• Title/Summary/Keyword: Middle School Informatics Education

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A Fundamental Study on Developing the Enrichment Curriculum for Gifted Children in Informatics Education Using Delphi Method (Delphi 기법을 적용한 심화형 정보 영재교육과정 개발의 기초연구)

  • Park, Jeong-Sun;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.13-26
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    • 2010
  • The purpose of this study is to develop the enrichment curriculum connected to a Revised Version of 7th National Informatics Curriculum in Middle School for gifted students in IT education. This study uses a Delphi Method to develop a curriculum which is comprised of educational objectives, educational contents, teaching-learning method and educational evaluation. This study carried out a three-round delphi survey in 'The problem-solving method and its procedure' field from grade 1 to grade 3. In this study, first, the responses of the experts about educational objectives, educational contents, teaching-learning method and educational evaluation of each grade were analyzed. Second, organized items were designed. Finally, important items were selected by statistics.

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THE M/G/1 FEEDBACK RETRIAL QUEUE WITH BERNOULLI SCHEDULE

  • Lee, Yong-Wan;Jang, Young-Ho
    • Journal of applied mathematics & informatics
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    • v.27 no.1_2
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    • pp.259-266
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    • 2009
  • We consider an M/G/1 feedback retrial queue with Bernoulli schedule in which after being served each customer either joins the retrial group again or departs the system permanently. Using the supplementary variable method, we obtain the joint generating function of the numbers of customers in two groups.

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Development of Teaching Model for 'Problem-solving methods and procedures' section in the 2012's revised Informatics curriculum (2012년 신 개정 정보 교육과정의 '문제 해결 방법과 절차' 영역을 위한 수업 모형 개발)

  • Hyun, Tae-Ik;Choi, Jae-Hyuk;Lee, Jong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.189-201
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    • 2012
  • The purpose of this study is to develop an effective teaching model for the "Problem solving methods and procedures" section in the revised academic high school informatics curriculum, verify its effectiveness, make the subject more effective and appealing to teachers as well as students. The model includes a middle school level informatics curriculum for the students who have yet to learn the section. This development follows the ADDIE model, and the Python programming language is adopted for the model. Using the model, classes were conducted with two groups: high school computer club students and undergraduate students majoring in computer education. Of the undergraduate students 75% responded positively to the model. This model was applied in the actual high school classroom teaching for 23 class-hours in the spring semester 2012. The Pearson correlation coefficient that verifies the correspondence between the PSI score and the informatics midterm exam grade is .247, which reflects a weak positive correlation. The result of the study showed that the developed teaching model is an effective tool in educating students about the "problem solving methods and procedures". The model is to be a cornerstone of teaching/learning plans for informatics at academic high school as well as training materials for pre-service teachers.

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.

A study on coding mathematics curriculum and teaching methods that converges school mathematics and school informatics (수학교과와 정보교과를 융합하는 코딩수학 교육과정 및 교육방법 연구)

  • Kang, Ha Ram;Lim, Chae Lyeong;Cho, Han Hyuk
    • The Mathematical Education
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    • v.60 no.4
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    • pp.467-491
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    • 2021
  • This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.

Meta-Analysis of Cognitive and Affective Effects of Arduino-Based Educational Programs

  • Bong Seok Jang
    • Journal of information and communication convergence engineering
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    • v.22 no.2
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    • pp.153-158
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    • 2024
  • This study aims to summarize the effects of Arduino-based educational programs through a meta-analysis. Eleven eligible primary studies were obtained through a systematic literature review and coded accordingly. The results are as follows: The meta-analysis revealed that the overall effect size for all the studies was 0.518. Analysis of the moderator variables indicated statistically significant differences between them. Regarding the learning domains, the results were ranked in descending order of the cognitive and affective domains. Within the cognitive domain, the effect sizes were ranked in descending order as follows: logical thinking, content knowledge, convergence competency, self-efficacy, computational thinking, and creative problem-solving skills. In terms of subject areas, the descending order of effect sizes was agriculture, STEAM, environmental science, practical arts, artificial intelligence, informatics, and computers. Regarding school level, the results were ranked in the following descending order: college, elementary school, middle school, and high school.

