• Title/Summary/Keyword: elementary computer

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Information Communication Ethics Education Program using Digital Storytelling (디지털 스토리텔링을 활용한 정보통신 윤리교육 프로그램)

  • Heo, Saerom;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.333-344
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    • 2015
  • As people increasingly access the internet on mobile, the importance of internet ethics and Information Communication(ICE) Ethics has been gradually emphasized in a global society. Therefore it is needed that young students should learn cyber-ethics at school. However, currently there is almost no appropriate ICE-education program for primary school students in Korea. In this paper, we propose an ICE-education program based on digital storytelling. The proposed ICE-education program makes students to learn ICE naturally through the experiences obtained in the process of making their own digital storytelling about ICE. We applied the proposed ICE educational program to the 6th grade students of an elementary school located in Seoul. The result showed that the most participated students have enhanced their scores in participation, respect and temperance among four key elements of ICE.

Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.549-558
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    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

KASP-Integrated Learning Model for the Information Security Education in Elementary Education (초등 정보보호 교육을 위한 KASP-통합수업 모형)

  • Park, Sung-Soon;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.157-164
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    • 2010
  • This study proposed the information security integrated learning model-based KASP. By analyzing the teaching materials regarding information security in the regular curriculum, and by investigating preliminary studies, the information security contents were examined in terms of knowledge, attitudes, skills and ways to practice(KASP). And, the KASP-information security learning model integrating knowledge, attitudes, and ways to practice was developed, and the teaching plan and learning material hand-out were accordingly made out. Moreover, the developed model was tested in an experimental group, and common information security learning content centered on ethics in the comparison group in order to compare the results of two groups. As the test result analysis, it was verified that the developed KASP-information security integrated learning model was effective to help the students learn the knowledge, attitudes, skills and ways to practice.

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Developing the Teaching Material and Comparative Experiment of LOGO and Scratch (교육용 프로그래밍 언어인 로고와 스크래치 교재 개발 및 비교 실험)

  • Kim, Jong-Jin;Hyun, Dong-Lim;Kim, Sung-Wan;Kim, Jong-Hoon;Won, Yoo-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.459-469
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    • 2010
  • Knowledge-based society requests the ability to reuse existing knowledge beyond acquirement and utilization of universal knowledge. The present education of computer, on the other hand, is biased only teaching how to use software. But it does not appropriate for the education to boost various and creative thinking. Thus, this paper carried out research on creativity to be treated in the goal of the 7th Educational Curriculum. Also it selected and analysed computer programming languages-'LOGO' and 'Scratch'. Furthermore, it develops a training material and applies to elementary students in schools. The result that it compares and analyzes the effect that each languages influence to creativity of students, both of them help to develop creativity. Especially 'LOGO' made a positive impact on fluency, 'Scratch' did on ness and resistance.

A Study on Special Class Layout According to School Levels (특수학급 공간구성의 학교급 특성에 관한 연구)

  • Kim, Jin-Chul;Kang, Byoung-Keun;Seong, Ki-Chang
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.15 no.3
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    • pp.71-77
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    • 2009
  • This study is to understand the situations of special education classroom layout, find differences according to school levels and summarize the findings in order to build up the indicators for special classroom layout. As for elementary school level, special classrooms are using multi-purposes desk or group desk for diverse activities such as basic learning and formation of basic life practice. The most frequent type in classroom layout is Type E which is for diverse coner-learning and play activities and the next is Type C which secures activity space. Because security of dynamic activity which most teachers find problematic is important, it needs more research to secure dynamic activity space within classroom. As for middle school level, the most frequent type in classroom layout is Type B which is equiped for computer aided learning and the next is Type C which secures activity space. Research for systematic layout of activity space is needed in order to secure the spaces of dynamic activity and basic job training. As for high school levels, mostly Type B which emphasizes computer activities is adopted and next is Type F which is capable for job training. The survey about the size of special education classroom proves that most teachers want one and half size classroom which in not such a large classroom. It is expected that more systematic research of special classroom layout according to school levels may reach for rational space layout.

