• Title/Summary/Keyword: Software(SW) education

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Study on the Preliminary Teachers' Perception for the Development of Curriculum of the Robot-based Software Education in the Universities of Education (교육대학교 로봇 활용 소프트웨어 교육 과정 개발을 위한 예비 교사의 인식 조사 연구)

  • Jeong, Inkee
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.277-284
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    • 2017
  • Software Education will be implemented at elementary, middle and high schools starting in 2018. The goal of software education is to help students develop Computational thinking skills. Especially, using robots in software education increases student interest and helps to increase creativity. In order for software education using robots to be effective, education for teachers should be effective. The development of effective education contents for preliminary teachers can be said to be the success of software education. By the way, effective education can be said to begin with an accurate analysis of the subjects. In order to develop an effective curriculum for preliminary teachers, it is necessary to grasp the level of preliminary teachers who will carry out the software education using robots. Therefore, in this paper, we surveyed the experiences, levels and perceptions of preliminary teachers to help develop software education curriculum using robots.

A Design of an UDDPAAP Competence Teaching-Learning Model to Improve Computational Thinking in College Students (대학생들의 컴퓨팅 사고력 향상을 위한 UDDPAAP 역량 교수·학습 모델 설계)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.327-331
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    • 2018
  • The purpose of this study was to design a competence teaching-learning model that could help college students improve their computational thinking among core competences in SW education. A competence teaching-learning model, UDDPAAP (Unplugged-Demonstration-Decomposition-Pattern Recognition-Abstraction-Algorithm-Programming), was designed by analyzing competences of learners with no experience in software coding, by reconstructing DMM, DDD, and DPAA among the five existing SW-based teaching-learning models, and by analyzing unplugged activity and the Bebras challenge computational thinking scale carefully. The unplugged activity partially adapted to instruction for college students and some items chosen from the Bebras challenge computational thinking scale were applied to the existing teaching-learning model. To determine the effects of the study, pretest was conducted in freshmen for computational thinking and self-confidence on the basis of the experience in SW and computer information literacy education, and posttest following instruction applying the UDDPAAP teaching-learning model. The students provided with SW education based on the UDDPAAP teaching-learning model saw their computational thinking competence improved.

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A Study on the Improvement of Computing Thinking Education through the Analysis of the Perception of SW Education Learners (SW 교육 학습자의 인식 분석을 통한 컴퓨팅 사고력 교육 개선 방안에 관한 연구)

  • ChwaCheol Shin;YoungTae Kim
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.195-202
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    • 2023
  • This study analyzes the results of a survey based on classes conducted in the field to understand the educational needs of learners, and reflects the elements necessary for SW education. In this study, various experimental elements according to learning motivation and learning achievement were constructed and designed through previous studies. As a survey applied to this study, experimental elements in three categories: Faculty Competences(FC), Learner Competences(LC), and Educational Conditions(EC) were analyzed by primary area and secondary major, respectively. As a result of analyzing CT-based SW education by area, the development of educational materials, understanding of lectures, and teaching methods showed high satisfaction, while communication with students, difficulty of lectures, and the number of students were relatively low. The results of the analysis by major were found to be more difficult and less interesting in the humanities than in the engineering field. In this study, Based on these statistical results proposes the need for non-major SW education to improve into an interesting curriculum for effective liberal arts education in the future in terms of enhancing learners' problem-solving skills.

Design of an Educational Symbolic Coding Application for Drone Education (드론 교육 적용이 가능한 교육용 심볼릭 코딩 어플리케이션 설계)

  • Ok-Kyoon Ha;Ju-hyeon Lee;Dong-myung Kim;Byeong-chan Choi;Hyeong-guk Jo;Min-jae Kang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.375-376
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    • 2023
  • 정보기술의 발전으로 인해 코딩 교육의 중요성이 부각되고 있다. 코딩 교육과 다양한 분야와 융합된 교육 모델이 제시되고 있으며 그 중 드론을 활용한 코딩 교육 방법이 일부 존재하지만 오락성이 강조되거나 드론 조종에 초점을 두고 있어 코딩 역량 향상에는 한계가 있다. 본 논문에서는 학습자의 안전성을 보장하고 코딩 역량 향상을 위해 드론 교육에 적용 가능한 교육용 심볼릭 코딩 어플리케이션을 제시한다. 제시하는 어플리케이션은 사용자가 SW 설계 수준의 순서도 기반 심볼릭 코딩을 학습하고 코딩 결과를 드론 시뮬레이션 또는 실제 드론에 적용하여 확인할 수 있는 기능을 제공한다. 이를 통해 학습자들에게 실제적인 코딩 경험을 제공하고 창의적인 문제 해결 능력과 창의성 향상을 기대할 수 있다.

