• Title/Summary/Keyword: Physical Computing Education

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Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.45-54
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    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

Analysis on Creativity and Solving-Problem Ability with Hackathon-based Elementary SW Education (해커톤 기반 초등 SW교육이 창의성과 문제해결력에 미치는 효과성 분석)

  • Lee, Si-Hoon;Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.995-1000
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    • 2017
  • The purpose of this study is to analyze the educational effect on creativity and solving-problem ability based on hackathon of elementary SW education. We divided into control and experimental groups with activities of physical computing or robots. The control groups conducted by traditional project based learning collaboratively and the experimental group in hackathon. The outcomes from students were evaluated to by elementary teachers with questionnaire and analyzed to the creativity and solving-problem ability of physical computing or robot productions. As a result, a group of hackathon showed significant positive results in the accuracy on creativity and solving-problem skills statistically. We concluded that the free atmosphere of hackathon for communication and consultation have been attributed to various ideas of students.

AiMind: AI Experience and Physical Computing Education Platform (AiMind: AI 체험 및 피지컬컴퓨팅 교육 플랫폼)

  • Se-Hoon Lee;Ki-Tea Kim;Jay Yun;Do-Hyung Kang;Young-Ho Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.395-396
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    • 2023
  • 본 논문에서는 디지털 전환 시대에 모든 사람들이 인공지능(AI) 체험부터 피지컬컴퓨팅을 통해서 SW·AI 융합해 아이디어를 쉽게 구현하고 교육 받을 수 있는 플랫폼을 구현하였다. AI 체험을 위해 P5.js와 텐서플로우에 기반한 ML5.js 라이브러리를 이용해 블록 코딩을 할 수 있도록 하였다. 또한 피지컬컴퓨팅에서는 마이크로비트와 아두이노, 라즈베리파이 등을 WebUSB를 통해서 PC와 연결하고 플랫폼에서 인공지능의 다양한 서비스와 융합시킬 수 있도록 제공한다.

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Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.35-42
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    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.

Development and Application of Visiting Physical-Computing Experience in an Education Program

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.279-286
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    • 2022
  • The purpose of this study is to present a case of the development and application of a one-time special lecture program that requires the use of computers in frontline elementary and secondary schools. For this purpose, the researcher developed an Arduino-based special lecture program that works as a teaching tool to help with the functions of a student PC with a Raspberry Pi. This special lecture program was applied at three elementary and middle schools near K-University, and then the program was evaluated. The results of this study are as follows. First, the researcher developed a teaching aid for PC functions to be used in special lectures. Second, teaching and learning materials for visiting special lecture education programs using Arduino were developed. Third, in the special lecture, a teaching-learning method was used to guide a small number of students individually. Fourth, the special lecture program resulted in high satisfaction. The results of this study can be a useful reference for teachers who plan one-time special lecture programs requiring computers or for those who want to apply physical computing-related devices in an educational field.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

Development of Software Education Program using Self-driving (자율주행을 활용한 소프트웨어 교육프로그램 개발)

  • Hyo Sun Yoon;Min Kyu Jeong;Kyung Baek Kim
    • Smart Media Journal
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    • v.13 no.2
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    • pp.145-155
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    • 2024
  • As the importance of software and artificial education is emphasized on the digital transformation era, various educational materials are being developed and distributed. To achieve the purpose of software education, various software education programs suitable for school settings need to be provided. In this paper, we developed a software education program using self-driving that can be applied to secondary school software education and applied it to secondary school students. The developed software education program is a physical computing program consisting of various motion control programs such as object detection, line tracing using various sensors, focusing on experience and practice. As a result of the survey, students' attitudes and career orientation toward software and artificial intelligence, and satisfaction with software education were over 90%, and satisfaction with the proposed program was over 95%.

A Study on the Effective Use of the Physical Computing for creative learning (초중등 창의 학습을 위한 피지컬 컴퓨팅의 활용 방안)

  • Eom, Ki-Soon;Lee, Won-Gyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1008-1011
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    • 2014
  • 디지털 기술의 발달과 함께 기술과 예술및 디자인의 경계가 모호해졌고, 이미 많은 교육기관에서는 두 분야를 교육에 녹여내고 있다. 그래서 본 연구에서는 창작의 관점으로 초중학생들에게 피지컬 컴퓨팅로 교육하였하였으며, 학생들은 아이디어부터 결과물까지 스스로 작품을 제작하는 경험을 하였다. 나아가 실제 학교 교육현장에서 활용할 수 있을지 방안을 모색해보고자 한다.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.