• Title/Summary/Keyword: Tangible Programming Education

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Development and Application of Robot Task using Tangible Programming Tool for Elementary Students (텐지블 프로그래밍 도구를 활용한 논리적 사고력기반의 초등 로봇 과제 개발 및 적용)

  • Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.13-21
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    • 2013
  • Recently, programming education is being actively performed in education field with development of educational programming language and teaching and learning methods for elementary students. However, programming education have limit to apply to the overall computer science curriculum, because it is performed by more than 5th grade and focused on the utilization of programming tools than problem-solving process. It is necessary to expand the range of students and educational content considered with problem-solving process for encouraging programming education in computer science. In this study, we suggest the easy-to-use programming tool for lower grade(1st grade) and robot programming task based on improvement of student's thinking ability. We use Tangible User Interface(TUI) for elementary student's(1st grade) convenience of programming and developed the robot programming task for improvement of logical thinking. As a result of this experiment, tangible programming tool can be used easily in elementary students(1st grade) and developed robot programming task is effective in improvement of logical thinking.

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Development and Application of Tangible Programming Tool based on Dotmatrix LED (LED 기반 텐지블 프로그래밍 도구개발 및 적용)

  • Shim, JaeKwoun;Lee, WonGyu;Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.35-43
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    • 2015
  • Tangible programming tool based on a graphic interface platform is unlike programming on a computer due to the fact that young students can utilize their hands and tools without an on-line interface. This is effective in enhancing student understanding about difficult programming algorithms. B-Bricks was constructed to consolidate multiple commands onto one block, having immediate feedback about the result, and other algorithms based on assessing the problems that arose from the previous tangible block model. Upon experimenting on 29 students of grades 4th~6th, it was observed that as problems became more difficult, the accuracy of the answers derived diminished and their problem-solving time increased.

Development of an Educational Tangible Coding Tools for Algorithmic Thinking Focused on Programming Activities (알고리즘적 사고 중심 프로그래밍 활동을 위한 교육용 텐저블 코딩 도구 개발)

  • Shim, Jaekwoun;Kwon, Daiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.6
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    • pp.11-18
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    • 2019
  • Software education is required from elementary schools to prepare students for the fourth industrial revolution, which aims to improve algorithmic thinking. In general, teaching is divided into two stages: using a flowchart to design algorithms and implementing them through programming. However, converting a flowchart into code and checking the results in an educational programming tool is time consuming and requires additional programming activities. This study proposes a tangible coding tool that enables elementary students to convert algorithms designed at the unplugged activity into educational programming tool codes. This tool was developed in order for students to design algorithms at the level of assembling paper blocks and input them into a programming tool by taking a picture. Sixth graders were participated in this activity to evaluate its usability.

Analysis of the Difference of Tangible Programming Achievement on Learner's characteristics (초중등학습자의 특성에 따른 텐지블 프로그래밍 성취도 차이분석)

  • Shim, JaeKwoun;Lee, WonGyu;Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.19-26
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    • 2016
  • The main purpose of computing education is to teach the Computational Thinking which is based on Abstraction, Automation and etc. In Elementary and Secondary Education, programming activity is provided for the purpose of learning algorithm design. In this paper, the achievements of learning concepts of algorithm design are analyzed on the learner's characteristics in the programming activities using the Tangible programming tools for elementary and secondary school students. As a result, the achievement did not show the difference on grades but the usability showed the difference on genders.

A Study on Algorithm Teaching and Learning Methods and Assessment for Elementary School Students (초등학생을 위한 알고리즘 교수학습방법과 평가)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.489-498
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    • 2015
  • In this study, we suggested the contents, teaching and learning method, and assessment types of algorithm education in elementary schools. First, we suggested the algorithm education contents; the expression, understanding, flowcharts, structure, results, correction, and improvement of algorithm. Second, we showed the algorithm teaching and learning methods; algorithm in our daily life, the unplugged activity, block programming and tangible programming. Finally, we analyzed all missions of 'Hour of Code' in Code.org, and suggested the algorithm assessment 4 types, which includes selecting, filling, correcting, predicting of appropriate algorithm.

Design of Tangible Programming Tools for Condition and Repetitive Structure Expressions (LED 텐저블 프로그래밍 도구의 조건과 반복구조 표현 설계)

  • Shim, Jaekwoun;Kwon, Daiyoung
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.79-82
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    • 2018
  • 최근 유치원생과 초등학교 저학년생을 대상으로 프로그래밍 경험을 제공하기 위한 목적으로 다양한 텐저블 프로그래밍 도구들이 개발되고 있다. 개발된 텐저블 프로그래밍 도구들은 순차, 분기, 반복 등의 프로그래밍 개념을 손으로 조립하거나 쌓는 등의 구체적인 조작을 통해 프로그래밍 활동을 체험하도록 설계되었다. 하지만, 텐저블 프그래밍 도구가 순차, 반복, 분기, 변수, 함수 등의 프로그래밍의 개념을 일부만 반영하고 있어 프로그래밍 개념에 대한 체험이 완전하게 이루어지지 않고 있다. 본 연구는 기존에 개발한 텐저블 프로그래밍 도구인 B-Bricks에 조건에 따른 분기와 반복 개념을 추가하여 설계하는 연구로, B-Bricks를 사용하여 조건문과 반복문을 설계하였다.

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The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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The Effects of Educational Robot-based SW Convergence Education on Primary Students' Computational Thinking, Collaborative and Communication Skills (교육용로봇기반 SW융합교육이 초등학생의 컴퓨팅 사고력, 협업능력 및 의사소통능력에 미치는 효과)

  • Choi, Hyungshin;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.131-138
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    • 2020
  • The aim of software education is to increase students' Computational Thinking(CT) skills that they can compose problems and provide solutions which can be carried out effectively by information-processing systems. Furthermore, if problem solving situations can provide students with meaningful problem solving opportunities in authentic social contexts, then software education would be more valuable. This study pursued educational robot-based SW convergence education where 4th grade primary students have access to tangible outputs and can engage in authentic problem solving situations working with peers by using robots and programming. In addition, this study investigated the effectiveness of the classes in terms of computational thinking skills and social capabilities(collaborative skills and communication skills). The current study provides educational robot-based SW convergence education cases of a primary school and discusses the effectiveness of the classes in terms of students' computational thinking skills and social capabilities.