• Title/Summary/Keyword: Unplugged Education

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The Effect of Algorithm Execution Time Analysis using Unplugged Program on the Computational Thinking of Third Grade Students (언플러그드 방식을 활용한 알고리즘 수행시간 분석이 초등학교 3학년 학생의 컴퓨팅 사고력에 미치는 효과)

  • Kim, Jungah;Oh, Minwoo;Yang, Younghun;Kim, Taehun;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.19-27
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    • 2019
  • This study analyzed the effect of an unplugged educational program which focuses on the algorithm execution time analysis on enhancing the computational thinking of the third grade students. An unplugged educational program was developed by following the procedures of the ADDIE model based on the result of the demand analysis conducted with 70 incumbent elementary school teachers and 120 third grade students. The developed program was applied to 24 third grade students for 36 classes in six days and a comparison was made through pre-post comparison tests with 24 students who were taught with a board game program for the same period of time. As a result, the unplugged education program which focuses on the algorithm execution time analysis is deemed to have positive effect on the computational thinking of the third grade students.

Unplugged Robot Coding System Based on Remote Interface (리모컨 인터페이스 기반의 언플러그드 로봇 코딩 시스템)

  • Lee, Jun;Seo, Yong-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.157-162
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    • 2019
  • Recently, the awareness of S/W education, which was confined to the profession, is changing due to the changing industrial environment based on ICT technology World main countries invest competitively in S/W education and the target age group is getting lower Among them, the unplugged coding method using the robot platform is known as one of the most effective S/W training methods targeting the elementary age by the intuitive coding method and the robot platform feedback. However, the unplugged coding method using the robot platform has a disadvantage that it can not configure various interfaces for complicated coding due to limitations of H/W. In this paper, we have proposed an unplugged coding system which can input various commands for robot control by IR remote control as an interface and minute signals using robot sensor.

The Correlation between Unplugged Activities using SW Educational Board Games and the Computational Thinking of Elementary School Students (SW교육용 보드게임 활용 언플러그드 활동과 초등학생의 컴퓨팅 사고력의 관계)

  • Lee, Jaeho;Park, Injung
    • Journal of Creative Information Culture
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    • v.6 no.2
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    • pp.89-99
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    • 2020
  • The purpose of this study is to statistically analyze the correlation between unplugged activities using SW educational board games and computational thinking ability of elementary school students, and then find a method of SW education through the results. The study was conducted with 40 students in the 5th grade at an Elementary School in Incheon. Students participated at unplugged activities using a board game for SW education with 12 hours of teacher guidance and 10 hours of free activities. After that, a post-test was conducted to analyze the degree of improvement in computational thinking ability. As the results, it was confirmed that the comprehensive computational thinking ability was improved, and that the four areas of the sub-domains of computational thinking ability were improved to a significant level. These results suggest that providing a basic SW education experience by utilizing a board game for SW education helps to improve students' computational thinking ability.

A case study of understanding the embodied metaphors for AI education (인공지능 교육을 위한 체화된 메타포 이해 : 언플러그드 활동을 중심으로)

  • Ahn, Solmoe
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.419-424
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    • 2021
  • The purpose of this study is to understand the educational context including the actual learning process and learner perception using the embodied metaphor in AI education. To this end, a class was designed to utilize the embodied metaphor-based unplugged activity through a qualitative approach. Matrix analysis technique was used to analyze the data collected throughout the course of the class to analyze the experiences and perceptions according to the characteristics of the learner, and the learning context. The results of the study were: First, there was a difference according to the learner's prior experience in the effect on the representative knowledge and the subsequent practice process. Next, the embodied metaphor-based unplugged activity showed soft landing effects on practice and text coding. Finally, the organic integration of unplugged and plugged-in classes helped learners understand the potential of computational thinking.

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Validation of the Unplugged Robot Education System Capable of Computerless Coding Education

  • Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.6
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    • pp.151-159
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    • 2015
  • In traditional programing education, computers were used as the main tool. Consequently, it was problematic to provide education in an environment without computers or for learners without computer skills. To address this problem, this study developed and validated an unplugged robot education system capable of computerless programming education. The key feature of the proposed system is that programing can be done only by connecting programming blocks in symbols of a flow chart with built-in commands. Validation of the system was performed by a specialist group. Validity was very high with values of content validity ratio (CVR) over 0.7 in all evaluation criteria except "Ease of error debugging" and "Linkages to educational curriculum," whose CVR values were each 0.6. Future directions include improvement in the two areas that scored lower than the others did by, respectively, system improvement to support debugging in error conditions that may occur during the programming process, and development of user guide to support linkages to educational curriculum.

Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.35-42
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    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.

