• Title/Summary/Keyword: SW education method

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Research on the Content to Develop Instructor's Certification for Software Education

  • Jun, Soo-Jin;Shim, Jae-Kwoun;Kim, Jeong-Rang
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.341-347
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    • 2020
  • In this paper, we propose to discover the certification items and to study the content system for SW education instructors, including SW education based on basic teaching-learning capabilities and Computational Thinking(CT). To this end, SW education instructor qualification were divided into three classes using methods such as prior case studies, Delphi surveys, and expert meetings, and the certification evaluation areas were divided into large areas of 'Teaching and Learning Method' and 'Software Education' reflecting primary and secondary curriculum. Sub-areas and content elements for each series were set and verified through expert Delphi survey. Such research is expected to contribute to the spread and dissemination of SW education by being used meaningfully when establishing a system that fosters SW education instructors and maintains and manages the quality of instructors.

A Study on the Perceptions of SW·AI Education for Elementary and Secondary School Teachers Using Text Mining (텍스트 마이닝을 이용한 초·중등 교사의 SW·AI 교육에 대한 인식 연구)

  • Mihyun Chung;Oakyoung Han;Kapsu Kim;Seungki Shin;Jaehyoun Kim
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.57-64
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    • 2023
  • This study analyzed the perceptions of elementary and secondary school teachers regarding the importance of SW/AI education in fostering students' fundamental knowledge and the necessity of integrating SW/AI into education. A total of 830 elementary and secondary school teachers were selected as study subjects using the judgment sampling method. The analysis of survey data revealed that elementary and secondary teachers exhibited a strong awareness of the importance and necessity of SW/AI education, irrespective of school characteristics, region, educational experience, or prior involvement in SW and AI education. Nevertheless, the primary reasons for not implementing SW/AI education were identified as excessive workload and a lack of pedagogical expertise. An analysis of opinions on the essential conditions for implementing SW/AI education revealed that workload reduction, budget support, teacher training to enhance teacher competency, content distribution, expansion of subject-linked courses, and dedicated instructional time allocation were the major influencing factors. These findings indicate a significant demand for comprehensive instructional support and teacher capacity-building programs.

Educational Method of Algorithm based on Creative Computing Outputs (창의적 컴퓨팅 산출물 기반 알고리즘 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.49-56
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    • 2018
  • Various types of SW education are being operated by universities for non-major undergraduates. And most of them focus on educating computational thinking. Following this computing education, there is a need for an educational method that implements and evaluates creative computing outcomes for each student. In this paper, we propose a method to realize SW education based on creative computing artifacts. To do this, we propose an educational method for students to implement digital logic circuit devices creatively and design SW algorithms that implement the functions of their devices. The proposed training method teaches a simple LED logic circuit using an Arduino board as an example. Students creatively design and implement two pairs of two input logic circuit devices, and design algorithms that represent patterns of implemented devices in various forms. And they design the functional extension and extended algorithm using the input device. By applying the proposed method, non-major students can gain the concept and necessity of algorithm design through creative computing artifacts.

Development of SW convergence Education program for the patriotism applying Novel Engineering (Novel Engineering을 적용한 SW융합형 호국보훈 수업 방안)

  • Hong, Ji-Yeon;Kim, Yung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.600-603
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    • 2018
  • The purpose of this study is to describe the SW Convergence education class applying the Novel Engineering teaching method during the creative experiential activity time. We developed a SW convergence education program for a patriotism class applying Novel Engineering, a new educational method instead of writing and drawing. Through this lesson program, students can improve their problem-solving ability based on their computational thinking and enhance their love spirit about country. Students read a book that tells the story of patriot, writes the historical scene presented in the book through scenarios through Re-enactment, and implements the simulation situation using Lego WeDo 2.0. The results of this study based on the analysis of the data on the questionnaire showed that there is a significant students' change through the SW convergence education program for patriotism class. In the future, we will expand the scope to more various grades and subjects so that we can generalize the effectiveness of SW convergence education applying Novel Engineering.

