• Title/Summary/Keyword: Unplugged Education

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An Unplugged Activity to Understand the PageRank Algorithm (PageRank 알고리즘을 이해하기 위한 언플러그드 활동)

  • Park, Youngki
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.409-417
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    • 2018
  • There are unplugged computer science activities for elementary school students to learn the concept of the Internet. However, these activities are not enough to teach the concept of the Web because they focus on teaching how the Internet works. Since the Web is the core technology of the Third Industrial Revolution, it needs to be understood as a basic common sense. In this paper, we developed an unplugged activity to understand the PageRank algorithm which is closely related to the web. The experimental results show that our unplugged activities behave similarly to the PageRank algorithm.

A study about CS Unplugged using Unsupervised Learning (비지도 학습을 위한 언플러그드 활동에 대한 연구)

  • Jun, Bungwoo;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.175-179
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    • 2021
  • Computer Science Unplugged activities are activities to learn about computer science through learning tools other than programming programs. Existing unplugged activities focus on the procedural thinking process and focus on guiding the thinking process through play. There is a lack of research on unsupervised learning, which plays an important role in machine learning, which has recently attracted attention. In this study, we designed and conducted an unplugged activities for unsupervised learning that analyzes data using video media familiar to elementary school students. The results on the effectiveness of the class were analyzed using the bebras challenge. As a result of analyzing the scores of the pre-test and post-test, it was confirmed that the students' computational thinking and problem-solving ability improved.

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Application of Unplugged Learning Method for Intellectual Disability Students' Informatics Education (지적장애학생의 정보교육을 위한 언플러그드 학습 방법의 적용)

  • Kim, Jung-Il;Seo, Young-Min;Lee, Young-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.9
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    • pp.189-196
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    • 2012
  • The purpose of this research is to compare the effect of unplugged learning method with traditional lecture method on intellectual disability students' informatics education achievement. For this goal, we developed a new unplugged learning method and new appropriate teach-learning materials that can improve the intellectual disability students' informatics education achievement. We randomly divided special school specialized course freshman into the experimental group and the control group. We applied unplugged learning method to the experimental group and lecture teaching method to the control group. According to these results, Intellectual disability students participated in task interestingly and spontaneously. It has been proved that the teaching-learning materials applied unplugged learning method were helpful for intellectual disability students' informatics education achievement.

A study on systematic review of unplugged activity (언플러그드 활동의 체계적 문헌고찰에 관한 연구)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.103-111
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    • 2018
  • In order to examine the educational effects and future directions of unplugged activities, we conducted a systematic review of Korean journals and theses from 2007 to 2016. Three kinds of database were used for systematic review: RISS, KISS, and E-article, and were performed searches using options such as 'unplugged' and 'play-centered'. Based on the protocol selected in the framework of the systematic review, 37 articles were selected analyzed in terms of research status, research subjects, research methods, research hubs, study mechanisms, educational methods, and research effects. Unplugged activities were the most popular among elementary school students. Educational effects were found to have significant effects on academic achievement, problem solving ability, and logical thinking ability. In the affirmative domain, there was a significant effect on interest, curiosity, and motivation. Based on the results of the analysis, the characteristics and implications of Unplugged activities and present the direction of future education were discussed.

A Development and Effectiveness of Unplugged class Using a Completion Robot (완성형 로봇을 활용한 언플러그드 수업 설계 및 적용 효과)

  • Lee, Hyemin;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.159-165
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    • 2021
  • Through the fourth industrial revolution and coronavirus pandemic situation, the necessity and importance of SW education are being emphasized more. However, it is difficult to achieve the effect of improving students' computational thinking skills by just 17th hour, which is organized in the 2015 revised curriculum. Moreover, due to the coronavirus pandemic situation that has continued since last year, there are environmental restrictions on the equal SW education for students at the educational site. In this study, the unplugged class using a completion robot was designed to reflect the current situation at the educational site and experience of SW education was provided to the 6th graders of J elementary school. Through the application of a class, we checked whether the unplugged class using robots affect students' perception of SW education and the use of computational thinking skills. As a result, the unplugged class using a completion robot showed that students used computational thinking to solve given problems and had a positive impact on changes in perception of SW education.

