• Title/Summary/Keyword: Unplugged Activity

Search Result 27, Processing Time 0.022 seconds

Development of Elementary learning materials for Data error detection and correction (데이터 에러 검출과 수정에 대한 초등교육자료 개발)

  • Ko, Hyeongcheol;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.1
    • /
    • pp.169-176
    • /
    • 2018
  • CS Unplugged education at the base of computer science is emphasized as an instrument for teaching the basic principles of elementary SW education, but these materials for elementary education are very lacking. So We'll present the data error detection and correction materials for elementary school classes. Based on previous studies related to this topic, we developed learning materials for elementary higher grade students using Hamming code. We introduces the card magic in the introduction part. 'error detection and correction' learning materials based on the principle of Hamming code, were composed as activity-based education. The results of the questionnaire survey showed that it had a positive effect on improving learners' understanding of computer science.

An Experimental Analysis on the Unplugged Sorting Activity for Computer Science Education (컴퓨터과학 교육용 정렬 놀이를 위한 실험적 분석)

  • Park, Youngki
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.6
    • /
    • pp.671-679
    • /
    • 2018
  • Sorting algorithms are the basic building blocks that computer science students need to learn. In recent years, sorting algorithms also have begun to be taught in K-12 classrooms using "the educational sorting game" described in CSUnplugged. However, although the educational sorting game was developed for students aged 8 and up, it is hard for K-12 teachers to play with their students because it is difficult for teachers to understand all of the algorithms and some popular algorithms do not work well in the educational sorting game. In this paper, we discuss what teachers should know, and experimentally analyze the performance of the existing algorithms when applied to the educational sorting game.

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
    • /
    • v.19 no.4
    • /
    • pp.489-498
    • /
    • 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.

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
    • /
    • v.22 no.6
    • /
    • pp.11-18
    • /
    • 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.

Comparison of Computational Thinking Improvement Based on Teaching Aids and Student's Level in Elementary Software Education (초등학교 소프트웨어교육에서 교구와 학습자 수준에 따른 컴퓨팅사고력 향상도 비교)

  • Lee, YoungJae;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.2
    • /
    • pp.31-39
    • /
    • 2020
  • As the importance of software education is emphasized, various educations for improve the computational thinking of elementary school students are being provided. However, there are many limitations that apply to the school at preceding studies. because they were invented for specific environment or students. Therefore, in this study, software education was conducted by constructing teaching-learning activities in consideration of the characteristics of students such as teaching aids and level of computational thinking ability, which can influence students based on the contents of textbooks. Through the comparison about computational thinking improvements, this study tried to suggest the direction of effective software education method. As a result, there are differences in computational thinking improvements according to the student's level and used teaching aids. Specifically, visual programming and unplugged type teaching-learning activities were more effective in teaching aids, and according to the level of students, students with low level of computing thinking in pre-inspection showed relatively high improvement. This tendency suggests that it is necessary to consider various learning factors in designing teaching-learning activities in elementary software education.

Case Study of Software Education for Students of Child Welfare Center (지역아동센터 학생 대상 소프트웨어교육 사례)

  • Han, Kyu-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.12
    • /
    • pp.1578-1587
    • /
    • 2019
  • Software education enhances creative thinking and critical thinking for students living in the era of the Fourth Industrial Revolution, and helps them choose jobs in software-related industries. This study is an example of software education applied to the vulnerable students of the child welfare center to narrow the software gap and achieve the equity in education. This education was conducted in Unplugged activity, Entry coding, and Physical computing classes for 170 students from 20 institutions in South Chungcheong Province, North Chungcheong Province, and Daejeon city in Korea. The curriculum utilized a total of four types of student and teacher level materials, with a total of 10 hours of classes per child welfare center. In addition, the surveys of the students and institutions confirmed that this education influenced their interest in software education and their desire for continuous software education.

Study of Perception on Programming and Computational Thinking and Attitude toward Science Learning of High School Students through Software Inquiry Activity: Focus on using Scratch and physical computing materials (소프트웨어 활용 탐구 활동을 통한 고등학생의 프로그래밍과 컴퓨팅 사고력에 대한 인식 변화와 과학 학습에 대한 태도 조사 -스크래치와 피지컬 컴퓨팅 교구의 활용을 중심으로-)

  • Hwang, Yohan;Mun, Kongju;Park, Yunebae
    • Journal of The Korean Association For Science Education
    • /
    • v.36 no.2
    • /
    • pp.325-335
    • /
    • 2016
  • Software (SW) education is guided by the government to operate not only computer subject matter but also related subject matter. SW education is highlighted in the 2015 Revised Curriculum and Guide for Operating SW Education. SW education is related with science education. For example, education on algorithms employing SW and activities using sensors/output control can be an effective strategy for scientific inquiry. The method can also be applied in developing Computational Thinking (CT) in students. In this study, we designed lessons to solve everyday scientific problems using Educational Programming Language (EPL) SW and physical computing materials and applied them to high school students. We conducted surveys that were modified from questionnaires of Internet application capability and based on the standard of accomplishment of SW education as well as elements of CT to find out the change in perceptions on programming and CT of students. We also conducted a survey on students' attitude toward science learning after an SW inquiry activity. In the results, perceptions on programming and CT of students were improved through lessons using unplugged activity, EPL SW, and physical computing. In addition, scores for interest, self-directed learning ability, and task commitment were high.