• Title/Summary/Keyword: Unplugged Education

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Development of Unplugged Activity and its Evaluation of Usability for Information Security Education (정보보호 교육을 위한 언플러그드 활동의 개발 및 유용성 평가)

  • Jang, Yun-Jae;Kim, Dong-Hyung;Kim, Han-Sung;Lee, Won-Gyu;Kim, Hyeon-Cheol
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.55-67
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    • 2011
  • Due to recent various online problems, the necessity of information security education has increased. The information security education was strengthened thanks to the informatics curriculum of middle school in 2007, but the educational fields lacked detailed educational materials that could be utilized. Thus to give appropriate information security education for elementary and middle school students, this research developed an unplugged activity for them. The activity was designed by applying Lickona's integrated ethical model and design patterns of unplugged activities, and developed through expert's review and pilot tests targeted to elementary school students. Developed activity was applied to 21 middle school students and the usability was evaluated. As results, first, the activity showed similar expectations from the previous activities. Second, persistence was also similar or higher compared to the previous activities, so the activity developed from this research secured the minimum usability. The unplugged activity developed from this research would give implications in producing various educational contents for information security education.

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Comparison of Unplugged Activities at Home and Abroad using Semantic Network Analysis (시맨틱 네트워크 분석을 이용한 국내외 언플러그드 활동 관련 연구 비교)

  • Kang, Doo Bong
    • The Journal of Korean Association of Computer Education
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    • v.22 no.4
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    • pp.21-34
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    • 2019
  • SW education is being implemented in all the school due to the application of the 2015 Curriculum. The purpose of SW education is to improve Computational Thinking by using Unplugged Activities, Educational Programming Language, and Physical Computing. Among them, 73 domestic and 85 overseas researches related to 'Unplugged Activities' were compared and analyzed using semantic network analysis techniques. As a result, the research on 'Unplugged Activities' has been started from 1998, and the research has started in Korea since 2006. As the CT is recognized as a core competence for the future society in line with the 4th Industrial Revolution, researches have been rapidly increasing in both the domestic and overseas countries since 2016. In Korean studies, it was analyzed that many main words related to the elemental factors such as 'unplugged activity', 'robot utilization', 'educational programming language' were found. This suggests that future research should move toward research for the promotion of 'CT' which is the purpose of computer science.

The Effect of Education Data Visualization using Unplugged Program on the Computational Thinking of Third Grade Students (언플러그드 방식을 활용한 데이터 시각화 교육이 초등학교 3학년 학생의 컴퓨팅 사고력에 미치는 효과)

  • Kim, Jungah;Kim, Bomsol;Kim, Taehun;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.283-292
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    • 2019
  • In this study, an unplugged education method which focuses on the data visualization training was applied to third grade students of an elementary school and analyzed its impact on enhancing their computational thinking. The analysis was conducted on 60 elementary school teachers and 124 third grade students and the unplugged education program based on the data visualization procedure was developed. The education program developed was carried out with 24 third grade students for 36 hours over six days. The effect of the program applied was analyzed through the pre-to-post comparison performed with perceptive strength test and creativity test in order to examine the enhancement in computational thinking. According to the analysis result, the unplugged education method which focuses on the data visualization training has significant effect on the 'computational perception' and 'creativity' of third grade students.

The Effects of the Unplugged Class According to Learners' Attributes (언플러그드 수업의 학습자 특성별 효과 분석)

  • Seo, Bon-Won;Lee, Soojung
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.291-298
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    • 2012
  • The use of Unplugged Classes to easily teach the contents of Computer Science has recently become increasingly widespread. However, there has been a lack of research to discover which learner groups would benefit most from this method. Therefore, the intention of this research is to analyze learner's traits by examining score levels of post-class assessments made after Unplugged Classes. For this research, the learner's trait data has been divided into two groups: students' propensity towards computer comprehension and students' natural disposition. In addition to the verification of the relation between a learner's accomplishment level and the aforementioned data groups, meaningful applications of the data will also be recognized for practical use in elementary school classrooms. The results of this research will be valuable for elementary school teachers who utilize the Unplugged Class.

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The Research of Unplugged Computing Method for Computational Thinking in Elementary Informatics Education (초등정보교육에서의 계산적사고 교육을 위한 언플러그드 컴퓨팅 방법에 관한 고찰)

  • Han, Byoungrae
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.147-156
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    • 2013
  • Computer Science has been developed thru the study of information processing, the study of what can be automated, the study of computation, and the study of information processes both natural and artificial. As developing the computer science, the aspect of informatics education was changed. Recently we focus on computational thinking education. In this paper, I review the progress of informatics education and research the applying of unplugged computing as a method of computational thinking education. I also research the considerations about applying of unplugged computing in aspects of teacher preparation, educational content, and teaching resources. As result I found that teachers change their perceptions about computer education, understand the computer science contents, and understand the promotion of students thinking skills in point of view at teacher preparation, that teachers can set the levels of abstraction and can enrich and integrate of contents, and that teacher can manage class time and educational resources preparation in point of view at educational resources.

