• Title/Summary/Keyword: Computer Science Curriculum

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Development of Example-based NXC Robot Programming Support System (예제 중심의 NXC 기반 로봇 프로그래밍 지원 시스템 개발)

  • Yoo, In-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.265-273
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    • 2012
  • Current computer education is moving its focus from using oriented education to improving students' creativity and problem solving ability by computer science education. Robot programming education is becoming a major research issue of computer education in the context of creativity education. One of the mainstream ideas of prior research about robot programming is the effect of robot programming. Another is curriculum development of robot programming. But, the focus of current research is moving toward teaching methods of robot programming. The theme of this research is to use examples in robot programming. Example programs are considered the most useful type of material both by the students and the teachers. Example programs play a important role in learning to program. They work as templates, guidelines, and hints for learners when developing their own programs. In this study, I developed a example-based robot programming support system. Due to the trends of smart learning, I developed this system as a mobile web application.

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Design and evaluation of STEAM Teaching Material which uses a sensor in a smart device (스마트기기 센서를 활용한 STEAM 수업자료 설계 및 평가)

  • Yang, Yun-jeong;Kim, Eui-jeong;Kim, Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.271-274
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    • 2013
  • Considering the recent trend highlighting the importance of STEAM education, the purpose of this study is to develop scientific research activities and STEAM technology material using the smart device sensor. Drawing a picture on a map with GPS drawing application which contains elements such as IT, geographic information, sports and arts, we intent not just to install a smartphone application but also to get synergic effects and help with real cartography and geographic classes which are not experienced in the middle school curriculum, by using the functions of a smart device. Through the development of STEAM teaching material, we intended to provide a clear direction towards advancement by developing creative teaching data and teaching models which encourage students to improve their interest and creativity in science, technology, engineering, art, and mathematics.

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Database teaching and learning effects applying the situated learning theory (상황학습 이론을 적용한 데이터베이스 교수 학습 효과)

  • Shin, Soo-Bum
    • The Journal of Korean Association of Computer Education
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    • v.9 no.2
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    • pp.47-55
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    • 2006
  • To determine efficient methods of database teaching, this paper applied the situated learning theory to the teaching and learning method and analyzed the effects. Previous related studies were also examined, with the essential contents in database analyzed based on Bloom's taxonomy of educational objectives. Moreover, this paper presented a strategy wherein the contents of database learning are classified into two categories: basic knowledge and technical and extended knowledge. Experimental and control groups were selected based on related studies, and the effects of database teaching and learning method, determined by technique and attitude area as well as knowledge area. After preparing and applying to the teaching and learning method the actual educational curriculum, the following results were drawn: (1) the experimental group showed better performance in terms of understanding the concept of database, operating database, and constructing a database table when the situated learning theory was applied to the teaching method, and; (2) the experimental group was also more receptive compared to the control group, which opted to take technique-oriented database courses. Therefore, various teaching and learning methods aside from the situated learning theory should be applied and analyzed in database and computer science fields for maximum effects.

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A Study of Solving Maze Escape Problem through Robots' Cooperation (로봇협동을 통한 미로탈출 문제해결 방안)

  • Hong, Ki-Cheon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4167-4173
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    • 2010
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. It means that goal of computer education is improving problem-solving abilities not using of commercial software. So this paper suggests problem-solving method of maze escape through robots' cooperation in an effort of learning these elements. Problems robots should solve are first-search and role-exchange. First-search problem is that first robot searches maze and send informations about maze to the second robot in real time. Role-exchange problem is that first robot searches maze, but loses its function at any point. At this time second robot takes a role of first robot and performs first robot's missions to the end. To solve these two problems, it goes through four steps; problem analysis, algorithm description, flowchart and programming. Additional effects of our suggestion are chance of cooperation among students and use of queue in data structure. Further researches are use of more generalized mazes, application to real field and a talented curriculum.

Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.

Comparison of Unplugged Activities at Home and Abroad using Semantic Network Analysis (시맨틱 네트워크 분석을 이용한 국내외 언플러그드 활동 관련 연구 비교)

  • Kang, Doo Bong
    • The Journal of Korean Association of Computer Education
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    • v.22 no.4
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    • pp.21-34
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    • 2019
  • SW education is being implemented in all the school due to the application of the 2015 Curriculum. The purpose of SW education is to improve Computational Thinking by using Unplugged Activities, Educational Programming Language, and Physical Computing. Among them, 73 domestic and 85 overseas researches related to 'Unplugged Activities' were compared and analyzed using semantic network analysis techniques. As a result, the research on 'Unplugged Activities' has been started from 1998, and the research has started in Korea since 2006. As the CT is recognized as a core competence for the future society in line with the 4th Industrial Revolution, researches have been rapidly increasing in both the domestic and overseas countries since 2016. In Korean studies, it was analyzed that many main words related to the elemental factors such as 'unplugged activity', 'robot utilization', 'educational programming language' were found. This suggests that future research should move toward research for the promotion of 'CT' which is the purpose of computer science.

