• Title/Summary/Keyword: Software Education for Elementary Students

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Analysis of Polarization in Software Private Education (소프트웨어 사교육의 양극화 현상 분석)

  • Lee, Jaeho;Shim, Jaekwoun
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.871-878
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    • 2021
  • This study analyzed the polarization of software education by analyzing the relationship between the average monthly total private education expenditure, software education expenditure, and academic achievement. For this purpose, data were collected and analyzed by surveying 2,780 parents of elementary school children nationwide. The results of this study are as follows: First, there was a statistically significant difference in children's academic achievement depending on whether or not they participated in software education. Second, the higher the children's academic achievement, the higher the percentage of participation in software private education expenditure. Third, there was a significant positive correlation between total private education expenditure and software-related private education expenditure. Fourth, although not statistically significant, there was a positive correlation between software private education expenses and academic achievement. In this study, software education provided by public education is not sufficient. For this reason, participation in private education and the amount of expenditure are increasing, and there is a gap in improving the main competencies of students according to household income.

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.

Design of Artificial Intelligence Textbooks for Kindergarten to Develop Computational Thinking based on Pattern Recognition. (패턴인식에 기반한 컴퓨팅사고력 계발을 위한 유치원 AI교재 설계)

  • Kim, Sohee;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.927-934
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    • 2021
  • AI(Artificial intelligence) is gradually taking up a large part of our lives, and the pace of AI development is accelerating. It is called ACT that develop students' computational thinking in the way artificial intelligence learns. Among ACTs, pattern recognition is an essential factor in efficiently solving problems. Pattern analysis is part of the pattern recognition process. In fact, Netflix's personalized movie recommendation service and what it named Covid-19 after repeated symptoms are all the results of pattern analysis. While the importance of ACT, including pattern recognition, is highlighted, software education for kindergarten and elementary school lower grades is much insufficient compared to foreign countries. Therefore, this study aims to design and develop textbooks for the development of artificial intelligence-based computational thinking through pattern analysis for kindergarten students.

Elementary School Teachers' Conception of the Learning Content of Elementary Science Education Subject Required in the 4th Industrial Revolution Era (4차 산업혁명 시대에 필요한 초등 과학교육학 과목의 학습 내용에 대한 초등 교사의 인식)

  • Na, Jiyeon
    • Journal of Science Education
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    • v.45 no.1
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    • pp.90-104
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    • 2021
  • This study conducted an online survey to understand what elementary school teachers think about the learning contents of elementary science education subjects needed to train elementary science teachers suitable for the era of the 4th Industrial Revolution. The results are as follows: First, there were many elementary school teachers who thought that the current learning content of elementary science education was not suitable for the era of the 4th Industrial Revolution and that it needed to modify the learning content. Many of the teachers said that the learning content of the subject did not include the characteristics of the 4th Industrial Revolution, but also did not reflect the changes of the times and remained in the past. Second, the content that elementary school teachers thought was important in training elementary school teachers suitable for the era of the 4th Industrial Revolution was mainly related to the interests and curiosity of students, and scientific experiments or inquiry. On the contrary, the items that they thought should be deleted or reduced included science learning theory, science teaching/learning model, nature of science, and guidance for gifted children. Third, the contents that elementary school teachers thought needed to be added as learning content of elementary science education subjects were SSI education, science education-related social change and future prediction, advanced science technology, STEAM guidance, and integrated education within the science field. Fourth, in order to train elementary school teachers suitable for the era of the 4th Industrial Revolution, the contents that they thought should be introduced first as learning content of elementary science education subjects were SSI education, integrated education within the science field, STEAM guidance, and core competencies. Other contents that need to be introduced were software education, safety education, and project learning methods.

A Study for Substantial of Computer Education in Elementary Schools through Discretion Activity (재량활동을 통한 초등 컴퓨터 교육 내실화 방안)

  • Oh, Pill-Woo;Kim, Yong-Beom;Kim, Myeong-Ryeol
    • The Journal of Korean Association of Computer Education
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    • v.9 no.4
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    • pp.15-23
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    • 2006
  • The current 7th Curriculum require elementary students to participate in an independent computer education class one time per week through means of discretion activity. However a national standard of this educational process has yet to be established, which has made regional provincial and city offices of education to choose textbooks for this purpose by discretion, that showed difference in quality, in operating education curriculums related to computer education for each classes in school such as continuing the repetitive contents without any rank or system. Also informatization education, which is one of national policies, might develop educational unbalance to young children who are to become the main characters in the future information society, due to excessive emphasis on aspect of using computer, which develops education mainly based on learning functions of applicable software. Therefore, we are proposing a discretion activity education curriculum model for utilization of computer education in elementary school which is showing regional difference based on former studies. This study will be helpful in substantiating of computer education in elementary schools in the future.