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(Design and Implementation of Automated Lesson Planner System for ICT Education) (ICT 활용교육을 위한 온라인 지도안 시스템의 설계 및 구현)

  • 천종필;백장미;한선관;이철환
    • Journal of the Korea Computer Industry Society
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    • v.3 no.9
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    • pp.1207-1214
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    • 2002
  • This study has developed Web-based, Automated Lesson Planner System for teachers to make out and make use of lesson plans using ICT(Information & Communication Technology). First, web-based lesson planner system has been developed to make teachers possible to make and use lesson plans on the web. Second, the database of electronic lesson planner system has been designed and established according to Korean curriculum and form of teaching-loaming lesson plan using ICT. Third, the system embodied making out a lesson plan easily and operating all ICT materials together. Last, the system was applied to the real elementary school fields and the efficiency and improvements were analyzed. This lesson planner system made database of all ICT materials and lesson plans, so that it can manage and control all lesson plans systematically. Also, the lesson plans and ICT materials are connected together, so the database can be a dynamic content storage. The construction of this system established maximization of share, use and storage of teaching-learning lesson plans. It will be popularize in real education fields and made a contribution to the school informatization.

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Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.530-544
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    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

Developmemt of a Program to Understand the Statistical Hypothesis Testing - with mean comparisons between groups - (통계적 가설검증의 이해를 위한 학습프로그램의 개발 - 집단간의 평균비교를 중심으로 -)

  • Choi, Sook-Hee
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.107-114
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    • 2000
  • In this study, a program for statistics education is developed. This program deals with statistical hypothesis testing which is indispensible to demonstrate the research hypothesis. Statistical inference which is the process of using data obtained from a sample to make inference about the characteristics of a population is an essential concept to peoples to learn or use statistics. But in practice, there are many cases of wrong application and peoples think that statistics is hard to understand. Therefore, it is very important subject to teach easily and rightly statistics, specially elementary statistics. This program is developed especially for non-specialist. This program under multimedia environment which includes sound, video, animation etc. can interest students greatly. It doesn't show only the result but make it possible for students to execute the program by stages. By executing it, the students can understand the method and meaning of statistical hypothesis testing naturally.

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A Study on Menu-Layout Preference of the Learner's Properties (아동의 특성에 따른 선호하는 메뉴 레이아웃에 관한 연구)

  • Min, Sun-Hee;Lee, Soo-Jung
    • The Journal of Korean Association of Computer Education
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    • v.13 no.1
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    • pp.9-18
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    • 2010
  • The purpose of this study is to determine the differences in menu-layout preference for learners based on their demographics. The experiment was conducted in this manner: three class second grade and three class sixth grade elementary school students were separated by sex, grade, age and cognitive style such as field-dependent and field-independent. They were asked to choose which menu layouts they preferred or did not prefer out of 6 different types. The results of the research are as follows: First, there were no differences in sex, grade and cognitive style for preferences in the menu layout but there were meaningful differences with regard to age. Second grade students preferred map-type layout, but sixth grade students preferred the type having a main menu across the top with a sub menu in roll over. Second, there was a difference with regard to age as to what they do not prefer. Overall, the results of this study suggest that the menu layout for a learning web site on the internet needs to be different according to their age.

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Analysis of satisfaction and effective variables in online learning for low-income students: Seoul U-learning system (저소득층 온라인학습 만족도 및 변인별 만족도 차이 분석: 서울시 사례를 중심으로)

  • Ahn, Mi-Lee;Park, Sung Hee
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.59-68
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    • 2013
  • The purpose of this study is to analyze the satisfaction and effective variables in online learning for low-income students. An Web-survey was conducted to measure its satisfaction and effectiveness. 285 students participated in the study. T-test and ANOVA were used to analyze the data. The result of satisfaction was fairly positive. In addition, there were differences in effectiveness. In specific, the each group of female, elementary school, higher level of achievement, and higher level of self-regulated learning group students showed higher satisfaction than the others. Suggestions and future research are discussed.

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