• Title/Summary/Keyword: Computational creativity

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Predicting the Effect of Puzzle-based Computer Science Education Program for Improving Computational Thinking (컴퓨팅 사고력 신장을 위한 퍼즐 기반 컴퓨터과학 교육 프로그램의 효과 예측)

  • Oh, Jeong-Cheol;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.499-511
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    • 2019
  • The preceding study of this study developed puzzle-based computer science education programs to enhance the computational thinking of elementary school students over 1 to 3 times. The preceding study then applied such programs into the field, categorized the effects of education into CT creativity and CT cognitive ability to improve the education programs. Based on the results of these preceding studies, the hierarchical Bayesian inference modeling was performed using age and CT thinking ability as parameters. From the results, this study predicted the effectiveness of puzzle-based computer science education programs in middle and high schools and proposed major improvement areas and directions for puzzle-based computer science education programs that are to be deployed in the future throughout middle and high schools.

A Study on Creative and Convergent SW Education Programs for improving Computational Thinking

  • Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.8
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    • pp.93-100
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    • 2017
  • After the fourth industrial revolution came along, SW education to improve creativity and problem-solving ability began in elementary, middle, and high schools first and then in universities as well positively; however, research on the curriculum or what it has to pursue is not yet enough. Here, this study will investigate the current status of SW education provided in software-oriented schools operated in universities and also given as cultural studies in general universities and examines the curriculum or the standard plan for education. In most schools, it is operated as similar subject names, and diverse methods are tried on- and off-line to cultivate computing thinking skills. Also, to study SW education programs that can be operated in the general cultural courses of universities and find out how to utilize them, this author suggests the goal setting, educational contents, and teaching methods for SW education. As follow-up tasks, it will be needed to apply the suggested programs to the field and find out new evaluation methods in order to cultivate creative and convergent persons of ability.

The Effect of Software Education on Middle School Students' Computational Thinking (소프트웨어 교육이 중학생의 컴퓨팅 사고력에 미치는 효과)

  • Lee, Jeongmin;Ko, Eunji
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.238-250
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    • 2018
  • The 2015 revised curriculum includes 'informatics' course including the process of building software aiming at cultivating creative and convergent ability. This study analyzes the competencies pursued in the revised curriculum and defines computational thinking as the main competency. The subjects of the study were the first grade of a middle school in the first semester of the 2018 school year. Of the 95 collected data, 83 data were used for analysis and the significance was confirmed by the paired t-test. Also, computational concept, computational practice and computational perspectives were confirmed through artifact-based interviews. As a result of statistical analysis, critical thinking, creativity, algorithmic thinking, and problem-solving significantly increased among sub-variables of computational thinking. Statistical results and interview results were analyzed to provide implications for design and implementation of software education in 'informatics' course.

A Meta-Synthesis of Research about Physical Computing Education in Korean Elementary and Secondary Schools (초·중등학교 피지컬 컴퓨팅 교육 연구의 메타 종합 분석)

  • Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.1-9
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    • 2019
  • A physical computing education is helpful for enhancing learners' computational thinking, creativity, and collaborative problem solving ability and so on. Recently, it is being actively promoted according to the software education policy and the 2015 revised national curriculum in Korea. This study describes a meta-synthesis of research on physical learning education that investigates the extent to which there is evidence of benefits and challenges for physical computing education. 37 articles were identified, and 20 articles met the inclusion criteria. The synthesis resulted in the list of purposes, teaching and learning methods, and physical computing tools, and benefits of physical computing education.

Effect of Software Education Based on Physical Computing on Elementary School Student' Computational Thinking (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Kim, SungJoon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.131-139
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    • 2021
  • In the newly revised curriculum, it is aimed to raise student who has creativity and convergence ability with computational thinking. Based on the analysis of revised curriculum including software education in elementary school, this study proposed educational program that can be applied in actual school field, considering various factors. This educational program using Bitbrick was conducted by 50 students in fifth grade that consist of 23 students in Seoul and 27 students in Gyeonggido during five weeks in 17 periods. The purpose of this study is to verify the effect of application of software education program in terms of computational thinking ability and problem solving ability. The effect was verified after comparing the result of pre-test and post-test through T-test. So, this study obtained improvement of computational thinking and problem solving ability.

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The Effects of Computational Thinking-based Liberal Education on Problem Solving Ability (교양교육의 컴퓨팅사고력 수업이 문제해결능력에 미치는 영향)

  • Shin, ChwaCheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.246-251
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    • 2021
  • This study is analyzed survey based on classes of computational thinking to identify problem solving ability, to reflect them in curriculum plan for software education. Through analyzing difficulties on computational thinking learners by pre/post test on problem solving ability, the education method of software curriculum was proposed. For this study, the subject, scope of content, and activity plan were organized into 15 weeks of software curriculum for 2 hours per week, and questionnaire was conducted for 63 students. As a result, the 'Humanities Departments' have shown higher problem solving ability improvement than 'Science and Engineering Departments'. Based on the results, in order to cultivate creative fusion-type talent, the theoretical systems that fundamentally define thinking and perception must be fused with each other. In addition, software education should be improved to be extended to non-majors in various fields.

Development of Fine Dust Robot Unplugged Education Program (미세먼지 로봇을 주제로 한 언플러그드 교육 프로그램의 개발)

  • Lee, Jaeho;Jang, Junhyung;Jang, Inpyo
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.183-191
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    • 2019
  • The purpose of this paper is to develop an unplugged education program that develops the 4C (Creativity, Critical thinking, Communication ability, Collaboration) and CT (Computational Thinking) competencies required in modern society. This study discovered "Fine Dust Robot" as a theme suitable for the unplugged education program, and designed the Unplugged 4-hour education program which can develop 4C and CT competencies. The first stage motivates learning, and the second and third stages develop unplugged activity to develop CT. In the fourth stage, the algorithms created through unplugged activities were programmed through the natural language instruction card and produced the output. We developed educational materials that can be utilized in the unplugged education program. Finally, education programs were conducted for elementary school students, and pre- and post-tests of computational thinking were conducted for general students and gifted students. Educational effective was found in both groups.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.

Development of CT-STEAM Education Program Enhancing Integrated Thinking Skills for Elementary School (융합적사고력 신장을 위한 초등학생용 CT 기반 융합인재교육(CT-STEAM) 프로그램 개발)

  • Ham, Seong-Jin;Kim, Soonhwa;Park, Se young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.81-91
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    • 2014
  • STEAM education has been introduced to resolve the existing problems of science education since 2011. However, as ICT develops rapidly, the future of the schools with various educational technologies is demanding for a new type of STEAM education. Therefore, the current research suggests CT-STEAM (Computational Thinking & STEAM) education, the new approach to provide integrated thinking based education with all sorts of computing devices. Firstly, the instruction model was developed as a fundamental step to introduce CT-STEAM in the real education scene. Then, lesson plan was developed as a implementation strategy, and it was tested for validity by computer education experts. It is hoped that the results of this study can enhance the understanding of CT and STEAM Education, also to provide baseline information to develop various teaching methods for integrated CT education.

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An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.