• Title/Summary/Keyword: Computing education

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Development of Digital Contents to Improve Computational Thinking

  • Ryu, Mi-Young;Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.12
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    • pp.87-93
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    • 2017
  • The purpose of this study is to design and develop of digital contents to improve computational thinking in the online education environment. First, we planned the design and development of contents with 19 experts of Software education. Digital content was designed from the point of view of improving the educational quality and the quality of contents for the improve of computing thinking. The content type is classified into the SW education area; computer science, programming, physical computing, convergent computing, computing thinking, and software education that improves the computing thinking. And we designed 45 learning programs for each SW education area. Designed learning contents were developed in 464 lessons to suit the online education environment. The content validity of the proposed content was verified by the expert group and the average CVI value was over .83. Through this, we could analyze that the developed contents will help learners to expand their computing thinking.

A Study on the Development of Student Evaluation Standards for Unplugged Computing

  • Jun, Woochun
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.149-154
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    • 2022
  • With the development of information and communication technology, information literacy and utilization are emerging as basic skills necessary for modern people. Accordingly, information education is becoming a basic literacy education for a nation. Unplugged computing is in the spotlight as a major educational method of information education. The main advantage of unplugged computing is that it is easy to convey basic theories or principles of computer science to students through play activities without the help of special information devices such as computers and tablet PCs. However, studies on student evaluation on unplugged computing have been very insufficient. In this study, students' evaluation standards are developed to maximize the educational effect of unplugged computing. The evaluation standards consist of four areas: participation, interest, satisfaction, and understanding of concepts. The results of this study can be used as a basic study for student evaluation of unplugged computing in the future.

Education Method for Programming through Physical Computing based on Analog Signaling of Arduino (아두이노 아날로그 신호 기반 피지컬 컴퓨팅을 통한 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Korea Multimedia Society
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    • v.22 no.12
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    • pp.1481-1490
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    • 2019
  • Arduino makes it easy to connect objects and computers. As a result, programming learning using physical computing has been proposed as an effective alternative to SW training for beginners. In this paper, we propose an Arduino-based physical computing education method that can be applied to basic programming subjects. To this end, we propose a basic programming training method based on Arduino analog signals. Currently, physical computing courses focus on digital control when connecting input sensors and output devices in Arduino. However, the contents of programming education using analog signals of Arduino boards are insufficient. In this paper, we proposed and tested the teaching method used for programming education using low-cost materials used for Arduino analog signal-based computing.

Education Method for Basic Programming Subject through Physical Computing (피지컬 컴퓨팅을 통한 기초 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.139-148
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    • 2017
  • As the connection between objects and computers becomes easier, learning using physical computing is presented as a good alternative to solve the problems raised in programming education for beginners. In this paper, we propose a training method that can be applied to basic programming courses for beginners. To do this, we will proceed with a basic programming lecture based on the physical computing method. Currently, physical computing courses focus on various input sensor connection methods and output device control. However, the content of programming education using physical computing materials is lacking. In this paper, we proposed and tested a teaching method that is used in programming education by using low cost materials used in physical computing.

The influence of the Recognition for Software Education on the Recognition for Physical Computing Education (소프트웨어 교육에 대한 인식이 피지컬 컴퓨팅 교육에 대한 인식에 미치는 영향)

  • Bae, Yoo-Jin
    • Industry Promotion Research
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    • v.3 no.1
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    • pp.7-12
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    • 2018
  • This study analyzed the effect of the recognition for software education of middle school students who living in Seoul on the recognition for physical computing education. The result of this study are as follows: First, the recognition for software education has a significant effect on the recognition for physical computing education (p<.001, ${\beta}=.569$), specifically the comprehension of software education positively affected the comprehension of physical computing education in software education. Second, this study found that there was differences in the comprehension of physical computing education between middle students at school in Seoul and outside of Seoul. The purpose of this study is to suggest for academic implications effective physical computing education by analyzing the influence of the recognition for software education on the recognition for physical computing education.

Educational Objectives in Computing Education: A Comparative Analysis

  • An, Sangjin;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.181-189
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    • 2016
  • This study examined three elementary school computing curriculum - the CSTA K-12 computer science standards, the computing programme of the national curriculum in England, and the 2015 national curriculum in Korea - focusing on the educational objectives with the perspective of the revision of Bloom's Taxonomy of Educational Objectives. The CSTA K-12 computer science standards mainly addressed applying procedural knowledge and using digital technology is the main theme. The computing programme in England concentrated on understanding factual and conceptual knowledge of computer science, such as algorithms. The 2015 national curriculum also addressed applying procedural knowledge, but the main focus is making softwares and robots. The findings of this comparative analysis suggest that it is needed to set up concrete educational objectives for lower grade and make them related to the secondary education to make more coherent elementary-level learning objectives. And elementary-level computing learning objectives are needed to be organized with the perspective of knowledge and cognitive process level.

Design and Implementation of Physical Computing Education Content based on Augmented Reality

  • Kim, So-Young;Jung, Eunmi;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.198-205
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    • 2022
  • Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.

Operation and Satisfaction of Physical Computing Classes Using MODI (MODI를 활용한 피지컬 컴퓨팅 수업 운영 및 만족도)

  • Seo, Eunsil
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.37-44
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    • 2023
  • Recently, the Internet of Things is attracting attention as an important key technology of the 4th Industrial Revolution, and SW education using physical computing is suggested as a good alternative to supplement the problems raised by beginners in programming education. Among the many teaching tools that can be used for physical computing education, MODI is a modular manufacturing tool that anyone can easily assemble like Lego. MODI is a teaching tool that can improve learners' achievement by linking a self-linked block-type code editor called MODI Studio to lay the foundation for programming in a relatively small amount of time and immediately check the results in person. In this paper, a physical computing education method using MODI was designed to be applied to basic programming courses for programming beginners and applied to after-school classes for middle school students. As a result, it was found that students' interest and satisfaction were much higher in physical computing classes using MODI than in text-based programming classes. It can be seen that physical computing education that allows beginners to see and feel the results in person is more effective than grammar-oriented text programming, and it can have a positive effect on improving basic programming skills by increasing students' participation.

Design and Implement Ubiquitous System on Chip for IEEE 802.15.4 WPAN Standard

  • Doo, Kyoung;Kim, Young-Sam;Kim, Sun-Kuk;Lee, Kang-Whan
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.697-698
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    • 2008
  • Ubiquitous Computing System is available anytime, anywhere communications and computing systems, and information sharing and mutual cooperation between computing systems. in addition, For Ubiquitous Computing System, it is need the sensor technology to detect information of users and surrounding environment. For these reason, this paper proposed CRS(Context Recognition Switch) and DOS(Dynamic and Optimal Standard) based Context-awareness system architecture.

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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.