• Title/Summary/Keyword: Computing education

Search Result 882, Processing Time 0.028 seconds

A Perception on SW Education of Students with Scratch-Day (스크래치데이 참여학생들의 SW 교육에 대한 인식 연구)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.4
    • /
    • pp.461-470
    • /
    • 2014
  • This study is to analyze students' perception about junior SW education by giving the questionnaire to the participants in Scratch-day. We taught the creative computing to 558 juniors on Scratch-day in 2013, 2014 and researched the questionnaire about their perceptions of creative computing education. We analyzed the current status of SW education from this process and extracted considerations about elementary SW education. We also proposed the possibility of its application to the elementary and middle school education. As a result of this study, it is observed that students think that creative computing education is fun and useful, and want to apply it to the public school education. Also, male students think more positive than female students about an intention to use, and students who have experienced with Scratch education consider it more useful and positive intention to use than those who have not. According to the structural model, it is found that the pleasure, easy of use, and usefulness of creative computing education have a positive influence on students' perception that it should be applied to public school education.

Development and Effectiveness of Problem Solving based Safety Education Program using Physical Computing

  • Jooyoun Song;YeonKyoung Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.11
    • /
    • pp.235-243
    • /
    • 2023
  • In this paper, we developed a problem-solving based safety education program using physical computing for middle school students and applied it to verify the impact on self-efficacy and interest. The safety education program developed in this study includes four stages of the creative problem-solving model: problem identification, planning, implementation, and evaluation, and learning activities using Arduino, a physical computing tool. After implementing the education program with 77 third-year middle school students, both self-efficacy and interest of middle school students increased significantly. Based on the research results, the effectiveness of the safety education program that used physical computing and problem-solving steps was confirmed, and practical implications were presented to promote the activation of physical computing education in the school field.

Development of Educational Application for Physical Computing using Android Smartphone (안드로이드 스마트폰을 활용한 피지컬 컴퓨팅을 위한 교육용 앱의 개발)

  • Kim, Tae-Woo;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.6
    • /
    • pp.639-649
    • /
    • 2018
  • Physical computing, a concrete operational activity using tools, can help children to understand principles of computer science by observing interactions between a computer and the real world directly. This study aims to design and develop an android application to utilize students' smart phones as a tool of physical computing education. The application includes one class designed to collect data using android smart phone sensors and another designed to transfer the data to a computer which students can use to learn programming. The physical computing application can be used to help students understand the principles of computer science more easily in schools not equipped with physical computing tools.

Development and application of a physical computing program applying design thinking to improve the creativity and computational thinking ability: Focusing on Microbit (창의성과 컴퓨팅 사고력 향상을 위한 디자인 사고 적용 피지컬 컴퓨팅 프로그램 개발 및 적용: 마이크로비트를 중심으로)

  • Seo, Youngho;Kim, Gwanmin;KimWoon, Jonghoon
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.2
    • /
    • pp.377-385
    • /
    • 2021
  • This study attempted to develop and apply a physical computing SW education program applying design thinking. The produced SW education program was applied to 22 students in the 5th and 6th grades of J and B elementary schools located in Jeju-si. Computational thinking ability and creativity pre-test was conducted, and Physical computing software training applied design thinking was conducted over a total of 5 sessions for 20 hours, followed by a post-test on creativity and computational thinking ability. As a result of the verification, it was found that physical computing SW education program applying design thinking was effective in improving the creativity and computing thinking ability of elementary school students.

A Study on the Achievement Criteria of Robot Computing Curriculum for Elementary School (초등학교 로봇컴퓨팅교육을 위한 교육내용체계의 성취기준에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.1
    • /
    • pp.97-104
    • /
    • 2017
  • This paper evaluates the appropriateness of the proposed robot education curriculum to consider conceptual understanding and learning activities model considering the curriculum and achievement criteria in order to make it easier to apply for a course in robot area. The professors of dept. of computer education at national universities of education reviewed the importance of education contents system and appropriateness of education period. Based on the results of the review, the conceptual elements and achievement standards of each sub-area were revised and supplemented, and then evaluated in three stages. Finally, the educational elements of the concept factors and achievement criteria were agreed upon. The proposed robotic computing education information systems and the achievement standards for schools in the area, as well as to match the grade level of the students without distinction variety of robots will be able to take advantage of computing education activities to reorganize the robot computing courses.

