• Title/Summary/Keyword: project-based programming class

Search Result 16, Processing Time 0.021 seconds

Analysis of Changes in Sociality of Gifted Elementary Students Depending on LT Cooperative Learning (LT 협동학습에 따른 초등 정보영재의 사회성 변화 분석)

  • Kang, Oh-Han
    • The Journal of Korean Association of Computer Education
    • /
    • v.21 no.1
    • /
    • pp.23-30
    • /
    • 2018
  • In this paper, the elementary students from the Information class of the Science Education Institute for the Gifted were divided into the experimental and control groups. The two groups took Scratch programming classes and the changes in their sociality were analyzed. The experimental group used the Scratch remix function, an educational programming language, to perform the LT cooperative learning. The control group took general instructor-led classes. The experimental group carried out a team project in which learners should cooperate with each other to produce certain results using the remix function. Twelve 3-hour lessons were taken by the experimental and control groups consisting of 30 and 30 students respectively to verify changes depending on remix-based cooperative learning. According to t-test using the survey results, the experimental group that performed cooperative learning using the Scratch remix function showed more improved sociality than the control group did. There was a statistically significant difference as well.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.151-172
    • /
    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

A Case Study of SW Project English Teaching through PBL method in an Untact Environment (Untact 상황에서 PBL 교수법을 통한 SW 프로젝트 영어 지도 사례 연구)

  • Lee, Sungock;Kim, Minkyu;Lee, Hyuesoo;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.10a
    • /
    • pp.514-517
    • /
    • 2021
  • The purpose of this study is to discover the occupational identity by examining the narrative of the life of a vocational training teacher with self-esteem in programming fields. The following six types of occupational identity were found: 'a positive image of a vocational training teacher(fits oneself)', 'I feel proud of myself while doing vocational training activities.', 'a teacher who continues to develop him/herself as an expert in the subject class', 'a teacher who immerses him/herself as an expert on student change and growth', 'a teacher engaged in leading activities to create opportunities for vocational training', and 'a teacher of continuous pursuit'. This study has significance in exploring the structure of occupational identity recognition and experience of its formation of a self-esteemed vocational training teacher in programming fields, which have not been studied.

  • PDF

Exploring the Design of Artificial Intelligence Convergence Liberal Arts Curriculum Based on Flipped Learning and Maker Education: Focusing on Learner Needs Assessment (플립 러닝과 메이커 교육 기반 인공지능 융합교양교과목 설계 방향 탐색 : 학습자 요구 분석을 중심으로)

  • Kim, Sung-ae
    • Journal of Practical Engineering Education
    • /
    • v.13 no.2
    • /
    • pp.221-232
    • /
    • 2021
  • The purpose of this study is to explore the design direction of artificial intelligence convergence liberal arts subjects based on flip learning and maker education through analysis of learner needs in a non-face-to-face classroom environment caused by COVID-19. To this end, we analyzed the priorities of subject content elements by using the Borich needs assessment and The Locus for Focus model along with students' perceptions of flip learning for students who took and did not take maker education-based liberal arts courses. Based on this, it was used as basic data for designing the curriculum. The study results are as follows. First, the content elements of the artificial intelligence liberal arts curriculum based on maker education consisted of a total of 9 areas and were designed as a class using flip learning. Second, the areas with the highest demand for education are 'Artificial Intelligence Theory', 'Artificial Intelligence Programming Practice', 'Physical Computing Theory', 'Physical Computing Practice', followed by 'Convergence Project', '3D Printing Theory', '3D Printing practice' was decided. Third, most of the questionnaires regarding the application of flip learning in maker education-based artificial intelligence liberal arts subjects showed positive responses regardless of whether they took the course, and the satisfaction of the students was very high. Based on this, an artificial intelligence-based convergence liberal arts curriculum using flip learning and maker education was designed. This is meaningful in that it provides an opportunity to cultivate artificial intelligence literacy for college students by preparing the foundation for artificial intelligence convergence education in liberal arts education by reflecting the needs of students.

Case study of information curriculum for upper-grade students of elementary school (초등학교 고학년 정보 교육과정 사례 연구)

  • Kang, Seol-Joo;Park, Phanwoo;Kim, Wooyeol;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.4
    • /
    • pp.229-238
    • /
    • 2022
  • At the time of discussing the 2022 revised curriculum, the demand for normalization of information education is increasing. This study was conducted on the case of the information curriculum for the upper elementary grades responding to such needs. For 14 6th grade students of Elementary School B in K Metropolitan City, 4 core areas of the information curriculum, including computing system, data, algorithm & programming, and digital culture, were covered through classes. Cooperative classes were conducted between students by using the cloud-based application according to the class. In addition, it was intended to supplement the curriculum by suggesting ideas for artificial intelligence education area, and to improve the density of research with additional investigation on foreign information education cases. However, the need for independent organization of the information curriculum was strongly confirmed in that the current curriculum for information classes lacked sufficient school hours and had to be operated in combination with other subjects in the form of a project for this case study. It is hoped that this study will serve as a small foundation for the establishment of the information curriculum for the upper elementary grades in the future.

A Study on the Development of Software Education Program to Activate Employment for the Disabled

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.3
    • /
    • pp.209-216
    • /
    • 2022
  • In this paper, we propose an effective software education program to promote employment of the disabled and verify the effectiveness of SW education through pilot operation. In this SW education program, we develop a SW curriculum consisting of the basic course, Unity programming course, and the advanced course, AR/VR digital content development course. The SW education achievement standard develops the basic and advanced course achievement standards in consideration of the level of the virtual reality content production job of the National Competency Standards(NCS) and the SW education achievement standards of youth with visual, hearing, and physical disabilities. SW education materials are developed on a project basis so that one AR/VR digital content can be implemented step by step according to the intellectual level of the disabled based on Unity. SW education pilot training is conducted as online education based on Blended Learning due to COVID-19. In order to derive the SW education effect and each learner's individual SW education academic achievement for the SW education pilot training, a survey is conducted on learners, and the results are analyzed. In the basic course, 77.3% of learners achieved academic achievement above excellent(80-90), and in the advanced course, 48.8% of learners achieved academic achievement above excellent(80-90). These results verify that the SW education program for the disabled developed in this paper is effective in activating employment for the disabled.