• Title/Summary/Keyword: Software Curriculum

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A Comparative Study on Critical Review and Perceptions of Elementary Software Education Curriculum and Textbooks; Focused on Expert Teachers and Novice Teachers (초등학교 소프트웨어교육 교육과정 및 교과서의 비판적 검토 및 인식 비교 연구; 전문가 교사와 초보 교사 중심으로)

  • Song, JeongBeom
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.297-303
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    • 2020
  • This study compared the perceptions of novice teachers and expert teachers on software education in the 2015 revised curriculum. Awareness comparisons were assessed by questionnaire for priorities for field support, activities for professional development, organizational hours, achievement criteria statements, and appropriateness for textbooks introduced only in 6th grade. In all questions, there was a difference in recognition between the two groups. In particular, novice teachers were '' appropriate '' in terms of organizational hours, achievement criteria, and textbooks introduced only in 6th grade. Expert teachers, on the other hand, were inadequate. In addition, as a result of analyzing the key keywords of free-response opinions about the introduction of educational robots in the curriculum and textbooks, positive keywords were obtained for both groups. However, novice teachers showed passive and passive keywords such as 'support', 'difficulty', and 'problems', and expert teachers showed differences in their educational utilization after introducing 'utilization' and 'education'.

Analysis on the Technology Elements for Game Software Major Curriculum (게임소프트웨어전공 교과목 편성을 위한 기술요소 분석)

  • Park, Jin-Won;Seo, BeomJoo;Bae, Byung-chull;Kim, YeJin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.95-106
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    • 2017
  • In this paper, we characterize and analyze the technology elements and their hierarchy for the college graduating students performing capstone design projects in a game software major. When graduating students in a game software major must make a game for graduation, they need to know the pertinent technologies and their hierarchy. Technology analysis for game making would mean for students to recognize how the low level technologies taught in freshman and sophomore periods are linked to the high level technologies taught in junior and senior periods. Also, the analysis would help the professors design the game software major curriculum in detail based on the levels and the hierarchy of the individual technologies.

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 Computational Thinking as Mental Skills (정신적 기술로의 컴퓨팅 사고력 분석)

  • Yu, Jeong-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.221-224
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    • 2018
  • The abilities to effectively use and create technology to solve complex problems are the new and essential literacy skills of the twenty-first century. Digital literacy is an essential tool to support other subjects and all jobs. The digital literacy requires several thinking skills, an awareness of the necessary standards of behaviour expected in online environments, and an understanding of the shared social issues created by digital technologies. The government tried to cultivate communication ability to solve various problems creatively and efficiently through software education in the 2015 revised national curriculum and to raise communication ability and community consciousness through collaborative problem solving process. In this paper, we analyze whether the 2015 revised curriculum can develop digital literacy ability through educational contents of software curriculum.

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A Research on Curriculum Design for Artificial Intelligence Liberal Arts Education by Major Category : Focusing on the Case of D University (전공계열별 인공지능 교양교육을 위한 교육과정 제언 : D대학 교양필수 교과목 사례를 중심으로)

  • Park, So Hyun;Suh, Eung Kyo
    • The Journal of Information Systems
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    • v.30 no.3
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    • pp.177-199
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    • 2021
  • Purpose This study explores the development direction of the artificial intelligence curriculum as a universal education that enhances the ability of college students to flexibly use artificial intelligence these days, where artificial intelligence education is spreading, and the educational components based on this are subdivided according to the characteristics of each major. Design/methodology/approach In order to develop the educational purpose of the subject and the detailed educational curriculum suitable for the subject of education, we first analyzed domestic and foreign prior research related to artificial intelligence liberal arts education. As the main components derived by experts, the basic concept of artificial intelligence converges to literacy to read and write for everyday problem solving, as well as problem-solving ability to manipulate real data and software. Findings The results showed that In the artificial intelligence literacy module, trends and prospects of artificial intelligence and necessary competencies were checked, and cases applied to major fields were examined. In the AI utilization and application part, basic data analysis items and content composition were composed through creative thinking, logical thinking, and intelligence. In order to design the curriculum, a software development language suitable for each major area was first selected, and AI education content areas, elements, and packages were defined and designed for each major area to meet the objectives of the subject.

