• Title/Summary/Keyword: Unplugged Education

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An Analysis on the Use of Computer of Elementary Students (초등학생들의 컴퓨터 활용 실태 분석)

  • Kim, Young-Gi
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.283-292
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    • 2008
  • Computer Science Education has to be dynamically changed due to a change of information technology. This study aims to present the direction of development for computer science education according to compare a report of KEDI; Korean Educational Development Institute, twenty years ago with our latest investigation. In this research, nowadays the personal computer diffused at most home. Home is the main environment for students to use computer. Students demand new computing curricula and teaching method. The global tendency of computer science education focuses on the improvement of problem solving ability. According to our investigation, most students hope to learn the new computing skills through game-based learning. We present the unplugged teaching methods and simulation-based learning using EPL(Educational Program Langage). Of course it's important to be applied to school now. And it can be achieved just by national efforts alone.

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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
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    • v.23 no.2
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    • pp.31-39
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    • 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.

Study of Effect of Information Representation Learning in Middle-School with Play Activities Materials on the Learning Achievement (놀이 활동 교육 자료를 활용한 중학교 정보 표현 학습이 학업성취도에 미치는 영향)

  • Nam, Dong-Soo;Park, Jin-Hwa;Seo, Soon-Shik;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.157-165
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    • 2011
  • As the contents of information were reinforced the rules of computer science, it was necessary to develop the new teaching and learning plans and various education materials that encourage students and easy to access. So, in this study developed a wide ran of play activities and educational materials without using a computer for the area of information representation and applied to 68 students, second grade of middle school for 4 weeks. After the class, the effect on the learning achievement was verified by the t-test. As a result, it was shown that there was a significant difference between learning with play activities materials and the traditional lecture-type. It means that learning with play activities materials in the information representation influences a positive effect to the learning achievement.

An analysis on the research trend of teaching and learning methods of informatics education in Korea (정보 교육의 교수·학습 방법에 대한 국내 연구 동향 분석)

  • Lee, Seungjin;Choe, Hyunjong
    • The Journal of Korean Association of Computer Education
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    • v.20 no.5
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    • pp.15-33
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    • 2017
  • The 2015 revised educational curricula focused on creative and convergent student education, so the importance of informatics education is arising along with emphases on its teaching and learning methods. This study has analyzed the research trend of teaching and learning methods and suggested their implications by selecting 179 studies of same keyword searching from 2000 to the present years and classifying them into 16 categories. This analysis showed that problem based learning was the most researched topic on these subjects, while unplugged learning, Creative Problem Solving model and peer teaching were among the actively studied topics. In the content domain of informatics curriculum, the problem solution and programming was most researched. This study is expected to suggest implications for not only studying informatics education research but also selecting teaching and learning methods in the field of class for teachers.

The Elementary Students' Understanding of Computer Science Through The Computer Science Show Program (컴퓨터과학 쇼를 통한 초등학생의 정보교육에 대한 인식변화)

  • Han, Byoungrae
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.209-217
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    • 2017
  • Recently SW education has been emphasized in Korea, but many students do not have many opportunities to learn computer science. In this paper, I organized a computer science show to enhance interest and understanding of computer science. The computer science show consisted of understanding binary systems, send a text message, parity bit magic, finding a number card, and collecting colors (orange games). I applied the computer science show to elementary school students and looked at the results. Most of the students who participated in computer science shows did not have an "participation experience of computer science shows". As result of surveys, many students answered "I am interesting about computer science shows," "I am interested in computer science," and "I would recommend it to my friends nearby." Through research, I learned that computer science shows are a way for elementary students to draw interest in computer science and to create curiosity and interest in computer science. I found from research that computer science shows are a way to reduce students' learning burdens and to increase interest in computer science.

The Use of AI Chatbot as An Assistant Tool for SW Education (SW 교육 보조 도구로서의 AI 챗봇 활용)

  • Choi, Seo-Won;Nam, Jae-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1693-1699
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    • 2019
  • The recent software education in middle schools is focused on physical computing, unplugged learning and pilot training. However, they are struggling in many ways, including cost, inducement of interest, motivation, and concentration. Also, the lack of systematic classroom design could make negative effect to students' understanding of classes or academic performance. In this paper, we intend to study the method of algorithm education using Chatbot system, which will increase efficiency of software education, with less burdensome in terms of cost, and also could be able to used as an assist tool in various classes. In class scenarios that require the understanding of coding mechanisms such as function application, algorithm design, and program coding, students can learn by themselves through the Chatbot system, which has a positive effect on student learning.

An Analysis of Meaning Construction between Texts and Pictures in Children's Picture Diaries (아동의 그림일기에 나타난 글과 그림 간의 의미 구성 방식)

  • Seo, Soo Hyun;Ok, Hyounjin
    • Korean Journal of Child Studies
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    • v.34 no.4
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    • pp.163-177
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    • 2013
  • Digital technology has advanced rapidly and it is anticipated that multimodal ways of meaning-making will become increasingly important. Consequently, teaching multimodal literacies is becoming a major issue in education. This study focuses on the use of picture diaries as a means of teaching multimodal literacies. Picture diaries are one of the basic and unique multimodal texts used in lower elementary level classes in Korea. A further advantage is that it is a promising text model which can be taught in unplugged ways. In order to explore the educational implications of using such picture diaries, this study sought to analyze the ways in which twenty four $1_{st}$ graders in an elementary school constructed meaning with written language and pictures in composing picture diaries. 251 picture diaries composed during several months of their $1_{st}$ grade period were analyzed based on the constant comparative method. The results indicated that the students utilized both written language and pictures in diverse and creative ways to provide their audience with more comprehensive meaning. These results indicate that teachers need to consider their students as active multimodal meaning-makers and provide their students with more opportunities to practice multimodal meaning-making and share their experiences.

Development and Application of Elementary Information Security Education STEAM Program through Simulation Hacking Play Activities (모의해킹 놀이 활동을 통한 초등 정보보호교육 STEAM 프로그램 개발 및 적용)

  • Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.273-282
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    • 2016
  • The new STEAM program suggested in this paper aims at helping students to have interest in information security engineering experts and to design their career creatively through the project on future promising career. The program was designed to help teachers and students understand the jobs and capabilities required for information security experts through direction and execution of the information security expert project. Teaching tools of information security through simulation hacking play activities based on hexagon cell is designed to provide students with the chance to indirectly experience the job of a computer security expert through an unplugged education. Because the content of cyber security is unfamiliar and difficult to understand, the program is designed to allow students to access the key principle of the job, rather than to describe the technical part. Using this program, students will be able to communicate with each other to solve the problems, to have interest in computer security experts, and to design their careers in a creative manner.

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.

Evaluating Learner's Fun and Usability for Act-Based Informatics Teaching Material (행위 기반 정보교재의 유용성 및 학습자의 재미 평가)

  • Yoo, Seung-Wook;Yeum, Yong-Chul;Kim, Yong;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.11-20
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    • 2007
  • In order to measure students' fun and the effectiveness of teaching materials related to computer science theory, this paper conducted an experiment lesson against middle school students using Timbel's 'Unplugged' textbook. A preliminary test was conducted and it revealed that the students' understanding of computer science theory was extremely poor. The learner's fun for the experimental lesson showed the positive reaction in the viewpoint of expectation, engagement, endurability. In post-test after one month, the students were able to recall most of the materials covered during the experiment lesson. In addition, they all showed sign of good understanding. In conclusion, Timbel's textbook proved effective in increasing students' fun and learning ability related to computer science theory. Furthermore, this paper would like to suggest a new type of Informatics science teaching material that might be essential for future computer science education.

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