• 제목/요약/키워드: programming curriculum

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Causal relationship between learning motivation and thinking in programming education using online evaluation tool (온라인 평가 도구를 활용한 프로그래밍 교육에서 학습 동기와 사고력 간 인과 관계)

  • Chang, Won-Young
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.379-390
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    • 2020
  • Recently, interest in online teaching·learning and evaluation tools has increased in the context of Covid-19. In order to use tools effectively, it is necessary to identify the structural influence and causal relationship between the learner's affective and cognitive variables. In this study, to identify a causal relationship between motivation and thinking while using online judge, research and competing model were established and model fit/path analysis were performed. It was found that there was a linear causal relationship from tool usage, self-efficacy, flow, logical thinking, to computational thinking. It was confirmed that 'self-efficacy → flow', or 'flow' had mediating effect on the path from tool usage to thinking, and tool usage was not exerted to thinking through 'flow → self-efficacy'. The causality of 'logical thinking → computational thinking' was identified on the path where tool usage affects thinking ability through learning motivation, but the causality of 'computational thinking → logical thinking' was not identified.

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.

The Effects of Robot Based Mathematics Learning on Learners' Attitude and Problem Solving Skills (로봇 활용 수학학습이 학습태도 및 문제해결능력에 미치는 영향)

  • Park, Jung-Ho;Kim, Chul
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.71-80
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    • 2010
  • A lot of studies in and outside the country says that robots can become an effective tool in developing creativity, problem solving skills and positive learning motivation in the knowledge and information era. This study aims to verify the educational effect of robots in mathematics education by applying robots to mathematics education as a learning tool in an effort to improve the teaching/learning environment. For this study, the mathematics curriculum of elementary school and robot programming were analyzed and then a robot integrated mathematics program was developed. The developed program was applied to the mathematics education of an elementary school year 5 over 16 times. The result of the study showed that the experimental group which used the robot integrated program has better learning attitude and problem solving skills than the group which used the traditional method. The result also showed that the mathematics activities that used robot programming contributed to developing problem solving skills and provided positive mathematics learning experience.

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Development of Physical Computing Curriculum in Elementary Schools for Computational Thinking (컴퓨팅 사고력 향상을 위한 초등 피지컬 컴퓨팅 교육과정 개발)

  • Kim, Jaehwi;Kim, Dongho
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.69-82
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    • 2016
  • Block-based educational programming language(EPL) is commonly used due to its availability at low or no cost. It is also preferred tool of computing education due to its intuitive design, ease-of-use and its effectiveness in increasing algorithmic thinking abilities especially in elementary students. Physical computing is also necessary because it brings students closer to real-world problem solving by connecting the real world with the computing environment. However, due to high-cost and required knowledge in electrical engineering, many schools find the education difficult to access. The study shows significant increase in computational thinking abilities in both groups treated with EPL and additional physical computing education.

A Design and Development of Theme-Based Integrated Program using the Diki-3000 (디키-3000 활용 주제중심 통합 프로그램 설계 및 개발)

  • Park, Jung-Ho;Kim, Chul
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.147-151
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    • 2011
  • Educational efforts in integrating various subjects which are closely related to one another have had positive results. Additionally, integrating subjects has shown to be more effective than teaching subjects independently. The purpose of this study is to propose, construct, and develop a theme-based integrated program that teaches elementary school student's subjects which are outside the regular curriculum such as electricity, electronics, programming, and energy by using Diki-3000. Thus, having considered the theoretical background of theme-based integrated program, elementary school subjects including home economics, science, social studies, and extracurricular activities have been analyzed and restructured into theme-based program. Students will learn about and familiarize themselves with these subjects by utilizing the Diki-3000 product. This program aims to improve students understanding of the aforementioned subjects by combining Diki-3000's strengths as an educational tool with the contents of theme-based integrated program. Moreover, the learning experiences gained from completing critical problem-solving activities which are beyond normal subject knowledge is expected to help develop learners' positive thinking skills.

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Design and Application of Math Class with Robot (로봇 활용 수학수업의 설계 및 적용)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.43-52
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    • 2013
  • As a tool of programming education, a robot is effective in creative problem solving abilities and logical thinking skills. It also provides practical, operational learning experience to learners, when using as a tool of learning, it can help learners' specific understanding for the contents of education and lead to an active participation in learning. This research focuses on the robot's instrumental use in the mathematics class. So the lesson activities with relation to the fourth grade math curriculum were developed after the functional analysis of the robot and the extraction of educational utilization with function. The result shows that there wasn't a significant difference in achievement test but there was a positive response in the most of the survey items. It shows that robots lead to an active participation in class, to be interested in math class and were helpful to understand math concepts. There was also a positive response in the result of learner interviews such as dynamic, collaborative communication, experiential, practical lessons that are rare sights in normal math class.

