DOI QR코드

DOI QR Code

SW교육 콘텐츠 개발의 학습자 선호 분석

Analysis of Learners' Preferences in SW Education Contents Development

  • 박선주 (광주교육대학교 컴퓨터교육과)
  • Park, SunJu (Dept. of Computer Science Education, Gwangju National University of Education)
  • 투고 : 2017.11.24
  • 심사 : 2017.12.06
  • 발행 : 2017.12.31

초록

2015 개정 교육과정에서 SW 교육 중요성이 증대되어 다양한 교육적 방법과 도구들을 활용한 SW 교육이 이루어지고 있으며, SW 교육 도구를 활용한 교수학습 콘텐츠가 지속적으로 개발되고 있다. 본 논문에서는 예비교사들의 EPL 수업후 산출된 결과물을 학과별, 학점별, 유형별로 분석하여 예비교사들의 EPL 콘텐츠 선호유형, 선호하는 개발과목 및 개발대상과 그들간의 연관성을 분석하였다. 그 결과, 학과별로 개발과목과 유형은 차이가 있었으며, 유형별로 개발과목과 대상에도 차이가 있었으나 학점별로 개발과목과 유형에는 차이가 없었다. 이를 통해 EPL 수업에 관한 피드백을 받을 수 있고 EPL 관련 교육과정 개발 및 적용에 도움을 줄 수 있을 것이다.

Along with the increased significance of SW education in the 2015 revision curriculum, SW education using various educational methods and tools is being performed, and teaching and learning contents using SW education tools are continuously being developed. In this paper, we analyzed pre-service teachers' EPL contents preference types, preferred development subjects, and their relationship with pre-service teachers based on the analysis conducted after their EPL class session in which its results were assortatively analyzed by department, letter grade, and type. The result signified a clear difference in development subject and types among the departments, and it also showed a difference in development subject and its recipients among the types. However, there was no difference between development subject and type among the letter grade. This will provide a feedback on EPL classes and help develop EPL-related curricula as well as its application.

