• Title/Summary/Keyword: Computing education

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Comparative Analysis of Elementary School Computing Achievement Standards in the U.S. and Korea

  • Kim, Kapsu;Min, Meekyung;Rho, Jungkyu
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.147-156
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    • 2020
  • ACM's CSTA has drafted standards for computing curricula and recommended them to schools in the United States. The five core concepts of the US elementary school computing curriculum are computing systems, network and the Internet, data and analysis, algorithms and programming, and impacts of computing. In 2005, Korea prepared ICT education guidelines, including five fields, their subfields, and achievement criteria for each subfield. In the 2015 revised curriculum, software education was introduced and five achievement standards were set. The ACM CSTA has 18 achievement criteria up to K-2 and 21 achievement criteria up to K-5. If we compare the 39 achievement standards of the US to Korea, Korea's 2005 ICT education guidelines include 25 of these, and the 2015 revised curriculum includes 5 of them. In this study, we aim to study the CSTA achievement criteria that second graders should know and the achievement criteria that fifth graders should know. This is compared and analyzed with Korea's 2005 ICT Guidelines and 2015 Software Curriculum. In comparison with the number of achievement standards, the US elementary school's computing achievement standards are much higher than in Korea. Comparing with each standard, there are many areas that are not covered in Korean curriculum, and we can see that the 2015 curriculum has rather receded from 2005.

A Study on Gender Differences in Programming Attitude and Achievements on Physical Computing Education in Informatics Curriculum Revised 2015 (2015 개정 정보 교육과정에 따른 피지컬 컴퓨팅을 활용한 정보교육에서 성별에 따른 태도와 성취도 차이분석)

  • Shim, JaeKwoun;Kim, Hyeoncheol;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.19 no.4
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    • pp.1-9
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    • 2016
  • From the influence of DIY (Do It Yourself) and the Maker Movement diverse areas in media, clothing, performing that requires physical computing. That is why the requests of teaching students about physical computing or using physical computing in education area has been increasing. Physical computing education is learning computational thinking by using programming activities, the usage of physical computing is still increasing. However, physical computing education became known recently with the lack of time to research, not only that the effectiveness in education is lacking as well. This research analysed the attitude and accomplishment from different gender of middle schoolers and high schoolers for one semester to see their ideas in programming and increase of designing algorithms.

Possibility of Micro Computer Uses in Mathematics Education (소형컴퓨터의 수학교육에의 이용의 가능성)

  • Uemura Tetsuro
    • The Mathematical Education
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    • v.24 no.2
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    • pp.35-47
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    • 1986
  • As computer is diffused in society widely, it is desired that we investigate on computer uses in school education. In this paper, Possibility of Micro computer uses in mathematics education is investigated. Educational computing is classified roughly three categories they are CAI CMI and Computer iteracy education. CAI is discussed at this place. Firstly, programs of mathematics educational computing is introduced and they are classified into Practicing, Tutoring, Simulating, Gaming, Demonstration, Informing. Next, the problems that we must notice in mathematics educational computing are indicated. They are computer language, development of soft ware, effectiveness of CAI etc...

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A Case Study on Block Coding and Physical Computing Education for University of Education Students (교육대학생을 대상으로 한 블록 코딩 및 피지컬 컴퓨팅 교육 사례)

  • Han, Kyujung
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.307-317
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    • 2019
  • This study is an example of the education of block coding and physical computing teaching tool for preservice teachers at the college of education. The students were familiar with coding and improved their coding skills in solving various problems through 'Entry' that support block coding. In addition, the students configured the computing system with various input / output devices of the physical computing teaching tool and controlled things through programming and produced the educational portfolio to experience the whole process of problem analysis, design, implementation, and testing in coding. We applied Flow based coding and Pair programming as the teaching methods, and the results of the survey to measure the effectiveness of the study show that students have a good understanding of the entry and physical computing teaching tool and using the combination of the entry and physical computing teaching tool were more effective in learning than the Entry-only coding. In addition, it was confirmed that the effect of Pair programming applied in the physical computing teaching tool.

