• Title/Summary/Keyword: Elementary software education

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An Inquiry on the Types of Subjectivity on Edutainment Features of Software Education in Elementary School (초등학교 소프트웨어 교육에서 에듀테인먼트 특성에 대한 주관성 유형 탐색)

  • Son, Byung-Kuk;Song, Sang-Ho
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.177-193
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    • 2018
  • The purpose of this paper is to explore the types of subjectivity on edutainment features of software education implemented in elementary school. Q-method is used to seek individual learners' subjectivity type. Three types of subjectivity are found: implementation type, intellectual-fun type, and relationship type. Implementation type learners show positive attitude toward making their thinking into realization, intellectual-fun type learners show positive attitude toward solving problems that require intellectual activities, and relationship type learners show positive toward other persons' attention and consideration. These results imply software education will be more enhanced with these three types considered for implementing software education in elementary schools. This study is expected to contribute to further following research and practices.

Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.

A Qualitative Research on Influential Factors of Software Education based Flipped Learning on Elementary Students' Interest and Computational Thinking (플립드 러닝 기반 소프트웨어 교육에서 초등학생의 흥미도와 컴퓨팅 사고력에 영향을 미치는 요인에 관한 질적 연구)

  • Lim, Kyunghee;Shin, Jongho
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.315-327
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    • 2019
  • The purpose of this study was to propose an effective teaching and learning model by investigating the influencing factors of elementary school students' interest and computational thinking in software education based on flipped learning. To accomplish the purpose of the study, we developed a software education program based on flipped learning for elementary school students and applied qualitative research based on the interviews with the students and outputs from the learning process. The results of this study, First, factors affecting interest in the elementary school students' software education based on flipped learning were 'the expectation of class', 'authentic task', 'the accomplishment of task' and 'interaction with peers'. Second, the factor of enhancing computational thinking was 'the accomplishment of task', 'interaction with peers', and 'the teacher's meaningful feedback'.

The Correlation between Block-coding Software Education and the Resilience of Elementary School Students (블록코딩 SW 교육과 초등학생의 회복탄력성의 관계)

  • Lee, Jaeho;Cha, Geunmin
    • Journal of Creative Information Culture
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    • v.6 no.1
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    • pp.31-40
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    • 2020
  • The purpose of this study is to statistically analyze the correlation between block-coding software education and the resilience of elementary school students in order to research the significance of software education. In this study, 61 fourth grade students at an elementary school in Incheon were pre-tested for resilience. A block-coding education program from a nonprofit organization called code.org was used at the learner's level. 15 periods of classes and post-test were conducted to analyze the improvement of resilience. This study finds that control and positivity out of the three parts of resilience(control, positivity, sociality) of the students who took the block-coding classes improved statistically significantly as well as the overall score did too. This suggests that software education can foster not only students' computational thinking skills, but also their resilience, the power to live their lives positively and flexibly.

A Development of Computer System Curriculum Design for Elementary Students (초등학생을 위한 컴퓨터 시스템 교육과정 모델 개발)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.449-458
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    • 2015
  • In the knowledge and information society, computer education for elementary school is very important. When students are young, they use digital devices. In these days, computer education is software education has attracted only focused on software education curriculum and courses are being made. A software education must be included the education of a computer system. In this study, at least what the computer was designed and built from the elementary curriculum about whether that is how the computer operates. Not made from first grade to sixth grade to grade-level system it made the students of level 7 step system. This is a flexible strategy for education in the school or grade level requirements. This study is meant to argue that the need to be a computer system from elementary education.

Effects of Software Education activities for Multicultural students on Resilience, Communication and Interpersonal Relationship

  • Kim, Jeong-Rang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.265-271
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    • 2019
  • In this paper, the Software Education program for elementary school students in Multicultural families developed so that Multicultural students can adapt to national, school, peer, and teacher. The effects of Resilience, Communication skills and Interpersonal Relationshiop were investigated. The developed Software education program was designed in such a way that the target students became more intimate with each other and adapted to Korean culture, peers, and teachers through the analysis of the research subjects. Resilience test showed statistically significant difference in peer relationship and support, family support and interaction, teacher's interest and support, self - identity, and cultural acceptance. Communication ability test showed statistically significant differences in interpretation ability, self presentation ability, goal setting ability, and message conversion ability. The interpersonal Relationship test showed statistically significant differences in people's orientation toward people, facing people, and away from people. The results of this study indicate that the software education program for elementary school students in multicultural families has effects on adaptive flexibility, communication ability, and interpersonal ability. In the future, There is a need for continuous research with development and effectiveness of various software education programs for Multicultural students.