A 3-year Standard Curriculum Development for the Software Departments based on Job Group Analysis of S/W Industries (S/W 산업체 직군별 요소기술 요구 분석에 따른 3년제 S/W 학과 표준 교과과정 개발)

  • 송두헌
    • Journal of the Korea Computer Industry Society
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    • v.3 no.12
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    • pp.1713-1724
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    • 2002
  • Although there has been numerous attempts to facilitate software development education in universities and colleges, software industries complain more than ever especially for the quality of university major graduate. In consequence, industries recruit experienced software engineers more and more and only a few new university major get satisfaction in the job market. In order to minimize the different viewpoints between industries and universities, we conduct job group analysis to define a technical map of software industries and have surveys to verify the feasibility of the map and consisting component techniques. Then, we propose a standard three-year curriculum for the college level.

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Security Education Training Program Characteristics needed to Development Task of Security Software in Security Majors of 5 Universities of Seoul Region (서울지역 5개 대학 보안 전공들의 보안소프트웨어의 개발 직무에 필요한 보안 교육 훈련 프로그램 특성)

  • Hong, Jin-Keun
    • Journal of Convergence for Information Technology
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    • v.10 no.5
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    • pp.16-22
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    • 2020
  • In this paper, the technology and capabilities required for the job of developing security software recommended by the Cybersecurity Human Resources Development Framework of the National Initiative for Cybersecurity Education (NICE) were studied. In this paper, we describe what security skills are needed for the task of developing security software and what security capabilities should be held. The focus of this paper is to analyze the consistency between security technologies (core and specialized technologies) required for security software development tasks and the curriculum of information protection-related departments located in Seoul, Korea. The reason for this analysis is to see how the curriculum at five universities in Seoul is suitable for performing security software development tasks. In conclusion, if the five relevant departments studied are to intensively train developers of development tasks for security software, they are commonly required to train security testing and software debugging, how secure software is developed, risk management, privacy and information assurance.

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 Development of Algorithm and Programing Curriculum Model for Elementary School Students (초등학생을 위한 알고리즘 및 프로그래밍 교육과정 모델 개발)

  • Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.459-466
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    • 2015
  • The content of software education for elementary school students in the 2015 revisions to the national curriculum are not sufficient because class time dedicated to software education has been limited to 17 hours in fifth and sixth grades. In this study, I developed the algorithm and programming model for Korea. I analyzed domestic and international software education curricula as well as training platforms, such as Code.org, Blockly Games, and Entry. The suggested algorithm and programming framework is known as the Rainbow system, which is divided into 7 steps, 14 criteria, and 3 content areas--understanding the algorithm, the actual programming, and evaluation of the program. Using the Rainbow system, once students have completed a level they can be promoted to the next stage, regardless of their grade.

Study on the Achievement Goals and Teaching-Learning Methods of 'Information' Topic of Software Education in Elementary School (초등학교 소프트웨어 교육에서 '정보' 영역의 성취 목표 및 교수-학습 방법에 관한 연구)

  • Jeong, Inkee
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.499-508
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    • 2015
  • As society evolves into the information society, major countries strengthen software education. Especially, the curriculums of school to enlarge software education are made in major countries. Therefore, Korea Association of Information Education (KAIE) have studied a standard model for software education and revised the standard model that was published in 2014. The KAIE suggested a new plan that contents of software education classify by 'Software', 'Computer System' and 'Convergence Activities.' Therefore, I studied on a curriculum for 'Information' topic in elementary school. In this paper, I suggested the achievement goals for education of 'Information' topic. I nextly suggested teaching-learning and evaluation methods to meet the achievement goals. And I expect that the achievement goals, teaching-learning and evaluation methods I suggested about 'Information' topic will contribute to develop the curriculum for software education.