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The Flipped Learning-based SW-STEAM Education Program for Learning Motivation (학습동기 향상을 위한 플립러닝 기반 SW 융합 교육)

  • Song, Haenam;Ryu, Miyoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.325-333
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    • 2018
  • This study analyzes students' motivation for learning when applying SW-STEAM education using Flipped Learning. As a main content of the study, we developed a program that combines SW education with existing subjects and utilized flipped learning as a method. Elementary school students were given an education program. The data were collected through pre and post-test of learning motivation. As a result of analysis, the SW-STEAM program based on flipped learning has improved attention, relevance and confidence. We expect that the results of the SW-STEAM education program developed in this study and the learning motivation analysis will help in the direction of the SW-STEAM education and be useful as a basic resources for settling in class.

A Study on Curriculum of Information Subject for Information Concept in Elementary and Middle School (정보 개념에 대한 초.중학교 정보교과의 교육과정 구성에 관한 연구)

  • Ahn, Seonghun;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.265-274
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    • 2014
  • Rising rate of IT industry in world economy, major countries strengthen IT education. Especially, Owing to SW become significant in IT industry, curriculums of school to enlarge SW education are made in major country. Korea Association of Information Education have studied a new curriculum and suggest a new plan that content of information education classify by 'computer system', 'SW production' and 'fusion activity'. Therefore we study on a curriculum for information of SW production of elementary and middle school. In this paper we firstly suggest object to achieve on information of SW production of elementary and middle school. Next we suggest teaching learning method and evaluation method on them. we expect that the object to achieve on information of SW production we suggest will contribute to develop the curriculum of ICT subject.

A Trend Analysis of Computer Education based on SNS Data through Data Mining Analysis (텍스트마이닝 분석을 활용한 SNS 데이터 기반의 정보교육의 동향 분석 연구)

  • Kim, Kapsu;Chun, Seokju;Koo, Dukhoi;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.289-300
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    • 2021
  • SNS data was collected and analyzed by topic modeling techniques to examine recent trends in information education. By deriving keywords and topics for SW education and AI education, we not only attempted to discover insights ahead of the next revised curriculum but also suggested directions. According to the SNS data analysis, the contents of human resource development for software and the instructional method in schools are indicated as a high requirement. Meanwhile, SW education should be conducted through a separate curriculum from elementary school, and this was consistent with the opinion that it is necessary to be organized as a required subject. There was an opinion to support the schools since AI education is newly introduced in next revised national curriculum. The trends in SW education and AI education which are observed through SNS data analysis could be concluded to conduct the substantial operation of information education and curriculum organization.

A Study on Creative and Convergent SW Education Programs for improving Computational Thinking

  • Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.8
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    • pp.93-100
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    • 2017
  • After the fourth industrial revolution came along, SW education to improve creativity and problem-solving ability began in elementary, middle, and high schools first and then in universities as well positively; however, research on the curriculum or what it has to pursue is not yet enough. Here, this study will investigate the current status of SW education provided in software-oriented schools operated in universities and also given as cultural studies in general universities and examines the curriculum or the standard plan for education. In most schools, it is operated as similar subject names, and diverse methods are tried on- and off-line to cultivate computing thinking skills. Also, to study SW education programs that can be operated in the general cultural courses of universities and find out how to utilize them, this author suggests the goal setting, educational contents, and teaching methods for SW education. As follow-up tasks, it will be needed to apply the suggested programs to the field and find out new evaluation methods in order to cultivate creative and convergent persons of ability.

Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.

The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education (SW 교육에서의 컴퓨팅 사고력 기반 디자인 중심 모형(NDIS)의 효과분석)

  • Ju, Soo-Jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.13-21
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    • 2017
  • The purpose of this study is to verify the effect of the design - oriented model (NDIS) for enhancing learner's computing thinking in SW education. NDIS is a project-based learning model in which learners find real-life problems, analyze their needs, and design and implement them. In order to verify the effectiveness of NDIS, we experimented with middle level G education university students who had previously experienced SW education class. The traditional project model was applied to the control group and the NDIS model based on CT was applied to the experimental group. The experimental group showed a higher CT narrative performance evaluation score than the comparative group, which showed a significant difference. In addition, students showed a positive perception of self-confidence and CT improvement in solving real-life problems using computing.