Analysis of Addiction Risk Factors in the Internet Softwares Used by Elementary School Students (초등학생이 사용하는 인터넷 소프트웨어의 중독위험요소 분석)

  • Kim, Seok-Won;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.397-406
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    • 2007
  • There are lots of studies going on about internet addiction in a point of view of psychology and sociology. The purpose of this paper is to examine the relation between the internet addiction and the services and functions of internet softwares in a point of view of developing softwares. For this, the first goal is to see the type of the software that used most by elementary school students addicted to internet, and the second is to examine the risk factors of addiction and their priority orders in the services and functions offered by that kind of software. The results of this paper can give instructive informations to every children who use internet and their parents and teachers and software developers.

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A Development and Applications of Problem Solving Tool for Learning Geometry (기하 학습을 위한 문제해결 도구 개발 및 적용)

  • Bae, Jin-Seong;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.449-459
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    • 2010
  • Using a geometric computer program achieve learning effects as handling various function and has advantage to overcome the environment of classroom through providing an inquiring surroundings in the figure learning at an elementary school. There are many software for drawing the geometric. But currently most is focus on how to use the softwares without contents. So, It is necessary to develope a geometric software adapted cognitive development of primary schoolchildren. This study is aim to analyze elementary mathematic curriculum based on Van Heiles theory, to develope the software(Geometry for Kids : GeoKids) considering cognitive level of the primary schoolchildren. This software is developed to substitute a ruler and a compass considering cognitive level of the primary schoolchildren. Using mouse, GeoKids software help a child to draw easily lines and circles and this software notice another lines and circle automatically for a more accurate drawing figures. Children can use practically this software in connection with subjects of elementary mathematic curriculum.

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A Study on Inductive Reasoning and Visualization of Elementary School Students in Congruence and Symmetry Lessons with Exploratory Software (탐구형 소프트웨어를 활용한 합동과 대칭 수업에서 나타나는 초등학생의 귀납적 추론과 시각화에 관한 연구)

  • Park, Jiyeon;Kim, Min Kyeong
    • Communications of Mathematical Education
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    • v.37 no.2
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    • pp.299-327
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    • 2023
  • In this study, we tried to find out the level of inductive reasoning ability and the aspects of visualization components shown in students in the class using exploratory software for the 'congruence and symmetry' unit in the second semester of the 5th grade of elementary school. To this end, classes using GeoGebra, one of the exploratory software, were conducted for a total of 19 students in one class of fifth graders in elementary school, and the results of the students' activities were analyzed. As a result of this study, the level of inductive reasoning ability of students remained at a similar level or developed, and it was shown that students inferred new properties of shapes using various functions of software inductively. In addition, in terms of visualization, students were able to quickly and easily draw shapes that met the conditions, and unlike the paper-and-pencil environment, using the 'measurement' and 'symmetry' functions, they transformed and manipulated complex yet precisely congruent and symmetrical external representations. Based on these analysis results, implications for the use of exploratory software in the area of figures were derived.

Development of a Software Education Curriculum for Secondary Schools

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.127-141
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    • 2016
  • With more emphasis on importance of software, many countries try to provide software education. Of course Korea includes informatics courses in 2015 revised curriculum, so that software education will be administered briskly in soon. However there are practical challenges including a lack of teaching hour in classes and the monotony of educational contents which occurs with that. To solve these problems, this research develop software education curriculum model that could be practically used for both middle and high school. First this study compare the curriculum of Korea to that of United States and United Kingdom. After analyzing the result, the curriculum model for middle and high school is developed. The curriculum model can be classified into three types, middle, high and advanced-high levels and include key concepts like collaboration and convergence, computational thinking, computing practice and programming, computers and communications devices, community, global, and ethical impacts. To assess the feasibility of our software education curriculum model, examination was made by expert group and a hearing was held by related researchers. Then the model was modified in a way that adjustable to Korea education system. This study provides some important guidances on designing a curriculum for software education at middle and high school. However, there still are difficulty adjusting to the elementary school and university course. To be able to further research, same kind of studies on elementary school and university course need to be done. Also, continuous modifications are required to reflect reality including technological advance, curriculum, and changes of education system.