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Development of Edutainment Program using Computer Science Unplugged (언플러그드 에듀테인먼트 교육프로그램의 개발)

  • Han, Seon-Kwan;Shin, Soo-Beom
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.201-208
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    • 2011
  • By result of statistics, over half of teachers college students recognized the computer science education is not important for elementary education as well as is having difficulties of learning in their real lectures. To solve these problems, this study proposed new edutainment learning program using unplugged computing. Firstly, we developed the learning content in computer science having edutainment attribute with unplugged computing and the teaching-learning methods. We also applied to college students in computer education that programs in two lectures and tested the efficiency of that program. As a result of test, the students have improved the self-lead learning and has a high level of academic achievement. Moreover, we found their perceptions were changed positively and felt the computer science as a worthy subject.

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The Effects of Coding Education Using the Unplugged Robot Education System on the Perceived Useful and Easy

  • Song, JeongBeom
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.8
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    • pp.121-128
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    • 2015
  • This study aimed to investigate the effects of an unplugged robot education system capable of computerless coding education. Specifically, this study compared this education system with PicoCricket, an educational robot that can also be used with elementary students in lower grades, using assessment tools on perceived usefulness and ease. Using random sampling and randomized assignment for more objective validation, 30 participants were assigned to the unplugged robot education system group (experimental group) and 30 participants were assigned to the PicoCricket group (control group), for a total of 60 study participants. The research procedure included verification of the equivalence of the two groups by conducting a pretest after a 2-hour basic training session on algorithms and programming. The experimental and control groups learned the same content using different educational tools in accordance with software training guidelines for a total of 12 hours. Then, the difference in perceived usefulness and ease between the two groups was examined using a post-treatment test. The study results showed that scores on both dependent variables, perceived usefulness and perceived ease, were significantly higher in the experimental group than the control group. Moreover, scores on all sub-variables of the dependent variables were significantly higher in the experimental group than the control group. These results suggest that learners using the unplugged robot education system found it more useful and easier to use than learners using the existing educational robot, PicoCricket. This study's findings are significant, as according to the technology acceptance model, the perceived usefulness and ease of an educational tool are important variables that determine the acceptance of the tool (i.e., persistence of learning).

A Case Study on Information Education for Pre-Service Teacher using Unplugged Computing (언플러그드 컴퓨팅을 이용한 예비교사의 정보교육 사례 연구)

  • Han, Hee-Seop;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.23-30
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    • 2009
  • In this study, we proposed a pre-service teacher training program that assists efficiently the conceptual comprehension and teaching skill development of computer science education. The program is integrated with Protype Theory and Example Theory based on cognitive psychology. And also the real teaching activities based on Unplugged Learning are provided for conceptual comprehension of computer science education as well as for learning computer science. This program was applied to 31 pre-service teachers for one semester. The results show that this program is very effective for pre-service teacher training of computer science education.

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Exploring the effects of unplugged play for children aged 3, 4 and 5 - Based on Bee-bot -

  • Kwon, Un-jou;Nam, Ki-won;Lee, Ji-hyun
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.239-245
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    • 2020
  • With the recent revised curriculum, the importance of exploring children's play through new teaching media is increasing in kindergarten. In this study, it is to use the robot 'Bee-bot' for early children to uncover the changes that children have through free exploration and play. As a result of comparing the change of scientific problem-solving ability of 3, 4, and 5-year-olds, there were significant changes in all three sub-elements. We propose to us scientific problem-solving ability test tools, propose and apply ideas for problem-solving, conclusion on problem-solving Building. Through this, it was found that unplugged play using 'Bee-bot' is meaningful as a play environment and as a teaching medium for children aged 3, 4 and 5 years old.

A Design of an UDDPAAP Competence Teaching-Learning Model to Improve Computational Thinking in College Students (대학생들의 컴퓨팅 사고력 향상을 위한 UDDPAAP 역량 교수·학습 모델 설계)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.327-331
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    • 2018
  • The purpose of this study was to design a competence teaching-learning model that could help college students improve their computational thinking among core competences in SW education. A competence teaching-learning model, UDDPAAP (Unplugged-Demonstration-Decomposition-Pattern Recognition-Abstraction-Algorithm-Programming), was designed by analyzing competences of learners with no experience in software coding, by reconstructing DMM, DDD, and DPAA among the five existing SW-based teaching-learning models, and by analyzing unplugged activity and the Bebras challenge computational thinking scale carefully. The unplugged activity partially adapted to instruction for college students and some items chosen from the Bebras challenge computational thinking scale were applied to the existing teaching-learning model. To determine the effects of the study, pretest was conducted in freshmen for computational thinking and self-confidence on the basis of the experience in SW and computer information literacy education, and posttest following instruction applying the UDDPAAP teaching-learning model. The students provided with SW education based on the UDDPAAP teaching-learning model saw their computational thinking competence improved.

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