward Science Learning of High School Students through Software Inquiry Activity: Focus on using Scratch and physical computing materials (소프트웨어 활용 탐구 활동을 통한 고등학생의 프로그래밍과 컴퓨팅 사고력에 대한 인식 변화와 과학 학습에 대한 태도 조사 -스크래치와 피지컬 컴퓨팅 교구의 활용을 중심으로-)

  • Hwang, Yohan;Mun, Kongju;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.325-335
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    • 2016
  • Software (SW) education is guided by the government to operate not only computer subject matter but also related subject matter. SW education is highlighted in the 2015 Revised Curriculum and Guide for Operating SW Education. SW education is related with science education. For example, education on algorithms employing SW and activities using sensors/output control can be an effective strategy for scientific inquiry. The method can also be applied in developing Computational Thinking (CT) in students. In this study, we designed lessons to solve everyday scientific problems using Educational Programming Language (EPL) SW and physical computing materials and applied them to high school students. We conducted surveys that were modified from questionnaires of Internet application capability and based on the standard of accomplishment of SW education as well as elements of CT to find out the change in perceptions on programming and CT of students. We also conducted a survey on students' attitude toward science learning after an SW inquiry activity. In the results, perceptions on programming and CT of students were improved through lessons using unplugged activity, EPL SW, and physical computing. In addition, scores for interest, self-directed learning ability, and task commitment were high.

A Study on Strengthening Software Education Capability through Computational Thinking Understanding of pre-service Teachers (예비교원 컴퓨팅 사고 이해도 분석을 통한 소프트웨어 교육 역량 강화 방안)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.29-37
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    • 2020
  • There is a great deal of effort to improve Computational Thinking in education. In this paper, we define the relationship between SW capability and Computational Thinking, and then examine the current status of pre-service teacher's computing thinking. For this purpose, a survey about the attitude toward SW education and computing thinking was administered to prospective teachers who learned Entry software for one semester. The results of the survey showed that the improvement of abstraction, data analysis, and automation among the pre-service teacher's computing thinking is needed. When educating preliminary teachers, we can see that we need an education method that can increase the analysis and design capability beyond the Entry Software development tool.

An Inquiry on the Types of Subjectivity on Edutainment Features of Software Education in Elementary School (초등학교 소프트웨어 교육에서 에듀테인먼트 특성에 대한 주관성 유형 탐색)

  • Son, Byung-Kuk;Song, Sang-Ho
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.177-193
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    • 2018
  • The purpose of this paper is to explore the types of subjectivity on edutainment features of software education implemented in elementary school. Q-method is used to seek individual learners' subjectivity type. Three types of subjectivity are found: implementation type, intellectual-fun type, and relationship type. Implementation type learners show positive attitude toward making their thinking into realization, intellectual-fun type learners show positive attitude toward solving problems that require intellectual activities, and relationship type learners show positive toward other persons' attention and consideration. These results imply software education will be more enhanced with these three types considered for implementing software education in elementary schools. This study is expected to contribute to further following research and practices.

A Study on ARCS-DEVS-based Programming Learning Methods for SW/AI Basic Liberal Arts Education for Non-majors (비전공자 대상 SW/AI 기초 교양 교육을 위한 ARCS-DEVS 모델 기반의 프로그래밍 학습방법 연구)

  • Han, Youngshin
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.311-324
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    • 2022
  • In this paper, we adjusted the feedback and learning materials for each learning based on ARCS motivation which applied DEVS methodology. We designed the ARCS professor-student model that expresses the continuous change in the student's attitude toward the class according to the student's attention, relevance, confidence, and satisfaction. It was applied to computational thinking and data analysis classes Based on the designed model. Before and after class, the students were asked the same question and then analyzed for each part of the ARCS. It was observed that students' perceptions of Attention, Relevance, and Satisfaction were improved except for Confidence. we observed that the students themselves felt that they lacked a lot of confidence compared to other ARS through the analysis. Although, Confidence showed a 13.5% improvement after class but it was about 33% lower than the average of other ARS. However, when it was observed that students' self-confidence was 30% lower than other motivational factors it was confirmed that the part that leads C to a similar level in other ARS is necessary.

Analysis on affective and cognitive effects of application development education using authoring tool for high-school students (고등학생 대상 저작도구 활용 앱 개발 교육의 정의적·인지적 효과 분석)

  • Yoon, Seonghye;Kang, Woori;Lee, Myoungwoo
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.415-424
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    • 2017
  • Due to the influence of the fourth industrial revolution in recent years, maker education is getting attention. Therefore, this study tried to propose the possibility of application (app) development education as maker education by empirically verifying the affective and cognitive effects of app development education using authoring tool. To do this, we implemented app development education in D high school in Seoul, Korea, and collected data from 41 participants. We analyzed the changes in attitudes toward SW education and creative problem-solving ability before and after the education by conducting the paired t-test, and the level of satisfaction and perceived achievement through descriptive statistics analysis. Also, the learner's responses collected through the open-ended questionnaire were analyzed qualitatively. The result showed that the attitude toward SW education and creative problem-solving ability showed statistically significant improvement after app development education using the authoring tool, and the learner's statement also supported this result. Also, satisfaction and perceived achievement after the education were relatively high. Through these results, we have empirically confirmed the effect of app development education using the authoring tool for high school students, and derived the theoretical and practical implications.