• Title/Summary/Keyword: Scratch Programming

Search Result 128, Processing Time 0.023 seconds

Development of Education Program for Line-Tracer Simulation using Scratch EPL (스크래치 EPL을 활용한 라인트레이서 시뮬레이션 교육 프로그램 개발)

  • Sin, Gap-Cheon;Hur, Kyeong
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.4
    • /
    • pp.533-542
    • /
    • 2011
  • In this paper, we have selected traveling algorithms of Line-Tracer as the focused learning elements with the PBL-based programming instruction method. Line-Tracer traveling algorithm programming has been simulated using the Scratch EPL. Development of robot web courseware such as Line-Tracer 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 Scratch application courseware to the field of elementary education.

  • PDF

STEAM Learning Model in Elementary Schools by Applying SCRATCH Programming (스크래치 프로그래밍을 활용한 초등학교 STEAM학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.4
    • /
    • pp.457-466
    • /
    • 2013
  • It is possible to increase integrated thinking and problem solving ability ultimately through STEAM education. This study developed STEAM model to apply to subjects and scratch knowledge education that sixth grade students in elementary schools can learn each subject through STEAM learning by applying scratch programming and it was applied and analyzed during regular classes and afterschool classes for sixth grade students. As a result, it was possible that about 70% of sixth grade students, the subject of model application were able to do STEAM learning initiatively by applying scratch program. Other 30% of the students were able to do STEAM learning partially through scratch. As for the achievement assessment of STEAM learning, it was evaluated that most of the students for the evaluation subjects got satisfactory achievement level by getting overall average 7.83 out of ten. Thus, it is considered that STEAM learning model by applying scratch is very superior that applying existing programming language such as C, BASIC etc.

The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.4
    • /
    • pp.375-384
    • /
    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

  • PDF

Non-Major Students' Perceptions of Programming Education Using the Scratch Programming Language (스크래치 프로그램을 활용한 프로그래밍 교육에 대한 비전공자의 인식 연구)

  • Oh, Mi-Ja
    • The Journal of Korean Association of Computer Education
    • /
    • v.20 no.1
    • /
    • pp.1-11
    • /
    • 2017
  • As an emphasis has been put on the importance of computational thinking, universities have opened software educational programs as required basic courses.. Therefore this study aimed to examine non-major students' perceptions of programming before and after they had programing education. To this end, this study performed programming education for 15 weeks using the Scratch programming language, and then conducted a questionnaire survey. This study analyzed responses from 214 students. According to the results of the analysis, 74 % of the non-major students had no previous experience with programming, 87% felt that programming was difficult, and 69.7% answered that they did not need programming education. To change these negative perceptions of programming, this study made the following suggestions. First, the professor should clearly convey the needs, purposes, and content of programming education to students prior to class. Second, programming should be designated as an optional course rather than required one. Third, it is necessary to develop content integrated with majors, or educational programs or content connected to getting a job or starting a business.

The Effects of Scratch Programming on Preservice Teachers: Assessment Utilizing Computational Thinking and Bloom's Taxonomy (스크래치 프로그래밍이 예비교사에게 미치는 영향 : 컴퓨팅 사고 및 블룸의 텍사노미 활용 평가)

  • Choi, Hyungshin;Kim, Kibum
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.2
    • /
    • pp.225-232
    • /
    • 2015
  • The goal of this study is to assess the effects of Scratch programming classes on preservice teachers by using computational thinking and cognitive evaluations based on Bloom's taxonomy. To pursue this research goal we measured preservice teachers' programming skills using cognitive evaluation items based on Bloom's taxonomy after preservice teachers took one-semester Scratch programming course. In addition, a survey focused on computational thinking (CT) concepts, CT practices, and CT perspectives was conducted. We also conducted artifact-based interviews to unpack preservice teachers' experiences of working on team projects and analyzed their experiences qualitatively. The results of this study are meaningful because we assessed preservice teachers' experiences comprehensively with both quantitative and qualitative methods. In addition, this study provides us with implications for evaluation perspectives in designing programming courses for preservice teachers by adopting Bloom's taxonomy scheme.

