• Title/Summary/Keyword: Computational thinking

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The Effects of SW Education Using Robot on Computational thinking (로봇 활용 SW 교육이 초등학생의 컴퓨팅사고력에 미치는 효과)

  • Noh, Jiyae;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.285-296
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    • 2017
  • In this study, we conduct SW education using robot in elementary school, to examine the effects of SW education using robot on CT and gender differences. In order to achieve the purpose of this study, SW education using robot was conducted to 143 students in 5, 6 grade in GyeongGi. After collecting data, we examined mean difference using matched pair t-test and ANCOVA. The results of this study were as follows: The SW education using robot is associated with significant improvements in CT, however, computational concepts is not associated with significant improvement in high initial score sub sample. And CT is not associated with gender. This study was investigated effects of the SW education using robot and identify gender differences. And expanded the understanding of the SW education using robot.

The Applicability and Related Issues of Bebras Challenge in Informatics Education (정보 교육에서 비버 챌린지(Bebras Challenge)의 활용 가능성과 향후 과제)

  • Jung, Ungyeol;Lee, Young-jun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.5
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    • pp.1-14
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    • 2017
  • The informatics in the 2015 revised national curriculum has established the identity as the core subject for the intelligent information society. However, while the nature, objective, scopes and contents, and achievement standards of the curriculum are systematic, there is a lack of research on effective teaching and learning, and assessment methods. This study analyzed the applicability of Bebras Challenge, which began in Lithuania in 2004 and has been attracting attention as a new informatics education model with 1.3 million students as participants in 2015 around the world. Furthermore this research presented related issues for the indigenization of Bebras Challenge. This study will be a basis for the research of teaching and learning, and assessment models as well as the spread of Bebras Challenge.

File Management Program Design and Development based on Computational Thinking (컴퓨팅 사고력 기반 파일 관리 프로그램 설계 및 개발)

  • Kim, Min Seong;Baek, Jun Gyu;Shin, Heesu;Kim, HeeJu;Jang, Myungho;Myung, Rohyoung;Yu, Heonchang
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.113-116
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    • 2017
  • 현대 사회는 4차 산업혁명을 통해 빠르게 발달하고 있다. 이러한 사회에서는 새로운 지식과 기술이 끊임없이 만들어지고 기존의 지식과 기술이 도태되고 지식과 기술의 생명주기가 점차적으로 빨라지고 있다. 이에 따라 새롭게 제시되는 지식과 기술을 적합한 문제에 적용하여 문제를 해결하는 능력의 중요성이 커지고 있다. 특히 차세대 기술로 평가받는 인공지능, 로봇, 자율 자동차, 사물 인터넷 등의 기술과 연관된 문제를 해결하는 방법은 컴퓨터를 활용한 문제 해결방법과 밀접하게 연관돼있기 때문에 컴퓨터를 활용하여 주어진 문제를 표현하고 해결하는 능력은 매우 중요하다. 본 연구에서는 운영체제에서 기본적으로 제공되는 파일 관리 프로그램에 대한 문제점을 제기하고 문제 해결을 위해 컴퓨팅 사고력을 활용해서 문제에 대한 조사 단계, 분석 단계, 그리고 자동화 단계를 거쳐 문제를 해결한다.

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School Mathematics as a Major Subject for 'Humanity Education' (인간 교육을 위한 주요교과로서의 학교수학)

  • Woo Jeong Ho
    • School Mathematics
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    • v.6 no.4
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    • pp.313-324
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    • 2004
  • One of the major roots of the value and power of mathematical knowledge is the belief on ‘the Pythagorian-Platonic divine mathematicity of the universe’ and the ‘pre-established harmony between mathematics and physics’. This kind of the nature of mathematical knowledge demands strongly the school mathematics to become a subject for humanity education going beyond the practical usefulness. Here, investigating the roots of the thought of mathematical education, we tried to clarify that the traditional educational ideal which has maintained the theoretical knowledge-centered mathematical education is the education of humanity, and investigate the way today's mathematical pedagogy should first turn to if it should realize this ideal.

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The Development of A Micro:bit-Based Creative Computing Education Program (마이크로비트 기반의 창의 컴퓨팅 교육 프로그램 개발)

  • Koo, Dukhoi;Woo, Seokjun
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.231-238
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    • 2018
  • Software education has started as a compulsary subject or part in elementary, middle and high school, but there is a limitation for using the physical computing toolkit and instructional guidelines that teacher can use. The purpose of this study is to propose a computing education program using a physical computing toolkit called the Micro:bit. The novel instructional model is called "MDIAP" which consists of five stages : Motivation, Demonstration, Imitation, Application, Presentation. Instructional process is presented in spiral, consisting of basic micro-bit sensors, and maker's learning using additional sensors and actuators. This study will help students to enhance creative computational thinking through the MDIAP instructional activities.

