• Title/Summary/Keyword: computational thinking

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Development of a Sound Art Programming Course for Non-Majors (비전공자를 위한 사운드 아트 프로그래밍 교과목 개발)

  • Kwon Hyunwoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.71-79
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    • 2024
  • This study developed a sound art programming course using pure data to foster computational thinking and convergence of art and technology in college students who are non-computer majors. This paper presents an example of operating a curriculum that designed and developed a sound art-centered music programming subject using Pure Data, derives educational outcomes and improvement measures for classes, and presents a creative convergence education program of technology and art. It has a purpose. For the study, we looked at examples of educational programs that combine art and technology, as well as pure data and sound art, and based on this, we designed and developed a sound art programming course for non-majors. The curriculum was operated based on the developed subjects, and the results showed increased interest in programming through art and technology convergence classes, active class participation through autonomous choice, creation of a new perspective on art, improvement of computational thinking skills, collaboration and communication. The educational effect of ability enhancement was confirmed. We expect that this study will be able to present a new perspective on the convergence education of art and technology, including artistic diversity and understanding of new media according to the development of media.

A Study on the Current State of Artificial Intelligence Based Coding Technologies and the Direction of Future Coding Education

  • Jung, Hye-Wuk
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.186-191
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    • 2020
  • Artificial Intelligence (AI) technology is used in a variety of fields because it can make inferences and plans through learning processes. In the field of coding technologies, AI has been introduced as a tool for personalized and customized education to provide new educational environments. Also, it can be used as a virtual assistant in coding operations for easier and more efficient coding. Currently, as coding education becomes mandatory around the world, students' interest in programming is heightened. The purpose of coding education is to develop the ability to solve problems and fuse different academic fields through computational thinking and creative thinking to cultivate talented persons who can adapt well to the Fourth Industrial Revolution era. However, new non-computer science major students who take software-related subjects as compulsory liberal arts subjects at university came to experience many difficulties in these subjects, which they are experiencing for the first time. AI based coding technologies can be used to solve their difficulties and to increase the learning effect of non-computer majors who come across software for the first time. Therefore, this study examines the current state of AI based coding technologies and suggests the direction of future coding education.

Development of Python Instructional Model Using Robot for Elementary Students (초등학생을 위한 로봇 활용 파이썬 학습 모형 개발)

  • Park, DaeRyoon;Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.357-366
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    • 2018
  • The Code Block Based Educational Programming Language(EPL) is the mainstream tool for software education for elementary students. However, Code Block Based EPL has limitations in scalability, even though there are many advantages as an introductory tool for software education. In this study, we searched the approach of SW education using Python, which is a text-based programming language actively used in real industrial field. We developed a learning program and model using Python and applied it to the sixth grade elementary school students for 10 hours. As a result, we found that the robot-based Python learning model had a significant effect on improving students' thinking skills and confirmed the applicability of text-based programming language to elementary school students.

Analysing Digital Literacy Capabilities in Software Education Curriculum (소프트웨어 교육 교육과정에서의 디지털 리터러시 능력 분석)

  • Yu, Jeong-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.383-386
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    • 2017
  • The abilities to effectively use and create technology to solve complex problems are the new and essential literacy skills of the twenty-first century. Digital literacy is an essential tool to support other subjects and all jobs. The digital literacy requires several thinking skills, an awareness of the necessary standards of behaviour expected in online environments, and an understanding of the shared social issues created by digital technologies. The government tried to cultivate communication ability to solve various problems creatively and efficiently through software education in the 2015 revised national curriculum and to raise communication ability and community consciousness through collaborative problem solving process. In this paper, we analyze whether the 2015 revised curriculum can develop digital literacy ability through educational contents of software curriculum.

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The Effects of SW Education Using EPL and Coding robot on the Computational thinking and Problem solving (EPL 및 코딩 로봇 활용 SW교육이 컴퓨팅 사고력과 문제해결력에 미치는 효과)

  • Oh, Ji Hun;Jang, Dae Won;Chung, Il Yong
    • Smart Media Journal
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    • v.10 no.3
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    • pp.60-67
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    • 2021
  • This study attempted to examine the effects of SW education using EPL and coding robots on computing thinking and problem-solving skills among various teaching and learning methods of software education. To this end, a survey was conducted on 350 students from middle schools A and B in Gwangju and Jeollanam-do, and the difference in mean was analyzed through t-verification and one-way analysis of variance in order to investigate the relationship between variables. Based on the research results obtained through this, we will identify the effects, strengths, and weaknesses of SW education using EPL and coding robots, provide basic data and information for efficient teaching and learning methods of SW education, and further suggest better directions in terms of academic and practical aspects.