키워드

참고문헌

  1. Chul Kim(2016), A Study of Robot Curriculum to consider Conceptual Understanding and Learning Activities for Elementary School, Journal of The Korean Association of Information Education 20(6), 645-654.
  2. EungKyo Suh(2017), Development of Creative Thinking and Coding Course method on Design Thinking using Flipped Learning, Korean Association for Learning centered Currisulum and Instruction 17(16), 173-199.
  3. Euni Go(2012), A Study on measures to revitalize educational contents in smart learning environments, Master's dissertation, The Graduate School of Education in Ewha Womans University.
  4. HeeWon Yun, SungUk Choi(2017), Scratch Lesson Design for Effective Programming Concept Learning, Journal of The Society of Convergence Knowledge 5(2).
  5. Hyungshin Choi(2016), Developing Pre-service Teachers' Computational Thinking:Analysis of the Five Core CT Competencies, Journal of The Korean Association of Information Education 20(6), 553-562.
  6. Jaehwi Kim, Dongho Kim(2016), Development of Physical Computing Curriculum in Elementary Schools for Computational Thinking, Journal of The Korean Association of Information Education 20(1), 69-82. https://doi.org/10.14352/jkaie.2016.20.1.69
  7. JeongBeom Song(2017), Effects of Learning through Scratch-Based Game Programming on Students' Interest in and Perceived Value of Mathematics Curriculum, Journal of The Korean Association of Information Education 21(2), 199-208. https://doi.org/10.14352/jkaie.21.2.199
  8. JinSung Kim, JoonTae Kim, Deogwoo Lee, HaeGyung Cho(2011), Development of Educational Contents for Effective Robot-Enhanced Classroom Activities, ICROS 2011, 107-111.
  9. Jiyae Noh, Jeongmin Lee(2017), The Effects of SW Education Using Robot on Computational thinking, Journal of The Korean Association of Information Education 21(3), 285-296. https://doi.org/10.14352/jkaie.21.3.285
  10. Miheon Jo(2015), Design Trend and Improvement Strategies of Contents Developed by Teachers - Focus on Prizewinner of the Research Competition on Educational Informatization-, Journal of The Korean Association of Information Education 19(3), 311-322. https://doi.org/10.14352/jkaie.2015.19.3.311
  11. Namje Park, SooBum Shin, Chul Kim(2016), The Analysis of the Appropriateness of the Content Standards of Information, Information Appliances, and Operating System in Elementary School, Journal of The Korean Association of Information Education 20(6), 617-628.
  12. SeongHun Ahn(2016), Development of SW Program Assesment Indicator for SW Education in Elementary and Middle School, The Journal of Korean association of computer education 18(4), 11-20.
  13. SiHoon Lee, JeongHye Han(2017), Analysis on Creativity and Solving-Problem Ability with Hackathon-based Elementary SW Education, Journal of Digital Contents Society 8(5), 995-1000.
  14. Soohwan Kim(2015a), Analysis of Scratch code for Student Assessment about Computational Thinking Capability, The Journal of Korean association of computer education 18(5), 25-34.
  15. Soohwan Kim(2015b), Development of Scratch Code Analysis System for Assessment about Concepts of Computational Thinking, The Journal of Korean association of computer education 18(6), 13-22.
  16. Soojin Jun, Seonkwan Han(2016), Descriptive Assessment Tool for Computational Thinking Competencies, Journal of The Korean Association of Information Education 20(3), 255-262. https://doi.org/10.14352/jkaie.20.3.255
  17. Soojin Jun(2017a), Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content, Journal of Korean association of computer education 20( 1), 39-47.
  18. Soojin Jun(2017b), The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education, The Journal of Korean association of computer education 20(2), 13-21.
  19. Sook Young Choi(2016), A Study on Teaching-learning for Enhancing Computational Thinking Skill in terms of Problem Solving, Journal of Korean association of computer education 19(1), 53-62.
  20. SunJu Park(2017), Analysis of subjects and types of SW education contents developed by department, The Korean Association of Information Education Research Journal 8(2), 53-58.
  21. Waeshik Moon(2017), The Effect of Convergent Programming Study Utilizing Scratch and Sensor Board on the Elementary School Students, Journal of The Korean Association of Information Education 21(1), 23-31. https://doi.org/10.14352/jkaie.21.1.23
  22. Wonsung Sohn(2016), A Method for Measuring and Evaluating for Block-based Programming Code, Journal of The Korean Association of Information Education 20(3), 293-302. https://doi.org/10.14352/jkaie.20.3.293
  23. YeonSeung Lee, HyunJoo Sung(2017), Influence of program using the coding robot "Bee-Bot" on children's mathematical problem solving ability, Jourmal of the Korea Society for Children's Media 16(3).
  24. Yohan Hwang, Kongju Mun, Yunebae Park.(2016). Study of Perception on Programming and Computational Thinking and Attitude toward Science Learning of High School Students through Software Inquiry Activity: Focus on using Scratch and physical computing materials. Journal of the Korean Association for Science Education 36(2), 325-335. https://doi.org/10.14697/jkase.2016.36.2.0325
  25. Younghoon Sung, Namje Park, Youngsik Jeong(2017), Development of Algorithm and Programming Framework for Information Education Curriculum Standard Model, Journal of The Korean Association of Information Education 21(1), 77-87. https://doi.org/10.14352/jkaie.21.1.77
  26. Youngsik Jeong, Kapsu Kim, Inkee Jeong, Hyunbae Kim, Chul Kim, Jeongsu Yu, Chongwoo Kim, Myunghui Hong(2015), A Development of the Software Education Curriculum Model for Elementary Students, Journal of The Korean Association of Information Education 19(4), 467-480. https://doi.org/10.14352/jkaie.2015.19.4.467
  27. Youngsook Park, Deawoo Park(2016), 3D Graphic Nursery Contents Developed by Mobile AR Technology, Journal of the Korea Institute of Information and Communication Engineering 20(11), 2125-2130. https://doi.org/10.6109/jkiice.2016.20.11.2125

피인용 문헌

  1. 교육요구분석을 통한 계산과학분야의 고성능컴퓨팅 지식요소에 관한 연구 vol.22, pp.5, 2017, https://doi.org/10.14352/jkaie.2018.22.5.545