The Influence of Pair Programming on 4Cs Improvement in Middle School Informatics (중학교 정보교과에서 짝 프로그래밍이 4Cs 향상에 미치는 영향)

  • Park, Yoon-mi;Lee, Hyo Jong
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.301-311
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    • 2020
  • A model of cooperative learning, Pair Programming was applied to regular class for middle school students. Algorithm and programming skill were taught through the pair programming for two week and the achievement was analyzed based on 4Cs(Critical thinking, Communication, Collaboration, Creativity) proposed by the NEA(National Education Association). The control group was statistically significant on Critical Thinking between pre-test and post-test1, while the experimental group was statistically significant on all measurements of 4Cs. Between pre-test and post-test2, the control group showed overall little difference in range of 0.2 points on the 4Cs average scores. while the experimental group was statistically significant on all measurements of 4Cs. Between post-test1 and post-test2, there was no significant difference on 4Cs average scores in both groups. The experimental group showed higher score results on all 4Cs than the control group. This study verifies that the benefits of Pair Programming on 4Cs.

The design of the Instructional Model of informatics in middle school Using flipped learning (플립러닝을 적용한 중학교 정보교과의 수업모형 설계)

  • Lee, Hye-Young;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.163-165
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    • 2016
  • 본 논문에서는 2015개정 교육과정에서 중학교 필수과목으로 지정된 정보교과에 플립러닝을 적용한 수업모형을 제안하고자 한다. 플립러닝은 전통적인 강의식 교수법을 뒤집은 수업모형으로 구성주의 관점에서 시작된 학생중심수업의 한계점을 개선하고 더욱 활발한 상호작용 중심 수업이 이루어지도록 하는 수업모형이다. 본 논문에서는 학생들의 학업성취 및 학습동기 향상에 긍정적인 영향을 미칠 수 있도록 수업모형을 설계하여 정보교과의 다양한 영역에서 사용가능한 플립러닝 설계 가이드라인을 제공하고자 한다.

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Design of Liberal Arts Subjects for Artificial Intelligence Education for Pre-Teachers in Elementary and Secondary Schools (초중등 예비교사의 인공지능 교육을 위한 교양 교과목 설계)

  • Jun, SooJin;Jeon, YongJu;Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.859-869
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    • 2021
  • The purpose of this study was to develop an AI liberal arts subject for pre-service teachers of all majors in elementary and middle school. To this end, the main areas of the AI curriculum, sub-themes for each week, and activities were specifically designed and verified through two rounds of Delphi by 13 experts. The AI liberal arts curriculum in this study consists of three areas. Then, detailed topics for each week were confirmed, and a total of 13 weeks were arranged according to the natural flow. It was intended to help teaching and learning by arranging learning activities based on the experiential learning model according to the learning content. It is expected that this study will be used as basic data for the development of various AI education subjects for pre-service teachers in elementary and secondary schools in the future.

The Development and Application of Tutoring Strategy for On-line Programming Learning Based on Affective Learning Style of the Informatics Gifted (정보영재의 정의적 학습양식에 기반한 온라인 프로그래밍 학습 튜터링 전략의 개발 및 적용)

  • Kim, Jiseon;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.33-44
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    • 2016
  • In this study, learning preferences of the informatics gifted participating in on-line programming practice has been investigated and the tutoring strategy based on learning styles was developed and verified its effectiveness. On-line programming learning is the environment in which learning is done through interaction with a tutor. For determination of the students' learning styles, Grasha-Reichmann's learning style was utilized. Key elements, learning activity and feedback, of tutoring strategy were derived based on learning style and developed on-line programming learning tutoring strategy. To verify the effectiveness, six-class period of learning C-language of 173 middle and high school students based on learning styles was applied for 12 weeks. As a result, the experiment group applied with a tutoring strategy based on the learning style showed significant improvements in terms of satisfaction and achievement than the control group.