• Title/Summary/Keyword: Computing Thinking

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Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

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.

The Effect of Education Data Visualization using Google Spreadsheet Program on improvement of creativity of Forth and Fifth Grade Students (구글 스프레드시트를 활용한 데이터 시각화 교육이 초등학교 4·5학년 학생의 창의성 향상에 미치는 효과)

  • Kim, Jungah;Kim, Minbum;Kim, Taehun;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.293-302
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    • 2019
  • In this study, we developed the google spreadsheet education program which focuses on the education data visualization. And we applied it to forth and fifth grade students, and then verified its effect. The developed program was applied to 29 forth and fifth grade students for 36 classes in six days. Application of the program In order to verify the effect on creativity, Torrance Tests of Creative Thinking Figures A and B were introduced and pretests and post tests were carried out. As a result of the verification, it was found that the google spreadsheet education program which focuses on the education data visualization has positive effects on the creativity factors of the elementary school forth and fifth grade students.

Design of Computational Thinking Instruction Based on ARCS Model in Liberal Arts Education (교양교육에서 ARCS 모형 기반의 컴퓨팅 사고력 수업 설계)

  • Jun, Soo-jin;Shin, Chwa-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.90-93
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    • 2019
  • Recently, as SW education has been emphasized in college, interest in Computing Thinking (CT) class at the liberal level has increased. In order to effectively educate students, various methods of teaching and learning are required to reduce the burden on CT education and motivation of students. The purpose of this study is to design teaching and learning using ARCS model to improve learners' learning motivation and learning achievement in CT course as liberal arts education. In this study, the learning elements of CT were selected based on previous research on the characteristics of education in the liberal arts education of the university and analysis of the CT content. In addition, Keller 's ARCS learning motive model was selected to match the instructional tactics according to the motivational factors of Attention, Relevance, Confidence, and Satisfaction. In order to effectively teach these CT contents, detailed strategies based on the ARCS model were designed and presented weekly.

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BlockChain Technology Core Principle Education of Elementary School Student Using Gamification (게이미피케이션을 활용한 초등학생 블록체인기술 핵심원리 교육 탐구)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.2
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    • pp.141-148
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    • 2019
  • We proposed a curriculum that can learn the principle of blockchain by using the gamification which can bring up the interest and concentration of the students by connecting the contents of the class with the game. The proposed method is to educate the blockchain in a game format and to solve the problem that can be easily accessed in everyday life by applying the blockchain. By strengthening the thinking ability of computing, By growing information processing capacity, communication capacity, and community capacity, students can naturally enhance their education capacity. It is expected that the blockchain curriculum using the proposed gamification can be used to improve the information curriculum.

Case Study of Software Education for Students of Child Welfare Center (지역아동센터 학생 대상 소프트웨어교육 사례)

  • Han, Kyu-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1578-1587
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    • 2019
  • Software education enhances creative thinking and critical thinking for students living in the era of the Fourth Industrial Revolution, and helps them choose jobs in software-related industries. This study is an example of software education applied to the vulnerable students of the child welfare center to narrow the software gap and achieve the equity in education. This education was conducted in Unplugged activity, Entry coding, and Physical computing classes for 170 students from 20 institutions in South Chungcheong Province, North Chungcheong Province, and Daejeon city in Korea. The curriculum utilized a total of four types of student and teacher level materials, with a total of 10 hours of classes per child welfare center. In addition, the surveys of the students and institutions confirmed that this education influenced their interest in software education and their desire for continuous software education.