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
    • /
    • v.22 no.5
    • /
    • pp.1-9
    • /
    • 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.

An analysis of the Impact of AI Maker Coding Education on Improving Computing Thinking (AI 메이커 코딩 교육이 컴퓨팅 사고력 향상에 미치는 영향 분석)

  • Lee, Jaeho;Kim, Daehyun;Lee, Seunghun
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.5
    • /
    • pp.779-790
    • /
    • 2021
  • This study analyzed the effect of AI maker coding education on improving students' computational thinking. The subjects of the study were 10 students at H Elementary School in Ansan, and a total of 8 AI maker coding education using the Instructional Model for Maker Education based on SW Coding was applied to students to find out the degree of improvement of computational thinking. Students who participated in the class performed a process of solving real-life problems through coding and making activities, measured the degree of improvement in computing thinking before and after education through a computing thinking test paper, and observed students' thinking processes related to computing thinking components through interviews. As a result, it was confirmed that the average score of all students' computational thinking skills was improved, and the deviation of scores between students decreased. Through the interview, it was found that students actively utilize their thinking skills related to computational thinking skills in the problem-solving process. Through this, it was confirmed that AI maker coding education can have a positive effect on improving students' computing thinking skills.

The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
    • /
    • v.7 no.4
    • /
    • pp.243-255
    • /
    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.

A study on the Context-Aware Architecture for Ubiquitous on Computing System (유비쿼터스 컴퓨팅 시스템을 위한 상황인식 구조에 관한 연구)

  • Doo, Kyoung-Min;Chi, Sam-Hyun;Kim, Sun-Guk;Chen, Yun;Lee, Kang-Whan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2007.06a
    • /
    • pp.418-422
    • /
    • 2007
  • Ubiquitous Computing System란, 언제 어디서나 통신 및 컴퓨팅이 가능하고 컴퓨팅 시스템이 상호간에 정보를 공유하고 협력하는 컴퓨팅 시스템이다. 이로써 기존의 컴퓨팅 환경과 같이 사용자와 컴퓨터간의 대화형 상호작용이 아닌 물리적인 환경 상황(Context)등을 시스템이 스스로 인식하고 이를 기반으로 사용자와의 상호 작용을 지원하는 상황인식 기술이 필수적인 요소로 부각되고 있다. Ubiquitous Computing System을 위해 사용자 및 주변 환경의 정보를 감지하는 센서(Sensor) 기술이 필요하다. 하지만 사용자 및 주변 환경으로부터 입력되는 불확실하거나 모호한 상황정보에 대한 표현과 추론에 대한 연구는 부족한 실정이다. 본 논문은 Rule based System을 활용하여 CRS(Context Recognition Switch)라는 새로운 개념을 도입한 Context Aware Architecture를 제시한다. CRS는 유비쿼터스 컴퓨팅 시스템을 위해서는 센서로부터 복합적으로 인지된 사용자 정보 및 주변환경의 정보를 사용자로부터 수동적으로 설정되거나 System의 지속적으로 수집된 정보의 통계 값인 Reference Value와 비교하여, 각 상황에 따른 개별적이고 특화된 서비스를 실행을 하도록 제공한다. 이로써 같은 정보의 입력이 들어와도 그 주변 환경의 상황에 따라 사용자의 필요에 최적화된 실행을 할 수 있다. 마지막으로, Ubiquitous Computing System의 향후 발전 가능성을 예상해고, 본 논문에서 제시한 Context Aware Architecture의 유용성을 짐작해 본다.

  • PDF

Development of Physical Computing Curriculum in Elementary Schools for Computational Thinking (컴퓨팅 사고력 향상을 위한 초등 피지컬 컴퓨팅 교육과정 개발)

  • Kim, Jaehwi;Kim, Dongho
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.1
    • /
    • pp.69-82
    • /
    • 2016
  • Block-based educational programming language(EPL) is commonly used due to its availability at low or no cost. It is also preferred tool of computing education due to its intuitive design, ease-of-use and its effectiveness in increasing algorithmic thinking abilities especially in elementary students. Physical computing is also necessary because it brings students closer to real-world problem solving by connecting the real world with the computing environment. However, due to high-cost and required knowledge in electrical engineering, many schools find the education difficult to access. The study shows significant increase in computational thinking abilities in both groups treated with EPL and additional physical computing education.