• Title/Summary/Keyword: elementary computer

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The Analysis of Teachers' Factors Influencing ICT literacy in Elementary and Middle School Students (초·중학생 ICT 리터러시 수준에 영향을 미치는 교사 요인 분석)

  • Kim, Chong Min;Ahn, Sung Hun;Lim, Hyunjung;Kim, Han Sung
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.321-334
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    • 2017
  • The purpose of this study is to investigate teacher factors influencing ICT literacy in elementary and middle school students. For this purpose, ICT literacy was measured in 6,383 students in $4^{th}$, $5^{th}$ and $6^{th}$ graders, 337 teachers in 150 elementary schools, and 9,183 students in $1^{st}$, $2^{nd}$ and $3^{rd}$ graders, 337 teachers in 150 middle schools. Additionally, we conducted multiple regression analysis to explore teachers' influential factors. As a result, our finding indicated that the level of teachers' computer literacy had a positive effect on elementary students' ICT literacy(overall and 7 sub-domains) while ICT utilization during class and teachers' age had a negative effect on elementary students' ICT literacy(overall and 7 sub-domains). In addition, we found that major in ICT education and the level of teacher education had a positive effect on middle students' ICT literacy(overall and 7 sub-domains). Based on the results of this study, we suggested increasing hours in the teachers' professional development and the pre-service and in-service teacher education course and supporting or promoting the self-development of the information school teachers in middle schools.

Analysis and Implication about Elementary Computer Education in India (인도의 초등학교 컴퓨터 교육에 대한 분석 및 시사점)

  • Shin, Seungki;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.585-594
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    • 2014
  • In terms of development for CMC computer science curriculum was started from 2006 year, and it was confirmed at 2013 year and adapting through 1 to 8 grade. CMC is focused on the "Develop computer fluency, not just computer literacy", "Develop thinking process skills, not just content mastery", and "Highlight the interconnectedness of knowledge, not just address a topic/subject in isolation" as a base of the curriculum. CMC have selected core factors which are Thinking process skills, Computer literacy integrated with fundamental concepts and thinking skills, Thematic integration, Spiral curriculum, and Scalability. Once CMC have been developed as a common computer curriculum by India government, both of computer training course and textbook development were conducted by government. In addition, they are trying to enforce the computer education. It suggests to Korea some significant points which were the necessity of Computer education as an independent subject and the requirement of Software education and Computational thinking as an educational content.

An Analysis of the Elementary Parent and Students' Perceptions of Value on Computer Science after Creative Computer Science Education (창의적 정보과학교육이 학부모와 초등학생의 정보과학교육에 관한 가치 인식에 미치는 영향 분석)

  • Yoon, IlKyu;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.18 no.5
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    • pp.15-24
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    • 2015
  • The purpose of this study is to analyze variables affecting parents' and elementary school students' value of computer science after creative computer science education, through multiple regression. Many researches on Informatics subject have focused on the effect of the subject contents on students but hardly dealt with parents' recognition. Thereupon, this study pays attention to the value of computer science recognized by parents and analyzes variables substantially affecting value variables of computer science related to parents' support for learning Informatics subjects. This paper did not verify the difference in recognition of parents and students but calculated more concrete influence by conducing multiple regression on the variables affecting the value recognized by each group. This is one of the reasons why this study is meaningful. According to the result of the analysis, variables affecting the value of parents on computer science the most are interest and satisfaction, and in students' case, self-efficacy is the variable affecting the value of computer science the most.

A Study on the contact to lascivious computer programs and sexual attitude and behaviour by the grade of middle school students in Pusan and Kimhae area (부산 . 경남지역 중학교 남학생의 학년에 따른 컴퓨터 음란물 접촉실태에 관한 연구)

  • 손혜숙;김혜옥;김대환;이종태
    • Korean Journal of Health Education and Promotion
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    • v.16 no.2
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    • pp.55-66
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    • 1999
  • To evaluate the status of the contact to lascivious computer programs and sexual attitude and behaviour by the grades of middle school boy students, the questionnaire survey was done on 715 students of five middle schools in Pusan and Kimhae area from December 15 to December 24, 1997. The data were analyzed by PC SAS; $X^2$ -test. The level of significance was 0.05. 404 students (56.5%) had a personal computer in their home. 516 students(72.2%) have experienced of using a computer program. 294(57%) of them usually played a game with computer. 514 students(71.9%) had experiences of the contact to a lascivious computer program, which increased with the grades of the students(p〈0.05). The first exposure to a lascivious program was when they were elementary school students in 24.6% of first grade middle school student, 13.8% of second grade, and 11.3% of 3rd grade students. 92% of the students was introduced to first contact through their friends. 63.7% of them watch the program at their friends home. The most common drives to contact to a lascivious programs were curiosity (53%). Sexual desire was a higher drive in third grade students (20.6%) than lower grades. After contacting to a computer lascivious program, desire of masterbation was more frequent in lower grade students. and feeling disgust was more frequent in higher grade students (p〈0.05). Frequence of masterbation or sexual intercourse was higher in high grade students(p〈0.05) In conclusion, distribution and popular use of computer attributes to the increased exposure to lascivious programs and lowering the age of first exposure. There was the difference according to the grades in the feeling and sexual behaviour after contacting to computer lascivious program. Appropriate methods to protect young students to contact a lascivious program should be sought. The use of computer should be educated in elementary school students accompanied by proper sex education.