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A Study on the Knowledge Elements of HPC in Computational Science through Analysis of Educational Needs (교육요구분석을 통한 계산과학분야의 고성능컴퓨팅 지식요소에 관한 연구)

  • Yoon, Heejun;Ahn, Seongjin
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.545-556
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    • 2018
  • The purpose of this study is to suggest the knowledge elements for HPC education in computational science. For this purpose, the survey for HPC experts was conducted to verify the content validity and reliability, and the 20 candidate knowledge elements was extracted. And the second survey for HPC users was conducted to apply the t test, Borich requirement, and The Locus for Focus model. And 10 knowledge elements for HPC education were derived. As a result, the first group was 'Parallelism Fundamentals', 'Parallelism', 'Parallel communication and coordination', 'Parallel Decomposition', 'Parallel Algorithms, Analysis, and Programming' and 'Introduction to Modeling and Simulation', 'Fundamental Programming Concepts', 'Fundamental Data Structures', 'Memory Management', 'Algorithms and Design' were second group for HPC education.

The Effects of Programming Education using App inventor on Problem-solving Ability and Self-efficacy, Perception

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.1
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    • pp.123-134
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    • 2017
  • The ability to use information technology has become increasingly important as technological advances continue to sweep through the computing world, and education for improving computational thinking has become globally instituted. In South Korea, informatics subjects have been modified in the 2015 curriculum and are now compulsory in primary and secondary education. However, despite substantial financial investment and numerous studies promoting informatics education, there continues to be a serious lack of pre-service teachers capable of teaching computational thinking. This study investigated pre-service teacher programming education using App Inventor, their perceptions of App Inventor, and how use of the program affected teacher problem-solving abilities and self-efficacy. In the pre-test, the control group and experimental group showed no statistically significant difference; however, the post-test revealed that the two groups showed statistically significant differences in problem-solving skills and self-efficacy. The participants initially showed interest in using App Inventor; however, after practice-teaching and project-based learning, the participants demonstrated a growing negativity toward the program when they made errors and the functional limits of App Inventor became apparent. Although most participants stated that they would not use App Inventor in their classes, the positive statistically significant differences in problem-solving skills and self-efficacy indicate that this study could be utilized as a basis for building a teaching-learning program using App Inventor and creating an educational plan for teaching computational thinking.

Analysis of difference in elementary-school students' recognition on CS education according to CS education with application of Education Programing Tool (교육용 프로그래밍 도구 활용의 정보과학교육을 통한 초등학생의 정보과학에 대한 인식 분석)

  • Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.385-393
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    • 2010
  • Elementary information education is currently provided in accordance with the 2000 ICT educational guidelines. Although the focus of education has shifted from practical use to computer science since 2005, in which way academic education should be led isn't yet clear. The purpose of this study was to examine the impacts of computer science education(CS education) by an education programming tool on school children's awareness of that education. The selected students received education about unplugged, scratch and robot programming, part of the computer science curriculum, in 12 sessions. As a result, there were significant differences between the experimental and control groups in all the variables that included attitude to computer science, interest in that, satisfaction level, self-efficacy and perception of the value of CS education. The findings of the study suggested that in CS education, the improvement of thinking faculty should take precedence over practical use of what's learned, which is expected to heighten the value of that education.

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A Study on the Verification of Computational Thinking Effectiveness of Understanding-Oriented SW Basic Education Program (이해중심 SW기초교육 프로그램의 컴퓨팅사고 효과성 검증 연구)

  • Oh, Kyung-Sun;Kwon, Jung-In
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.23-35
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    • 2019
  • In order to cultivate talented people who have problem solving ability due to computational thinking according to the trend of the fourth industrial revolution, each university is actively promoting software education. This study suggests that understanding-oriented SW curriculum is needed for non-majors students to improve computational thinking. In order to achieve the purpose of the study, this study designed the basic education program based on the understanding of the SW with the backward design model. The SW Basic Education Program was applied to 15 weeks of instruction and conducted three surveys. The positive effects of the understanding-oriented SW basic education on the computational thinking efficacy and the computer perception were verified. In addition, it was found that the understanding-oriented computational thinking and programming education are effective when they are linked to one process. It is expected that understanding-based SW based education, which uses the backward design model, can be applied as one of the efficient ways to improve computational thinking in the education field.