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The Study on Unplugged Learning Method of Computer Science for Elementary School Students (초등학생을 위한 컴퓨터과학의 언플러그드 학습 방법 연구)

  • Han, Sun-Kwan;Kim, Kyung-Shin
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.497-504
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    • 2007
  • This study proposed the unplugged learning strategy of computer science that makes more easily to understand learning contents and to improve logical thinking of learners in elementary school. We reorganized the contents of data structure in computer science. The students write project papers from their own experiences and daily lives in the classroom, not in the computer room as applying unplugged learning methods. The result of this study shows that students can better understand computer through a study method of computer science on their step of growth. Through this study, the learners can be the abilities of organizing digital data and increasing the logical thinking, based on information education.

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Digital Contents for Learning Computer Science using Unplugged CS

  • Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.37-43
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    • 2019
  • This study focused on the design and development of contents using Unplugged CS method to learn computer science knowledge. With the strengthening of software education, all universities students including elementary and junior high school students are demanding knowledge of computer science centered on the computational thinking. We have developed educational contents using unplugged computing method as a way to effectively learn the concept of computer science. First, we analyze the related research of Unplugged CS theory and investigate the educational method accordingly. And we divided the areas of computer science and selected learning concepts in each area. The contents of learning were divided into basic and intermediate classes considering the level of the learner. The subject of learning contents was selected evenly in the area of computer science and it consisted of 16 basic subjects and 16 intermediate subjects based on concepts that are important in each field. In order to confirm the validity of the Unplugged CS learning topic and the development contents for computer science, we conducted expert reviews and content validity tests. As a result of the validity test, the validity of the learning topic and area selection was found to be more than .92 for the CVI value and the validity of the 32 subject learning contents was over .935 in basic level and .925 in intermediate level for the CVI values. Based on the design contents, we developed digital contents for online learning and put them in the system. We expect that this study will contribute to the understanding of computer science for all, including elementary and junior-high school students as well as students at software - oriented universities, and contribute to the spread of software education.

Study of Unplugged Education Program Based on Play Learning for the Lower Grades of Elementary School (초등저학년 학생을 대상으로 한 놀이학습 기반 언플러그드 교육프로그램 연구)

  • Lee, Jaeho;Oh, Sangmi
    • Journal of Creative Information Culture
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    • v.7 no.2
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    • pp.79-90
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    • 2021
  • The purpose of this paper is to study the unplugged educational program for the lower grades of elementary school. For this, the study was conducted as follows. First, a play-learning-based unplugged education method was discovered, focusing on play activities according to the level of development of elementary school students. Secondly, unplugged educational programs to develop Computational Thinking were designed according to the discovered topics. each class is conducted by storytelling, and the content of the storytelling is related to the integrated curriculum 'Winter'. In addition, each class was analyzed based on the core elements of Computational Thinking ability. And, we developed educational materials that can be used in the designed unplugged educational program. Finally, the educational program was applied to the lower grades of elementary school, and the educational program was analyzed through case studies. As a result of the analysis, the educational program was organized according to the level of the students, and it was confirmed that this educational program is helpful in improving the Computational Thinking of lower grade students of elementary school.

A Study on Development and Application of Artificial Intelligence Education Program using Robot (로봇 활용 인공지능 교육 프로그램 개발과 적용에 관한 연구)

  • Yoo, Inhwan;Bae, Youngkwon;Park, Daeryoon;Ahn, Joongmin;Kim, Wooyeol
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.443-451
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    • 2020
  • In elementary school software education, a programming process is experienced through a simple problem solving process. And even this experience emphasizes that the problem-solving process is a CS Unplugged activity. However, CS Unplugged has a disadvantage in that it only learns the principles of computing, and the learner cannot experience real problem solving. In this study, a learning program using artificial intelligence robots was developed with the goal of cultivating the ability to solve problems encountered in the real life of elementary school students. Students could solve complex problems in real life from the point of view of artificial intelligence through the developed program, and increase their interest and understanding of artificial intelligence education through robot control.

Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori (전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.621-628
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    • 2019
  • The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.