• 제목/요약/키워드: Computing education

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Development of Digital Contents to Improve Computational Thinking

  • Ryu, Mi-Young;Han, Sun-Gwan
    • 한국컴퓨터정보학회논문지
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    • 제22권12호
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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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    • 제11권4호
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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.

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

  • 허경;손원성
    • 한국멀티미디어학회논문지
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    • 제22권12호
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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.

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

  • 허경;손원성
    • 실천공학교육논문지
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    • 제9권2호
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    • pp.139-148
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    • 2017
  • 사물과 컴퓨터의 연결이 쉬워지면서 피지컬 컴퓨팅을 활용한 학습은 초보자들을 대상으로 하는 프로그래밍 교육에 있어 제기되는 문제점들을 보완하기 위한 좋은 대안으로 제시되고 있다. 본 논문에서는 초보자들을 위한 기초 프로그래밍 강좌에 적용할 수 있는 교육방법을 제안한다. 이를 위해, 피지컬 컴퓨팅 방식으로 기초 프로그래밍 강의를 진행한다. 현재 피지컬 컴퓨팅 강좌들은 대부분 다양한 입력 센서 연결방법과 출력장치 제어에 초점이 맞추어져 있다. 그러나, 피지컬 컴퓨팅 재료들을 이용한 프로그래밍 교육 내용은 그 사례가 부족하다. 이에 본 논문에서는 피지컬 컴퓨팅에 사용되는 저가의 재료들을 이용하여, 프로그래밍 교육에 활용한 교육 방법을 제안하고 시험하였다.

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

  • 배유진
    • 산업진흥연구
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    • 제3권1호
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    • pp.7-12
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    • 2018
  • 본 연구는 서울에 거주하는 중학생을 대상으로 소프트웨어 교육에 대한 인식이 피지컬 컴퓨팅 교육에 대한 인식에 어떠한 영향을 미치는지를 분석하였다. 연구결과 첫째, 소프트웨어 교육에 대한 인식이 피지컬 컴퓨팅 교육에 대한 인식에 유의한 영향 (p<.001, ${\beta}=.569$)을 미쳤으며, 소프트웨어 교육에 대한 인식 중 소프트웨어 교육에 대한 이해도가 피지컬컴퓨팅 교육에 대한 인식 중 피지컬 컴퓨팅 교육에 대한 이해도에 유의한 영향을 미쳤다. 둘째, 중학생의 소속 학교 지역에 따른 피지컬컴퓨팅 교육에 대한 이해도에 차이가 있는 것을 확인하였다. 본 연구결과를 통해 소프트웨어교육에 대한 인식이 피지컬컴퓨팅교육에 대한 인식에 미치는 영향을 밝힘으로써 효과적인 피지컬 컴퓨팅 교육을 위한 시사점을 제공한 데 그 의의가 있다.

Educational Objectives in Computing Education: A Comparative Analysis

  • An, Sangjin;Lee, Youngjun
    • 한국컴퓨터정보학회논문지
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    • 제21권1호
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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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    • 제14권4호
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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.

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

  • 서은실
    • 공학교육연구
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    • 제26권1호
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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.

The Effect of Physical Computing Programming Education Integrating Artificial Intelligence on Computational Thinking Ability of Elementary School Students

  • Yoo Seong Kim;Yung Sik Kim
    • 한국컴퓨터정보학회논문지
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    • 제29권3호
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    • pp.227-235
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    • 2024
  • 정보 혁명 시대를 맞이하여 전 세계적인 변화의 흐름 속에서 인공지능 융합 교육의 필요성이 더욱 대두되고 있다. 이에 본 논문에서는 인공지능을 융합한 피지컬 컴퓨팅 프로그래밍 교육 방법을 개발 및 적용하였다. 통제집단에는 인공지능을 융합하지 않은 피지컬 컴퓨팅 프로그래밍 교육을 실시하였으며, 실험집단에는 인공지능을 융합한 피지컬 컴퓨팅 프로그래밍 교육 방법을 개발하여 적용한 후 초등학생의 컴퓨팅 사고력에 미치는 영향을 분석하였다. 그 결과, 인공지능을 융합한 피지컬 컴퓨팅 프로그래밍 교육이 인공지능을 융합하지 않은 피지컬 컴퓨팅 프로그래밍 교육과 비교하여 초등학생의 컴퓨팅 사고력 신장에 더욱 긍정적인 효과를 나타내었음에 대한 통계적으로 유의미한 결과를 확인할 수 있었다.

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
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2008년도 하계종합학술대회
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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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