Development and application of supervised learning-centered machine learning education program using micro:bit (마이크로비트를 활용한 지도학습 중심의 머신러닝 교육 프로그램의 개발과 적용)

  • Lee, Hyunguk;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.995-1003
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    • 2021
  • As the need for artificial intelligence (AI) education, which will become the core of the upcoming intelligent information society rises, the national level is also focusing attention by including artificial intelligence-related content in the curriculum. In this study, the PASPA education program was presented to enhance students' creative problem-solving ability in the process of solving problems in daily life through supervised machine learning. And Micro:bit, a physical computing tool, was used to enhance the learning effect. The teaching and learning process applied to the PASPA education program consists of five steps: Problem Recoginition, Argument, Setting data standard, Programming, Application and evaluation. As a result of applying this educational program to students, it was confirmed that the creative problem-solving ability improved, and it was confirmed that there was a significant difference in knowledge and thinking in specific areas and critical and logical thinking in detailed areas.

Middle School Students' Perceptions about and Mathematical Proficiency in Constructed-Response Items (수학 논술형 문항에 대한 중학생들의 인식 및 수학적 숙련도)

  • Park, SeokSun;Kim, Gooyeon
    • Journal of the Korean School Mathematics Society
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    • v.16 no.1
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    • pp.63-86
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    • 2013
  • This study aimed to explore how middle school students perceive constructed-response items and how they solve those items and the patterns of the processes. For this purpose, data were collected from middle school students through survey, written responses on those items that were developed for this particular purpose, and interviews. The survey data were analyzed by using Excel and the written responses and interview data qualitatively. The findings about the students' perceptions about the constructed-response items suggested that the middle school students perceive the items primarily as involving writing solutions logically(17%) and being capable of explaining while solving them(7%). The most difficulties they encounter when solving the items were understanding(26%), applying(12%), mathematical writing(25%), computing(23%), and reasoning(14%). The findings about the students' mathematical proficiencies showed that they made an error most in reasoning (35%), then in understanding(31%), in applying(9%), and least in computing(3%).

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Developing a Mobile-Business Framework Considering Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경을 고려한 모바일 비즈니스 프레임워크 개발)

  • Park, Chul-Woo;Yang, Hee-Dong;Ahn, Joong-Ho
    • Information Systems Review
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    • v.5 no.2
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    • pp.37-51
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    • 2003
  • Mobile business noticed as a constructive alternative of e-commerce and e-business is being diversely considered as a new form or subset of e-business. In this study, mobile business is defined as a comprehensive alternative including e-business. The framework of the superset of e-business has two axes: connectivity and mobility. In addition, various cases based on the combination of the components are provided and explained. It is the main characteristic of this study that the element of off-line "mobility" is added to "connectivity" generally used while explaining e-commerce and e-business. For place (or location) is a prerequisite for the feature of mobility, we grope for why and how Location-Based Service (LBS) will take an important role in the development of new e-business models and services. As the real and full-scale beginning of IMT-2000 service and the rapid progress and diffusion of mobile communications services including wireless LAN require an immense and innovative way of thinking about e-commerce and e-business, the framework suggested in this study is considered to go far toward satisfying the new needs in this area.

A Study on the Software Convergence Education for Non-Majors Computer Science using Creative Robot (창작로봇을 이용한 비전공자의 소프트웨어 융합 교육에 관한 연구)

  • Ku, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.631-638
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    • 2017
  • In the age of the Fourth Industrial Revolution, lifestyle and industrial structures are faced with evolution from IT-based automation to the intelligent stage, demanding talents with software capabilities in various fields. Reflecting these demands, the government has enhanced basic software education for non-majors in elementary and secondary schools as well as universities. In this study, the software convergence education of Non-Majors is proposed to improve the general problem solving ability based on computational thinking and the software convergence ability in the field of their own by developing robot activity. The subjects of this study were 91 students, who were composed of various majors. The class was designed with computing thinking, convergence elements, and creative robot activity. The study was conducted for 13 weeks. To examine the effects of software convergence education through the creative robot activity, this study observed changes in the students' learning outcomes, satisfaction with creative robot activities, and perceptions of other disciplines after class based on pre-diagnosis surveys. The survey asked 12 questions including an understanding of the learning contents, overall satisfaction with multidisciplinary collaborative learning, understanding of other disciplines, and self-evaluation of problem solving ability through creative robot activities, which were compared with that before the class. They answered that their ability was improved.