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A Study on the 3D Modeling Curriculum for the Education Vulnerable (교육 취약계층을 위한 3D 모델링 커리큘럼에 관한 연구)

  • Kim, Hyun-Ah;Kim, Jae-Woong;Lee, Yun-Yeol;Chae, Yi-Geun;Kim, Dong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.115-116
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    • 2022
  • 소프트웨어 교육은 현대사회의 필수 교육으로서, 초등학교부터 교육을 접할 수 있도록 교육정책 및 지원 등이 강화되고 있는 실정이다. 그러나 코로나 팬데믹 이후 소프트웨어 교육 체험 활동 중단에 따른 비대면 교육의 한계로 교육 취약 계층과 영재 교육과의 격차가 심화되었다는 우려의 목소리가 크기에 격차 해소에 대한 대책이 필요하다는 의견과, 지역별 취약 계층에 대한 계획이 없는 교육 제도의 변화를 요구하고 있다. 따라서 에듀테크와 통합된 교육 콘텐츠의 중요성이 부각되고 있다. 본 논문에서는 큐브 형태의 모델링이 가능한 3D 모델링 프로그램인 타다크래프트를 기반으로 교육 소외 계층도 손쉽게 접근할 수 있는 교육 커리큘럼을 제안한다. 3D 모델링을 구현함으로써, 학습자들은 학습에 대한 성과와 흥미를 획득할 수 있고, 공간 확장 능력을 배양할 수 있을 것으로 기대된다.

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Design of Teaching Methods to Improve the Participation of Non-major Learners in SW-subjects (비전공 학습자의 SW교과 참여도 향상을 위한 교수법 설계)

  • Lee, Min-Hye;Kang, Yun-Jeong;Won, Dong-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.383-385
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    • 2022
  • Recently, as the importance of computational thinking skills has increased, several schools have opened and operated software courses for all students. Software education aims to creatively solve various problems based on coding, but it is difficult to motivate non-major learners who do not have engineering knowledge or are not interested in the IT field. Motivation for learning plays an important role in improving learners' concentration and learning efficiency. In this paper, a method of motivating non-major learners for software subjects was studied and the results were evaluated through a questionnaire.

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Development and Application of Software Education Program Based on Blended Learning for Improving Computational Thinking of Pre-Service Elementary Teachers (초등예비교사의 컴퓨팅 사고력 향상을 위한 블렌디드 러닝 기반의 소프트웨어교육 프로그램 개발 및 적용)

  • Song, Ui-Sung;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.7
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    • pp.353-360
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    • 2017
  • In this study, a software education program based on blended learning using scratch was designed for pre-service elementary teachers' software education. Software education program was applied to experimental group and control group within the university of education using Scratch programming for 12 weeks. Blended learning using online lectures was applied to experimental group. The pre-service teachers' recognition about software education and self-evaluation of computational thinking were performed. Then, we analyzed the effect of the developed education program on the recognition of software education and computational thinking. As a result, the level of post-recognition of software education in the experimental group was significantly higher than that of the pre-recognition. In the self-evaluation of computational thinking, the experimental group was significantly higher than the control group. Therefore, it can be seen that the software education program based on blended learning can help improve the learner's computational thinking.

Analysis of Satisfaction of Elementary School Students and Teachers for Software Practice Education in Real-Time Video Classes (실시간 화상 수업 환경에서 소프트웨어 실습 교육에 대한 초등학생 및 교사의 만족도 분석)

  • Kang, Doobong;Park, Hansuk
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.825-834
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    • 2021
  • This study analyzed learners' satisfaction and in-depth interviews with teachers after operating a software practical curriculum as a real-time video class for fifth and sixth graders in elementary school. The correlation between learner's presence, class overall, interaction, and real-time video class satisfaction showed that the positive correlation between presence, class overall, interaction, and satisfaction with real-time video classes was somewhat high. There were some differences in the real-time video class participation environment and real-time video class satisfaction, but it was not found to be statistically significant. In the case of teachers, it was difficult to respond to problems occurring in each student's individual environment, interactions between students, and individual feedback problems for a sluggish student. To solve this problem, opinions such as preliminary guidance and verification of real-time video class connection environment, error support for sluggish students and individual class participation environment, and feedback on individual tasks using LMS were suggested.

A Study on Analysis of Curriculum for Maker Education using 3D Printer at Elementary School Classroom

  • Kim, Woo Yeol
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.60-66
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    • 2017
  • The advent of the 4th industrial revolution made the importance of software education to be emphasized, and thus, the Maker Education is attracting attention. This paper analyzes the curriculum to find contents suitable for Maker Education and proposes a workbook design using the results. The curriculum analysis data and workbook examples are expected to contribute to design elementary school curriculum for Maker Education using 3D printer. The workbook-based creative Making activities are, in addition, also expected to improve the computational thinking ability and to provide the insufficient instruction hours of SW education with an expandability.

Analysis of Software Image using Semantic Differential Scale in Elementary School Students (의미분별법에 의한 초등학생의 소프트웨어 이미지 분석)

  • Ryu, MiYoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.527-534
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    • 2016
  • This study is an analysis of Software image using the semantic differential scale with elementary students. We have selected the items in a total of 35 pairs of test about software-related image adjectives and are categorized into 7 main factors, and then analyzed the entire image with the students. The analysis of the differences between the software images of sex, the female students than male students were recognized the software is complex, slow and difficult and do not want to have. The analysis of the self-awareness on the software, the students who know that well recognized for the software select the positive term for the software. The inter-grade analysis are the older grade students were the answer to the objective features of the software like more difficult and complex.