DOI QR코드

DOI QR Code

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students

초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용

  • Seo, Jeonghyun (Dept. of Computer Education, Korea National University of Education) ;
  • Kim, Yungsik (Dept. of Computer Education, Korea National University of Education)
  • 서정현 (한국교원대학교 컴퓨터교육과) ;
  • 김영식 (한국교원대학교 컴퓨터교육과)
  • Received : 2016.06.21
  • Accepted : 2016.07.16
  • Published : 2016.08.31

Abstract

The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.

컴퓨팅 사고 능력은 미래 사회 인재가 가져야 할 핵심 역량이다. 컴퓨팅 사고는 컴퓨팅의 관점에서 문제를 규정하고 그 문제의 해결방법을 탐색해 효율적인 해결절차를 강구하기 위해 추상화 단계를 거치고 추상적 개념의 자동화 수행을 위해 여러 가지 개념, 원리, 방법들을 이용하여 알고리즘화 하여 문제 해결의 가장 적합한 과정과 자원을 선택하고 조합하는 과정으로 초등학교 단계에서 적절한 교육용 콘텐츠의 적용이 필요하다. 본 연구에서는 융합적 산출물 기반의 소프트웨어 교육용 콘텐츠를 개발하고 적용함으로써 학습자의 창의적 인성 향상에 미치는 영향을 검증하였다. 연구 결과 융합적 산출물 기반의 소프트웨어 교육 콘텐츠를 이용한 교육이 학습자의 창의적 인성 향상에 긍정적인 영향을 미친 것을 확인하였고 초등 컴퓨팅 교육에 적용할 수 있는 방안을 제시하였다.

Keywords

References

  1. Amabile, T. M. (1996). Creativity in context: Update to" the social psychology of creativity.". Westview press.
  2. Guilford, J. P. (1959). Traits of creativity. Creativity and its cultivation, 10, 141-161.
  3. Ha Joo Hyoun (2011). Development of Creative Personality. KEDI, CR2011-43.
  4. Isaksen, S. G., Dorval, K. B., & Treffinger, D. J. (2000). Creative approaches to problem solving: A framework for change. Kendall Hunt Publishing Company.
  5. Jamieson, P. (2010). Arduino for teaching embedded systems. are computer scientists and engineering educators missing the boat?. Proc. FECS, 289-294.
  6. Jo Seok Hee (2002). Development of Creative Problem Solving Inventory (II), KEDI, CR 2002-43.
  7. Kafai, Y. B., & Resnick, M. (1996). Constructionism in practice: Designing, thinking, and learning in a digital world. Routledge.
  8. Kang Choong Youl (2011). The Implications of the Thematic Textbooks Advent for the Elementary Integrated Curriculum. Journal of Curriculum Integration, 5(3), 73-101.
  9. Kim Gyoung Hoon (2012). Creative problem solving information-based education policy direction navigation key competencies for the future promotion of Korean. KICE, RRC 2012-7
  10. Kim Young Chae (1999) "Creative Problem Solving: Theory of creativity, development and teaching." Seoul: Education Press.
  11. Lee Eun Kyung (2009). A Robot Programming Teaching and Learning Model to Enhance Computational Thinking Ability. [dissertation]. Korea National University of Education.
  12. Lee Young Jun, Lim Woong, Lee Eun Kyung (2010). An Informatics Education Program for Enhancing Creative Problem Solving Ability. The Journal of Korean Association of Computer Education, 13, 1-8.
  13. Lee Young Jun (2014). Research for introducing Computational Thinking into primary and secondary education. KOFAC, BD14060010.
  14. O'Sullivan, D., & Igoe, T. (2004). Physical computing: sensing and controlling the physical world with computers. Course Technology Press.
  15. Papert, S., & Harel, I. (1991). Situating constructionism. Constructionism, 36, 1-11.
  16. Resnick, M. (2006). Computer as paint brush: Technology, play, and the creative society. Play=learning: How play motivates and enhances children's cognitive and social-emotional growth, 192-208.
  17. Seong Eun Hyeon(2003). Impact of the visuo-spatial intelligence the academic score and the creative personality on the creative thinking. The Journal of Korean Educational Psychology Association, 17(3), 351-372.
  18. Torrance, E. P. (1988). The nature of creativity as manifest in its testing. The nature of creativity, 43-75.
  19. Wing, J. M. (2008). Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society of London A: Mathematical, Physical and Engineering Sciences, 366(1881), 3717-3725. https://doi.org/10.1098/rsta.2008.0118
  20. Yoon Sun Hee (2011). Exploration of Creativity Components in Computer Science. Korea National University of Education [master's thesis].
  21. Yu Gyoung Hoon (2010). A Structural Analysis of the Variables on Children’s Creative Product. The journal of Asian education, 11(3), 71-95. https://doi.org/10.15753/aje.2010.11.3.004

Cited by

  1. 성찰저널과 피드백을 적용한 PBL 기반의 피지컬 컴퓨팅 프로그래밍 교수·학습 전략 개발 및 적용 vol.21, pp.6, 2018, https://doi.org/10.32431/kace.2018.21.6.005