Development and Application of STEAM Education Model using Scratch Programming and Sensor Board in Class of Elementary School Students (초등학생들이 수업시간에 스크래치 프로그래밍과 센서 보드를 활용한 STEAM교육 모형 개발과 적용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.2
    • /
    • pp.213-224
    • /
    • 2014
  • STEAM learning, which combined software with hardware, can greatly increase algorithm improvement, problem-solving skills, integrated thinking ability etc. and can ultimately improve learning attitude and academic achievement. In this study, we developed STEAM learning model so that 6th graders who can fully understand the basic concept of programming can learn subject contents of national textbooks (5 kinds) with programming that combined six sensors attached Sensor_board with Scratch and applied it to 6th grade class and analyzed the results. As a result, the STEAM learning tool that combined Scratch with Sensor_board was analyzed to be suitable for most elementary school students to be evaluated. In the achievement evaluation of learning, 39.5% of students obtained more than 7 points out of perfect 10 in the average achievement level of 5 subjects so most students evaluated were analyzed to obtain satisfactory achievement. Therefore, STEAM learning using Scratch and Sensor_board, hardware is considered to be more effective than existing software-centered ${\times}$learning using only software.

Development of training Materials for Algorithm using Scratch (스크래치를 활용한 알고리즘 교육 자료 개발 연구)

  • Kim, Jong-Jin;Hyun, Dong-Lim;Won, Yoo-Hun;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2010.08a
    • /
    • pp.211-219
    • /
    • 2010
  • In this paper we used Scratch, educational programming language, to teach algorithm to elementary school students. Scratch provides a graphical programming interface, so elementary school students can learn easily and immediately check the results of programming that can hold students' interest. Therefore, development of training material from Scratch using the algorithm can look forward to the Bloom's Mastery Learning. Also worksheets by level will give us excellence in education, growth of the ability to solve problems and creativity will be a great asset for student's future learning.

  • PDF

The Effect of Programming Education Using Scratch on Improving Problem Solving Ability (Scratch를 활용한 프로그래밍 교육이 문제해결력 향상에 미치는 영향)

  • Kim, Hyun-Jeong
    • 한국정보교육학회:학술대회논문집
    • /
    • 2010.01a
    • /
    • pp.307-312
    • /
    • 2010
  • 본 연구는 초등학교 4학년 학생들을 대상으로 창의적이고 자기주도적인 문제해결력 향상에 도움이 되는 프로그래밍 수업을 재량시간을 통해 진행하려 한다. 프로그래밍 수업은 전문 용어, 결과가 눈에 쉽게 보이지 않는 이유 등으로 초등학생에게는 지루하고 어려워서 적용하기에는 부담스러운 면이 있다. 이에 본 연구는 프로그래밍을 아동인지단계에 맞추어 흥미를 느끼고 쉽게 접근할 수 있는 Scratch 프로그램을 활용하여 프로그래밍 수업을 하고자 한다. 단일 집단에게 수업을 실시하고 사전사후 검사를 통하여 Scratch 프로그램을 활용한 프로그래밍 수업이 문제해결력 향상에 도움이 되는지를 검증해 보고자 한다.

  • PDF

A Study on The Programming Education Curriculum with Scratch Language for The Elementary Student (스크래치 언어를 이용한 초등학교 프로그래밍 교육 과정)

  • Kim, Mi-Seon;Park, Phan-Woo
    • 한국정보교육학회:학술대회논문집
    • /
    • 2011.01a
    • /
    • pp.67-73
    • /
    • 2011
  • In the basis on the revised Information and Communications Technology guidelines at elementary and middle school, it is newly emphasized in 3rd stage of ICT guidelines that the programming education is needed to cope with information-oriented society at the elementary school. But, it is a little difficult for the young students to learn how to make program. In this paper, we suggest a programming education curriculum with Scratch Language and educational contents for the elementary student.

  • PDF

Effects of Scratch Programming Learning based on CPS on Verbal Creativity (CPS 모형 기반 스크래치 프로그래밍 학습이 언어 창의성에 미치는 영향)

  • Kim, ByeongSu;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.6
    • /
    • pp.11-19
    • /
    • 2013
  • Recently, the discussion of domain-generality vs. domain-specificity of creativity has been continued. At this point in time, we need to research computer programming activities related to creativity again. While most of existing relative researches have performed TTCT figural tests for evaluating learners' creativity of learning education programming language, our perspective is that verbal creativity is needed on learning education programming language more. In this research, we have developed scratch programming learning based on CPS with the contents using fundamental concepts of computer science from the viewpoint of that programming is a kind of learning required verbal thinking style. This learning program was applied to 17 students of 4th and 5th grade for each 4 classes in 5 days, total 20 classes, this group passed normality test has the result of t-test has found that three subscales (fluency, flexibility and originality) and creativity index (mean of three standard scores) of verbal creativity were improved significantly using the mean of standard scores (100) of TTCT verbal tests as the test value.

  • PDF