Mathematics & coding mobile contents for secondary education (텍스트 코딩을 활용한 중등수학 모바일 콘텐츠 개발 연구)

  • Lee, Sang-Gu;Lee, Jae Hwa;Nam, Yun
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.231-246
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    • 2024
  • In this paper, we present the development and a case study on 'Mathematics & Coding Mobile Contents' tailored for secondary education. These innovative resources aim to alleviate the burden of laborious calculations, enabling students to allocate more time to engage in discussions and visualize complex mathematical concepts. By integrating these contents into the curriculum, students can effectively meet the national standards for achievement in mathematics. They are empowered to develop their mathematical thinking skills through active engagement with the material. When properly integrated into secondary mathematics education, these resources not only facilitate attainment of national curriculum standards but also foster students' confidence in their mathematical abilities. Furthermore, they serve as valuable tools for nurturing both computational and mathematical thinking among students.

A Study on the Software Convergence Education for Non-Majors Computer Science using Creative Robot (창작로봇을 이용한 비전공자의 소프트웨어 융합 교육에 관한 연구)

  • Ku, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.631-638
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    • 2017
  • In the age of the Fourth Industrial Revolution, lifestyle and industrial structures are faced with evolution from IT-based automation to the intelligent stage, demanding talents with software capabilities in various fields. Reflecting these demands, the government has enhanced basic software education for non-majors in elementary and secondary schools as well as universities. In this study, the software convergence education of Non-Majors is proposed to improve the general problem solving ability based on computational thinking and the software convergence ability in the field of their own by developing robot activity. The subjects of this study were 91 students, who were composed of various majors. The class was designed with computing thinking, convergence elements, and creative robot activity. The study was conducted for 13 weeks. To examine the effects of software convergence education through the creative robot activity, this study observed changes in the students' learning outcomes, satisfaction with creative robot activities, and perceptions of other disciplines after class based on pre-diagnosis surveys. The survey asked 12 questions including an understanding of the learning contents, overall satisfaction with multidisciplinary collaborative learning, understanding of other disciplines, and self-evaluation of problem solving ability through creative robot activities, which were compared with that before the class. They answered that their ability was improved.

Case Study on Software Education using Social Coding Sites (소셜 코딩 사이트를 활용한 소프트웨어 교육 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.37-48
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    • 2017
  • Recently, the importance of software education is growing because computational thinking of software education is recognized as a key means of future economic development. Also human resources who will lead the 4th industrial revolution need convergence and creativity, computational thinking based on critical thinking, communication, and collaborative learning is known to be effective in creativity education. Software education is also a time needed to reflect social issues such as collaboration with developers sharing interests and open source development methods. Github is a leading social coding site that facilitates collaborative work among developers and supports community activities in open software development. In this study, we apply operational cases of basic learning of social coding sites, learning for storage server with sources and outputs of lectures, and open collaborative learning by using Github. And we propose educational model consisted of four stages: Introduction to Github, Using Repository, Applying Social Coding, Making personal portfolio and Assessment. The proposal of this paper is very effective for software education by attracting interest and leading to pride in the student.

A Design and Effect of Maker Education Using Educational Artificial Intelligence Tools in Elementary Online Environment (초등 온라인 환경에서 교육용 인공지능 도구를 활용한 메이커 수업 설계 및 효과)

  • Kim, Keun-Jae;Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.61-71
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    • 2021
  • In a situation where the online learning is expanding due to COVID-19, the current maker education has limitations in applying it to classes. This study is to design the class of online maker education using artificial intelligence tools in elementary school. Also, it is to identify the responses to it and to confirm whether it helps improve the learner's computational thinking and creative problem solving ability. The class was designed by the literature review and redesign of the curriculum. Using interveiw, the responses of instructor and learners were identified. Pre- and post-test using corresponding sample t-test was conducted. As a result, the class consisted of ten steps including empathizing, defining making problems, identifying the characteristics of material and tool, designing algorithms and coding using remixes, etc. For computing thinking and creative problem solving ability, statistically significant difference was found. This study has the significance that practical maker activities using educational artificial intelligence tools in the context of elementary education can be practically applied even in the online environment.

The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.243-255
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    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.