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Career Exploration Education Program Related to the Development of a Record Management System for Students Ahtletes (운동부 학생을 위한 기록관리 시스템 개발 관련 진로탐구 교육 방안)

  • Kangsoo You
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.71-78
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    • 2024
  • This study developed an educational program to help students athletes explore their career options. In preparation for when students in the athletic department do not succeed in sports, the need for career guidance in other fields of our society was emphasized, existing research was analyzed, requirements were identified, and a study plan was designed. Based on this, it was established a career exploration education program for records management system development in a step-by-step. Referring to previous research on career guidance in elementary, middle, and high schools, the study was conducted in the following 4 stages: analysis, development, desingn, application. In addition, students in the athletics department were able to learn more with interest by developing software related to their field. It is expected that this studyresearchwill contribute to eht divesification of research on career guidance for student athletes.

A Case Study of Artificial Intelligence Convergence Education using Entry in Elementary School (초등학교에서의 엔트리를 활용한 인공지능 융합 교육 사례)

  • Han, Kyujung;Ahn, Hyeongjun
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.197-206
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    • 2021
  • This study is a case of convergence education using the AI model of entry in elementary schools. The subject is English, and the class was conducted based on the image learning model among the convergence activities with the art department drawing and the AI model of the entry. In order to effectively achieve the learning goals of speaking and writing in English education. The class was designed by combining art and SW. Students experienced communication using AI, improved confidence, and were able to improve creativity and communication skills by expressing not only listening and speaking but also expressing through various media such as pictures and photos. In addition, in order to find out the effectiveness of the class, a survey was conducted on students and the results were analyzed. As a result of the analysis, it was found that it had a positive effect on students' participation rate, degree of understanding AI after class, interest in AI, satisfaction with AI classes.

Development and application of a physical computing program applying design thinking to improve the creativity and computational thinking ability: Focusing on Microbit (창의성과 컴퓨팅 사고력 향상을 위한 디자인 사고 적용 피지컬 컴퓨팅 프로그램 개발 및 적용: 마이크로비트를 중심으로)

  • Seo, Youngho;Kim, Gwanmin;KimWoon, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.377-385
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    • 2021
  • This study attempted to develop and apply a physical computing SW education program applying design thinking. The produced SW education program was applied to 22 students in the 5th and 6th grades of J and B elementary schools located in Jeju-si. Computational thinking ability and creativity pre-test was conducted, and Physical computing software training applied design thinking was conducted over a total of 5 sessions for 20 hours, followed by a post-test on creativity and computational thinking ability. As a result of the verification, it was found that physical computing SW education program applying design thinking was effective in improving the creativity and computing thinking ability of elementary school students.

Influence of Convergence Education Based on Computing ThinkingAbility on Problem Solving Ability and Interest (컴퓨팅 사고력을 토대로 한 융합활동이 문제해결력 및 관심도에 미치는 영향)

  • Lee, Seung Bum;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.179-187
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    • 2020
  • This study was conducted to verify the effect of convergence education applying computing thinking ability of elementary school students on problem solving ability and interest. The subjects of this study were 23 students in 3rd grade elementary school and 15 students in 6th grade, totaling 38 subjects. As a research method, problem-solving ability and interest were measured through questionnaires, and data were analyzed through T-test to see the pre-post differences of the experimental group. As a result of the study, first, it was found that convergence education applying computing thinking ability had a positive effect on problem solving ability. Second, it was found that convergence education applying computational thinking has a partial effect on the degree of interest by subject. Looking at the details, interest in software education and physical activity was high, but interest in eating habits was relatively low. From the above results, it can be seen that convergence education based on computational thinking contributes to drawing students' problem solving ability, and interest.

The Analysis of 'Software Education' Unit in the Practical Arts Textbooks According to 2015 Revised Curriculum (2015 개정 교육과정에 따른 실과 교과서 '소프트웨어 교육' 단원 분석)

  • Kim, Myeong-nam;Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.255-264
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    • 2019
  • Modern society has become a key factor in determining software competitiveness. Therefore, Korea has required more than 17 hours of software education per year in the actual course subject to the 2015 revised curriculum. In this paper, we analyzed the software related units in 6 kinds of textbooks of elementary school published based on '2015 revised curriculum' and tried to provide basic data for selection of textbooks related to software education in elementary school. As a result of the analysis, the 6 revised textbooks of 2015 appropriately reflected both 'understanding of software', 'procedural problem solving', 'contents of programming element and structure', and I was suggesting appropriate activities. Unit support materials use comics and illustrations to stimulate interest, supplement text, and deepen learning. Four kinds of textbooks provide additional information by presenting reading materials. However, in most textbooks, the proportion of learning using the appendix was low. Although it consists of units focused on knowledge understanding and practice, it can be a textbook that enhances students' interest and participation if they are made of software in daily life, problem solving by procedural thinking, and so on.