Design and Implementation of Visual Basic Web Courseware based on Constructivism (구성주의 기반의 Visual Basic 웹 코스웨어 설계 및 구현1))

  • Sun, Kyung-Hee;Kang, Yun-Hee;Lee, Ju-Hong
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.349-358
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    • 2005
  • It is not sufficient to give a lecture in programming language without programming practice since lectures on programming must be given at lecture room with H/W and S/W for programming. In this paper, learning for Visual Basic programming has been designed and embodied with the leveled learning system in order to give an effective and positive result to both teacher and learner under the constructivism theory of education (Problem Based learning, Self-Directed learning) for the theoretical basis of the seventh education curriculum. We implemented a web courseware for Visual Basic programming using ActiveX and Tutor System. As the result of education using this courseware, it is verified as a leveled education method to adapt the learning ability of individual students, and it can raise the achievement, enthusiasm of learning and provide various opportunity of education with this various education methods. Also it enhances the problem solving ability and the logical thinking power by providing students with error correction learning.

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The Content Analysis of Informatics Education as a General Education Course in Universities in terms of Information Technology (IT) Fluency (IT 유창성의 관점에서 대학 교양과정의 정보교육 내용 분석)

  • Noh, Hyun-A;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.41-49
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    • 2012
  • It is required that university students acquire information technology in order to adapt to the information society. Therefore, it is inevitable for universities to provide students with an effective curriculum to improve IT fluency. The purpose of this study is to analyze the content of the informatics learning programs in universities in Korea in terms of IT fluency which is defined by National Academy of Science NRC99. Based on the information that the Academy Information Center announced, the content analysis was carried out from September 2010 to June 2011. According to the result of the analysis, 84 of 201 universities provide the informatics education as a mandatory course. 29 of them mainly provide the programs about word processors, spreadsheet, and presentation that are regarded as contemporary skills. These programs cover the fundamental concept, but the contents which require intellectual capabilities are rarely addressed. Moreover, the informatics education has mainly focused on elementary and secondary education. In this sense, it is valid to analyze the contents and current states of the informatics learning programs required in higher education.

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Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori (전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.621-628
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    • 2019
  • The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.

Comparative analysis of RN-BSN Program in Korea and U. S. A. (간호학사 편입학제도의 교과과정 비교분석)

  • Lee Ok-Ja;Kim Hyun-Sil
    • The Journal of Korean Academic Society of Nursing Education
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    • v.3
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    • pp.99-116
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    • 1997
  • In response of the increasing demand for professional degree in nursing, some university in Korea offers RN-BSN program for R. N. from diploma in nursing. However, RN-BSN program in Korea is in formative period. Therefore, the purpose of this survey study is for the comparative analysis of RN-BSN curriculum in Korea and U.S.A. In this study, subjects consisted of 18 department of nursing in university and 5 RN-BSN programs in Korea and 18 department of nursing in university and 12 RN-BSN programs in U.S.A. For earn the degree of Bachelor of Science in Nursing, the student earns 134 of mean credits in U.S.A., whereas 150.3 of mean credits in Korea. The mean credit for clinical pratice is 30.1 in U.S.A., whereas 23.9 in Korea. Students are assigned to individually planned clinical experiences under the direction of a preceptor in U.S.A. In RN-BSN program, total mean credits through lecture and clinical practice for earn the degree of BSN is 35.5(lecture : 27.7, practice ; 7.8)in U.S.A., whereas,48.1 (lecture;42.1, practice;6.0) in Korea. RN-BSN program can be taken on a full-or-part time basis in U.S.A., whereas didn't in Korea. Especially, emphasis is place on the advanced nursing practicum that focus on the role of the professional nurse in providing health care to individuals, families, and groups in community setting in U.S.A. 27.7 of mean credits was earned through lecture in U.S.A., whereas 42.1 of mean credits in Korea. It means that RN-BSN program in Korea is the lesser development in teaching method and appraisal method than in U.S.A. Students of RN-BSN program in U.S.A. can earns credit through CLEP, NLN achievement test, portfolio review session etc as well as lecture. Therefore, the authors suggests some recommendations for the development of curriculum of RN-BSN program in Korea based on comparative analysis of RN-BSN curricula in U.S.A. and Korea. 1. The curriculum of RN-BSN Program in nursing was required to do some alterations. Nursing care, today, is complex and ever changing. According to change of public need, RN-BSN curriculum intensified primary care program in community setting, geriatric nursing, marketing skill, computer language. 2. The various and new methods of earning credit should be developed. That is, the students will earn credits through the transfer of previous nursing college credits, accredited examination of university, advanced placement examination, portfolio review session, case study, report, self-directed learning and so on. Flexible teaching place should ile offered. 3. Flexible teaching place should be offered. The RN-BSN curriculum should accommodate each RN student's geographical needs and school/work schedule. Therefore, the university should search a variety of teaching places and the RN students can obtain their degrees comfortably throughout the teaching place such as lecture room inside the health care agency and establishment of the branch school in each student's residence area. 4. The RN-BSN program should offer a long distance education to place-bound RN student in many parts of Korea. That is, from the main office of university, the RN-BSN courses are delivered to many areas by Internet, EdNet (satellite telecommunication) and other non-traditional methods. 5. For allowing RN student to take nursing courses, program length should be various, depending upon the student's study/work schedule. That is, the various term systems such as semester, three terms, quarter systems and the student's status like full time or part time should be considered. Therefore, the student can take advantage of the many other educational and professional opportunities, making them available during the school year.

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