• Title/Summary/Keyword: Unplugged Education

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Teacher Training Program and Analysis of Teacher's Demands to Strengthen Artificial Intelligence Education (인공지능교육 역량 강화를 위한 교원 연수 프로그램과 교사 요구분석)

  • Jeon, In-Seong;Jun, Soo-Jin;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.279-289
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    • 2020
  • The purpose of this study is to apply the training program for teachers to strengthen the competence of artificial intelligence education in primary and secondary school teachers and to analyze its effectiveness and analyze teachers' demands for artificial intelligence education to provide basic research data. The referenced training program was designed based on the ADDIE model by selecting the educational contents based on the five core elements of AI, and teachers from the G Metropolitan Office of Education and the AI Education Research Association collaborated to develop the program. The effectiveness of the developed program and questionnaire of teacher needs analysis for AI teaching were examined for content validity. As a result of the training conducted by applying the developed program, satisfaction with each curriculum of the training and the possibility of application to the field were highly evaluated. It was found that teachers consider the need of teaching unplugged activities for AI education and basic AI experiences in elementary school level, and AI education contents including block programming languages and physical computing activities are needed to teach in middle school level.

A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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A Study on Effective Software Education Model by Disability Type for Youth

  • Lee, Hyun Ju;Lee, Won Joo;Jung, Hoe Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.261-268
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    • 2020
  • In this paper, we propose an effective software education model for youths with disability. This software education model consists of a four-step process. In the first step, it draws the education curriculum of the software education for different types of disabled youths based on the results of comparative analysis of software education field in special education curriculum. In the second step, it suggests achievement standards for effective software education for the disabled students by classifying students with intellectual disabilities and visual, hearing, and physical disabilities without any multiple disabilities. In the third step, the study developed a modular textbook comprised of unplugged activities using coding robot Albert, physical computing, and block/text coding with the reflection of the characteristic of each type of disability. In the fourth step, it applied the textbook to the school field and educated disabled students focusing on experience to allow them to think logically and by stages about different problems they face in daily lives. In addition, by analyzing the results of youths' performance evaluation and surveys, it was shown that 82.3% of developmental disabilities, 78.8% of visual impairments, 90.9% of hearing impairments, and 78.8% of physically disabilities achieved achievements above the "medium" level. These results prove that the software education model for youths with disabilities proposed in this paper is very effective in improving computational chinking of youths with disabilities.

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
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    • v.36 no.2
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    • pp.325-335
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    • 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.