The Research about Policy Background of Computer Science Education in UK School: Lesson from the UK (영국의 컴퓨터과학 교육의 정책적 배경에 관한 연구)

  • Kim, Hongrae
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.207-218
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    • 2016
  • This paper have been knowing about policy background about Computer Science Education in UK. Every schools in UK have been teaching Computing as a subject matter from september, 2014. Department of Education in UK had replacement ICT to Computing subject. The institute have accepted that problems about ICT subject which school teacher recognised and the needs of academic sector, and the entrepreneur's needs for talented person of 21st century. We have known that Computing at School(CAS) had started grass root organization, which had been trying to changing the computer science curriculum. In the processes, it was corporation very closely among organizations, such as government, universities, entrepreneurs, awarding bodies for evaluation, and non-profit initiatives. Through this research, we have get some lessons for advancing of software education in South Korea.

A Effect of Cooperative Learning using Module Card for SW Education in Elementary school (SW 교육에서의 모듈 카드를 활용한 협동학습의 효과)

  • Jun, SooJin
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.191-198
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    • 2017
  • The purpose of this study is to design and apply cooperative learning using module cards for SW education for beginner and to analyze their effects and perceptions. Cooperative learning using 30 module cards consists of 3 activities and we applied it to elementary school students to verify the effectiveness of the learning. For the research analysis, we analyzed the pre-post motivation of SW education, the degree of satisfaction, interest level, and step recognition of the cooperative learning. As a result of the analysis, the learning motivation showed significant improvement in all areas of attention, relevance, confidence, and satisfaction. Students also found that the second stage of cooperative learning using module cards was the most interesting and the third was the most helpful.

Improvement of Evaluation of Programming Practice in Secondary Informatics· Computer Teacher Appointment Test (정보· 컴퓨터 중등교사 임용시험에서 프로그래밍 실기 평가의 개선 방안)

  • Kang, Oh-Han
    • The Journal of Korean Association of Computer Education
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    • v.22 no.6
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    • pp.1-10
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    • 2019
  • As the 2015 revised curriculum is implemented and the software education is emphasized, the education field demands more informatics teachers with computational thinking and programming skills. In this thesis, we have studied ways to improve the practical evaluation of informatics·computer teacher-appointment test so that a preliminary teacher can be selected through the evaluation of programming skills. We analyzed existing informatics·computer appointment tests and conducted questionnaires for professors and teachers to suggest improvement and expansion of practical skill evaluation. According to the results from the questionnaire, 88% of the respondents answered that expanding the evaluation of programming practice is necessary. In the questionnaires regarding the programming language, the number of questions, and the test time, the highest response rate was C language(51%), 5 questions(66%) and 2 hours(56%).

A Survey Study on the Design and Development of UML-based Education for Novice Computer Programmers (컴퓨터 초보자 소프트웨어교육에 있어서의 UML 도구의 적합성 연구)

  • Kim, Yun-Woo;Oh, Ji-Hye;Oh, Uran;Park, Hyun-Seok
    • Journal of Engineering Education Research
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    • v.22 no.6
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    • pp.3-11
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    • 2019
  • To evaluate the suitability of UML (Unified Modelling Language) in terms of educating novice software engineers, we have conducted a survey study with 102 students who were enrolled in a mandatory course for sophomores in computer science and engineering department. The results indicate that UML 1) has high satisfaction rate among software novices as an education material, 2) improves computational thinking and problem-solving skills, and 3) increases the efficacy of learning when the education program is implemented in the order of UML, programming practice, and physical computing. This paper suggests the applicability of UML as a new education paradigm in software education.

Design and Implementation of Students' Coding Assessment System for a Coding Puzzle Game (코딩퍼즐게임의 코딩 성취도 평가 시스템의 설계와 구현)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.7-18
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    • 2018
  • As coding education is ubiquitous in elementary or higher school curriculum, puzzle-based coding platforms such as Scratch or Entry have been popularly deployed and employed by many Korean coding educational institutions. In this article, we propose a quantitative students' coding assessment methodology and discuss several issues of the method. Besides, we show its usefulness through case studies shown in our proprietary coding platform called "CodingPuzzle" system. Additionally, we describe detailed design and implementation issues of our coding assessment system that has already been ported to the CodingPuzzle system and is currently under operation.