A Study on the Development of Digital Yut Playing System Based on Physical Computing (피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구)

  • Koh, Byoungoh
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.335-342
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    • 2017
  • The artificial intelligence, robot technology, Internet of things, and life sciences that create added value while dramatically transforming human life have been highlighted in the fourth industrial revolution, the next industrial revolution. In order to adapt to the 4th industry, it is necessary to educate students to develop fusion thinking and computing thinking ability. Therefore, in this study, we developed a digital Yut Playing system based on physical computing, reflecting STEAM and decomposition, pattern recognition, abstraction, and algorithm design, which are components of computing thinking. By experiencing the developed system and applying it to education, it raised interest and interest in programming education and improved programming lesson for fusion thinking and computing thinking ability.

Analysis of major selection and achievements in a college computing course by students' prior experience on computer education (정보 교과 경험 차이에 따른 대학 전공 선택 및 SW수업 학업성취 분석)

  • Kim, Minja;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.11-19
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    • 2016
  • Enhancement of computing education became an international phenominon including South Korea's revised national curriculum 2015. As the enhancement begins to focus on universal computing education, researches to investigate long-term effect of the enhancement is needed. To explore whether the reinforced computing education will bring which long-term impacts, this study investigated university students' experience on computer subject in their secondary schools, and major selection and achievement in a college computing course. As results, there was no statistically significant relation of taking the computer subject per se and major selection and achievement, but significant relation between contents of the subject, and major selection and achievement. This study has limitation on design and results lacking longitudinal data but contributes emphasizing need of longitudinal study to measure long-term effect of enhancement of computing education and providing clues of what impact it would bring.

Opportunities and Challenges Perceived by Teachers from Physical Computing Education (피지컬 컴퓨팅 교육을 통해 교사가 지각한 기회 및 도전요소)

  • Choi, Hyungshin;Lee, Sangmin;Lee, Jeonghwa;Woo, Changmun
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.235-242
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    • 2016
  • Physical computing is utilizing principles of computing in the process of expressing one's ideas creatively and implementing them into tangible objects by combining hardware and software. Recent deployment of open source hardware and 3D printers increased the accessibility of physical computing. However, incorporating these into educational practices requires teachers' interest and competencies. This study aims to share the perceived opportunities of developing physical computing based lessons and challenges from teachers' experiences while primary teachers participated in learning fundamentals of physical computing and developing lessons. The findings of this study provide implications to the teachers who are interested in adopting physical computing into classes and in designing teacher training programs.

CRS and DOS based Context-Aware System architecture for Ubiquitous Computing (Ubiquitous Computing을 위한 CRS와 DOS 기반의 Context-Aware System Architecture)

  • Doo, Kyoung-Min;Kim, Sun-Guk;Lee, Kang-Whan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.501-505
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    • 2007
  • 현재 기술 동향에 따라, 언제 어디서나 통신 및 컴퓨팅이 가능한 유비쿼터스 컴퓨팅 시스템(Ubiquitous Computing System)을 위해 사용자 및 주변 환경의 상황을 인식하는 기술(Context-Aware Computing System)이 필수적인 요소로 부각되고 있다. 하지만, Context-Aware Computing System을 구현하기 위해서 사용자 및 주변 환경으로부터 입력되는 불확실하거나 모호한 상황정보에 대한 표현과 추론에 대한 연구는 부족한 실정이다. 이를 해결하기 위해 Rule-based System을 기반으로 CRS와 DOS의 개념을 도입하여 상황인식 기술을 SoC로 구현할 수 있도록 새로운 Architecture를 제안한다. 마지막으로는 CRS와 DOS가 Network Topolgy에 적용된 RODMRP(Resilient Ontology-based Dynamic Multicast Routing Protocol)의 예를 통해 그 효용성을 입증하고, Ubiquitous Computing System에서 활용 가능한 방법 등을 제시한다.

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Development of Education Program for Physical Computing using Arduino N-screen Communication Boards (아두이노 N-스크린 통신보드를 활용한 피지컬 컴퓨팅 교육 프로그램)

  • Hur, Kyeong;Lee, Ju-Yeol;Lee, Hye-Min;Lee, Hae-Sang
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.97-105
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    • 2015
  • In this paper, we have selected physical computing as the focused learning elements with the PBL-based programming instruction method. Students experienced physical computing by using Arduino. Development of robot using Arduino can create an effective educational environment and also provide solutions for lack of environmental conditions, such as time or spatial factor restrictions and excessive expense issues; these are major obstacles to developing robot programming education. Finally, we analyzed the effects on growth of student's logical thinking and problem solving abilities by demonstrating the Arduino application courseware to the field of education.

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
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    • v.18 no.4
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    • pp.461-470
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    • 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.