• Title/Summary/Keyword: education using computer

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The Necessity and Direction of the Computer Education as Subject Matter (교과로서 컴퓨터교육의 필요성과 방향)

  • Yoo, In-Hwan;Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.417-432
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    • 2004
  • The rapid development of ICT(Information and Communication Technology), beyond the argument of information society, has invoked discussion of knowledge-based society and enhanced the importance of the producing knowledge by using implementation of ICT. However, current computer education, without exactly defining the conception of ICT and direction of computer education, has great limitations in applying into education because it has mechanical characteristics and is not satisfying the demands of education that is supposed to bring up the creative human beings in current knowledge-based society. This study starts from the recognition of such problems. This paper explores the current computer education and argument. In addition, we researched necessity and direction of the computer education as subject matter.

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Development and Application of a Collaborative-Reflection Instructional Model by using Meta-Cognition in Computer Skill Education (컴퓨터 기능 교육에서 초인지를 이용한 협력적 성찰 수업모형의 개발 및 적용)

  • Kim, Kap-Su;Lee, Mi-Sook
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.339-348
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    • 2005
  • The trend of the computer education is shifting from problem-solving in the real world and using functions for it to behavioristic perspectives which encourage people to acquire the functions simply according to the applying programs of well-known companies. Thus, this research studies the computer instructional model which emphasizes the basic computer education and connections to the real world at the same time. In the constructivistic perspectives, this model emphasizes the learners activities, their using of meta-cognitive strategies to reflect their level of the lesson and collaborative-reflective learning of problem-solving. The research applied in the real computer skill education and according to the result of the research, I could find the experimental group got high level of learning achievement and this benefits to the high level group rather than low and middle group.

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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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Educational Objectives in Computing Education: A Comparative Analysis

  • An, Sangjin;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.181-189
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    • 2016
  • This study examined three elementary school computing curriculum - the CSTA K-12 computer science standards, the computing programme of the national curriculum in England, and the 2015 national curriculum in Korea - focusing on the educational objectives with the perspective of the revision of Bloom's Taxonomy of Educational Objectives. The CSTA K-12 computer science standards mainly addressed applying procedural knowledge and using digital technology is the main theme. The computing programme in England concentrated on understanding factual and conceptual knowledge of computer science, such as algorithms. The 2015 national curriculum also addressed applying procedural knowledge, but the main focus is making softwares and robots. The findings of this comparative analysis suggest that it is needed to set up concrete educational objectives for lower grade and make them related to the secondary education to make more coherent elementary-level learning objectives. And elementary-level computing learning objectives are needed to be organized with the perspective of knowledge and cognitive process level.

Finding the Research Possibilities of Computer Technologies in Art Education

  • Jung, Hyunil
    • International Journal of Advanced Culture Technology
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    • v.6 no.2
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    • pp.51-57
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    • 2018
  • The purpose of this study is to try finding the research possibilities of computer technology in art education and understand why computer technology has such a great impact on our contemporary education. The methodology of this study is based on the analysis of literature review. I have tried to find the importance articles in the journals of art education such as Studies in Art Education and Art Education published from the National Art Education Association, one of the most well-known organizations in the field of art education. To draw the purpose of this study, I found articles and categorized the information using key words such as aesthetic, feminist, gender issues, and interactivity. After analyzing, I have discussed about the research possibilities and important issues of computer technology in art education and then categorized the information found in each article into four different subheadings: 1) the visual effects of computer graphics in art education, 2) gender issues based on the computer technology, 3) interactive multimedia and social interactions among students, 4) research possibilities with computer technologies in art education. The findings are as follow. Firstly, there were many research possibilities of computer technologies in art education such as ways of criticizing the contemporary art world. Secondly, I found that computer technology has a great impact on art education because students are more eager to engage with computer technologies-based media activities and very familiar with new media either at home and school. Therefore, we, as educators, must address how the student will be systematically engaged with computer technologies in their educational environment and should determine what knowledge and skills prospective teachers bring to our teacher education programs and how and where they acquired this knowledge.