Development and Application of Artificial Intelligence Convergence Education Program Based on Decision Tree: Focusing on Unplugged Activities (의사결정 트리 기반 인공지능 융합교육프로그램 개발 및 적용: 언플러그드 활동을 중심으로)

  • Sung-ae Kim
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.459-469
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    • 2022
  • The purpose of this study is to explore the educational effect by developing and applying a decision tree-based artificial intelligence convergence education program. To achieve the purpose of this study, the study was conducted through a three-step process of preparation, development, and improvement. In addition, it consisted of four stages of the creative problem-solving process: 'Understanding the problem', 'Idea search and development', 'realization' and 'evaluation'. In particular, the artificial intelligence convergence education program developed in this study is an unplugged activity that does not include programming. Therefore, it is very noteworthy that artificial intelligence convergence education was implemented in subjects other than technology and home economics education, and information education, which are part of junior engineering education, and practical arts education in elementary education, which is a subject that learns Artificial Intelligence technology including programming during class time. In other words, it shows that AI technology can be integrated and taught in most subjects, not specific subjects and has great significance in that it can utilize the concepts and principles of artificial intelligence technology when teaching the concept of classification, which is included in the curriculum.

Domestic Research Trend on Computer Science Education Using Unplugged Learning Method (언플러그드를 활용한 컴퓨터 과학 교육의 연구 동향)

  • Park, Youngsun;Se, Youngmin;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.167-170
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    • 2012
  • 본 연구에서는 언플러그드를 활용한 컴퓨터 과학 교육의 연구 동향을 파악하고, 앞으로의 연구 방향을 제시하고자 한다. 이를 위해 2012년 5월까지 발행된 석사학위논문과 학술지 논문, 총 33편을 대상으로 연도별 논문 발행 수, 연구 대상, 연구 영역에 따라 분석을 실시하고, 연구주제에 따라 구체적인 연구 사례를 살펴보았다. 그 결과, 연도별 논문 발행 수는 증가 추세에 있으며, 초등학생을 대상으로 한 연구가 집중적으로 이루어졌다. 연구 영역에서 알고리즘에 대한 연구가 많았으며, 연구 주제로는 언플러그드 학습의 교육적 효과, 언플러그드 수업 설계 등이 있었다. 지금까지 연구 결과를 바탕으로, 향후 다양한 학교급과 학생유형을 대상으로 컴퓨터 과학의 여러 영역에서 그 교육적 목적을 효과적으로 반영할 수 있는 연구가 이루어져야 할 것이다.

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The Effect of STEAM-based Unplugged Play Activities Using Robots on the Improvement of Children's Creative and Social Personalities (STEAM교육 접근에 의한 언플러그드 로봇 놀이프로그램이 유아의 창의적 및 사회적 인성 함양에 미치는 효과)

  • Chun, Hui Young;Park, Soyeon
    • Korean Journal of Childcare and Education
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    • v.16 no.5
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    • pp.1-26
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    • 2020
  • Objective: This study investigated 5-year-old children's developmental levels for creative and social personalities according to gender, and whether participation in STEAM-based unplugged robotic activities can improve their creative and social personalities. Methods: Participants were 5-year-old children (N=125) from 11 child care centers. The experimental group included 29 boys and 24 girls enrolled in classrooms that implemented an unplugged activities curriculum over five weeks. The control group consisted of 38 boys and 34 girls. Data were analyzed using a t-test and analysis of covariance, and Hedges' g was used to measure effect size. Results: First, the participating children's mean scores on creative and social personalities were 3.20 and 3.53 on a 5-point Likert scale, respectively. Girls scored higher than boys in sensitivity-various interests and imagination-playfulness domains of creative personality and all three domains of social personality. Second, children in the experimental group showed improvement in all domains of social personality and the effect size was large. They also improved in three domains (openness-humor, imagination-playfulness, independency-immersion) of creative personality, although the effect size was small. Conclusion/Implications: The results imply that implementing a robotics curriculum with unplugged play activities in early childhood classrooms contributes to 5-year-old children's development of creative and social personalities.

Analysis of textbook contents according to the 2015 revised Elementary Software Education Achievement Standards (2015 개정 초등 소프트웨어교육 성취기준에 따른 교과서 내용 분석)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.9-18
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    • 2019
  • In this study, the contents of the Software Education area included in the Practical Art textbooks of the elementary school were analyzed based on the achievement standards of the Software Education in the 2015 revised curriculum for exploring the characteristics of the Software Education and the direction to go. According to the results of the analysis, the five achievement standards presented by the Ministry of Education were assigned to 17 or 18 times according to the textbooks. Unplugged activities related to Algorithm and unplugged activities related to Computer Science were included in textbooks. Contents of [6P04-09] and [6P04-10] standards were shown differently according to textbooks.Based on the results, it is suggested that Subsequent studies with quantitative and qualitative analysis for six kinds of textbooks should be continue.