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A Study of the Development of Teaching Materials for Computer Education in Teachers' College (교원양성대학의 컴퓨터교육 교재개발 연구)

  • Park, Sun-Joo;Kim, Jeong-Rang;Kim, Chul;Jeong, Dong-Ryul
    • Journal of The Korean Association of Information Education
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    • v.4 no.1
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    • pp.72-82
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    • 2000
  • The importance of computer education has increased as a knowledge-based society develops. The national project for developing the industry of educational information will be ended by the year of 2000 From year 2001 on, the korean government plans to include computer education in Elementary and Middle-School Curricula. Teachers' colleges in Korea need to develop standardized teaching materials. These teaching materials may be used to teach a computer education class, plan a computer education curriculum, and do research on computer education teaching methods as well as computer education teaching materials. This study attempted to examine some aspects for developing teaching materials which we may use to teach pre-service teacher trainees in a teachers' college. The results of this study will help pre-service teacher trainees not only improve their ability of information literacy, but also obtain some techniques and strategies for teaching computer education in school.

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The Effect of Scratch Programming Education on Learning-Flow and Programming Ability for Elementary Students (스크래치 프로그래밍 교육이 초등학생의 학습 몰입과 프로그래밍 능력에 미치는 효과)

  • Ahn, Kyeong-Mi;Sohn, Won-Sung;Choy, Yoon-Chul
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.1-10
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    • 2011
  • The programming education in K-12 field is processing with conceptual approaches to obtain basic grammar not including higher knowledge processing. This is main reason that can't able to obtain the educational effects. This study aims to research the innovated methodology of programming education which can have educational effect by participating of learners with positive interest, and recognize the effect of the Scratch programming education on elementary school student's learning-flow and programming ability. As a result Scratch programming education has effect on elementary school student's improving the level of learning-flow and the programming ability.

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The Effects of Game Control Program on the mitigation of Internet Game Addiction and Self-Efficacy (게임욕구조절 프로그램이 인터넷게임 중독완화와 자기효능감에 미치는 효과)

  • Pyo, Myung-Hwa;Lee, Young-Man
    • 한국초등상담교육학회:학술대회논문집
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    • 2004.01a
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    • pp.105-118
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    • 2004
  • The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.

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A Case Study on the Students' Attitude toward User-Created Contents in Discretionary Classes of Elementary School (UCC 활용교육에 관한 학습자 태도 연구 - 초등학교 재량교육 사례를 중심으로 -)

  • Choi, Soo-Myung;Yoo, Young-Soon;Kim, Tae-Ung
    • The Journal of Korean Association of Computer Education
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    • v.14 no.4
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    • pp.21-31
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    • 2011
  • User-created content(UCC) is on the rapid increase both in terms of quantity and the quality of sharing and enjoying each others. However, not much research has been done on school's adoption of this innovative contents for educational purposes. The aim of this case study is to identify the determinants of students' attitude toward using UCC in elementary school classes. This study employs the perceived educational value, ease of use, social influence, fun, computer self-efficacy, cooperativity and concentration as the antecedents of attitude, and collected 246 survey responses from 5th and 6th grade students. The results indicate that the perceived educational value, ease of use and socal influence have significant impact on the attitude toward using UCC. It was also found that the cooperativity, fun and ease of use determine the level of perceived educational value, and that the computer self-efficacy, fun and concentration influence the perceived ease of use. Some useful suggestions, concerning the utilizing UCC for educational purpose in elementary school classes, are also presented.

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Operation Status and Analysis of Computer Education for Special Skill Aptitude - Focusing on Elementary Schools in Chungnam Cheonan area - (컴퓨터 특기적성교육 운영 실태 및 분석 - 충남 천안지역 초등학교를 중심으로 -)

  • Wang Joung-A;Kim Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.847-850
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    • 2006
  • Special skills and aptitude education which cultivates special skills and aptitude of students in widely implemented in elementary schools as a part of extracurricular activities after classes. This research is designed to find out improved operations in elementary schools' special skills and aptitude education activities by examining and analyzing the current situation. A survey of teachers and students was conducted on the teachers' interests in the special skills and aptitude education as well as on the participation level of students. In order to systematically operate and to vitalize the special skills and aptitude education, there should be full support and continuous interest from the Ministry of Education. In addition, hosting school's interests such as interlinking with other schools and attending exhibitions are important to maximize the effect of student's computer skills and aptitude education.

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Design and Validation of Leadership Curriculum in Education for the Gifted Elementary Students of Computer Science (초등정보과학영재를 위한 리더십 교육내용의 설계 및 검증)

  • Lee, Jae-Ho;Bae, Gi-Taek
    • Journal of Gifted/Talented Education
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    • v.20 no.1
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    • pp.79-106
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    • 2010
  • Leadership education is part of the goals of special education for the gifted of computer science. However, there has been little research effort on leadership curriculums and programs specially designed for the gifted of computer science by reflecting their characteristics. Thus this paper was conducted to design educational contents of leadership for the gifted of computer science as follows:First, common elements were extracted from the goals and characteristics of special education for the gifted of computer science and from the previous studies through analysis. Then basic data were selected helpful to choose educational contents of leadership for the gifted of computer science. Second, the definitions and characteristics of leadership were analyzed along with the previous studies to find common elements. By defining relations between the gifted of computer science and leadership, the investigator also examined the leadership characteristics to be considered when choosing educational contents. Third, educational contents of leadership for the gifted of computer science were selected and designed based on the leadership elements developed by the Korean Educational Development Institute(2005). Fourth, leadership activity logs and reading materials were developed of the education for the gifted of computer science based on the educational contents for their leadership. And fifth, Delphi analysis was carried out to test the validity of the leadership activity logs and reading materials developed in the study in two sessions; the first one tested the overall design of the educational contents, and the second one did the detailed contents of the activity logs and reading materials.