Design of SW Education Program Using Hamster Robot: Focused on the Gifted student in Elementary Schools (햄스터 로봇을 활용한 프로그래밍 교육 프로그램 설계 제안: 초등학교 영재학생의 학습지속의향을 중심으로)

  • Kim, Eun-Ji;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.421-422
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    • 2019
  • 본 연구에서는 초등학교 영재학생의 학습지속의향을 향상시키기 위하여 로봇과 학습지속의향에 관한 관련 이론을 탐색하고, 햄스터 로봇을 활용한 프로그래밍 교육 프로그램을 설계하여 제안한다.

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Development of Math study contents Based on PBL using Scratch (스크래치를 활용한 PBL기반 수학 학습 컨텐츠 개발)

  • Kim, Eun-Jung;Kim, Sun-Hoi;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.309-312
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    • 2013
  • 현대사회는 지식정보의 사회로서 이러한 사회에서는 지식을 단순히 암기하는 것보다 주어진 지식과 정보를 이용하여 새로운 지적 가치를 창출할 수 있는 자율적이고 창의적인 인재가 필요하다. 창의성 신장의 측면에서 볼 때, 수학은 문제 해결의 다양성, 사고의 유연성을 길러주므로 매우 중요한 과목이다. 하지만 많은 학생들이 수학의 가치와 필요성을 인식하지 못하고 흥미를 잃어가고 있다. 이에 자발적인 학습을 유도할 수 있는 PBL학습을 도입하고자 한다. 그리고 컴퓨터 프로그래밍은 수학 학습에서 학습자의 알고리즘적 사고력을 향상시킨다. 따라서 본 연구자는 수학 흥미도를 향상시키기 위해 스크래치를 활용한 PBL기반의 수학 학습 컨텐츠 개발을 제안한다.

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Development of study Program Based on PBL using Scratch (스크래치를 활용한 PBL기반 학습프로그램 개발)

  • Kim, Eun-Jung;Kim, Sun-Hoi;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.145-147
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    • 2012
  • 현대사회는 지식정보화 사회이다. 사회는 점점 복잡해지고 개인은 여러 문제를 만나게 된다. 이러한 사회에서는 지식을 단순히 암기하는 능력보다 생활 속에 부딪히는 문제들을 지금까지 배워온 지식과 정보를 활용해서 해결해 나가는 능력이 절실히 요구된다. 기존의 주입식 교육에서 벗어나서 학습자 스스로 필요한 지식을 찾고 적용하는 능력을 키우기 위해 PBL학습을 도입하고자 한다. 그리고 스크래치언어를 활용하여 프로그램을 작성함으로써 초등학생들의 문제에 대한 고찰능력과 사고력을 향상시키고자 한다. 따라서 본 연구에서는 스크래치를 활용한 PBL기반 학습프로그램을 개발하였다.

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Suggestion of Application Development Education Model Using Paper Prototype to Improve Elementary School Communication Skills (초등학생의 의사소통 능력 향상을 위한 페이퍼 프로토타임 활용 어플리케이션 개발 교육 모델 제안)

  • Han, Jeong-Min;Kim, Seong-Won;Lee, Soyul;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.15-17
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    • 2018
  • 사회적인 요구와 어플리케이션에 대한 여러 긍정적인 교육 효과로 인해 어플리케이션 개발 교육을 위한 시도가 초 중등학교에서 이루어지고 있다. 블록형 어플리케이션 개발 도구가 개발되어 있지만 프로그래밍 환경과 운영체제의 국한, 기기 관리의 활용과 난이도의 문제로 초등학교 저 중학년 학생에게는 적합하지 않다. 따라서 본 연구에서는 초등학교 중학년 학생들의 프로그래밍 의사소통 능력을 향상시키기 위한 페이퍼 프로토타입 기반의 어플리케이션 개발 교육 모델을 제안하려 한다.

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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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