DOI QR코드

DOI QR Code

Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori

전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로

  • Kim, Chul (Dept. of Computer Education, Gwangju National University of Education)
  • 김철 (광주교육대학교 컴퓨터교육과)
  • Received : 2019.12.04
  • Accepted : 2019.12.19
  • Published : 2019.12.31

Abstract

The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.

2015 개정교육과정에서는 초등학생들에게 컴퓨터 과학의 개념과 원리를 쉽고 재미있게 배우며 컴퓨팅 사고력을 향상시키는 방법으로 언플러그드 컴퓨팅 교육을 제시하고 있다. 윷놀이는 우리나라만의 전통 보드게임으로서, 우리민족의 역사, 문화, 과학 등 다양한 내용을 담고 있어 학습자의 문화적 정체성을 기르는 데 도움이 되고, 구성원 간의 협동심과 소통능력을 증진시킬 수 있어서 효과적인 언플러그드 컴퓨팅 교구로 활용될 수 있다. 본 논문에서는 초등학교 소프트웨어교육과 융합교육에 윷놀이가 언플러그드 컴퓨팅 도구로서 활용될 수 있는 가능성을 살펴보았다. 우리나라의 전통 보드게임 윷놀이는 순차, 선택, 반복 알고리즘 요소와 더불어 태양과 천체운행을 놀이로 학습할 수 있는 요소를 지니고 있다. 우리나라 전통문화를 적용한 언플러그드 활동 윷놀이는 초등학생의 컴퓨팅 사고력 향상과 의사소통역량, 공동체역량을 함께 신장 시킬 수 있어서 창의융합인재를 양성하는데 도움이 될 것으로 기대된다.

Keywords

References

  1. Bae Jin-Soon (2016) A Study on Preferences about Play, Laughing Activity, Digital game in Elementary School Students, Journal of Korea Game Society, 16(6) 7-18. https://doi.org/10.7583/JKGS.2016.16.6.7
  2. Chun Y., Han B. (2018) The Effect of Unplugged Cooperative Learning Activies of the Cooperating Study Methods on the Improvement of Computaional Thinking in the upper grades Elementary Students. The Korean Association of Information Education Research Journal, 9(1), 85-90.
  3. Han Byoungrae (2013). The Research of Unplugged Computing Method for Computational Thinking in Elementary Informatics Education, Journal of The Korean Association of Information Education, 17(2), 147-156.
  4. Han S., Kim K. (2007) The Study of Unplugged Learning Method of Computer Science for Elementary School Students. Journal of The Korean Association of Information Education 11(4). 497-504.
  5. Hong J., Kim Y. (2019). Development and application of an unplugged activity-centered robot for improving creative problem solving ability. Journal of The Korean Association of Information Education 23(5), 441-449. https://doi.org/10.14352/jkaie.2019.23.5.441
  6. Jeon H., Kim K., Kim S. (2011) The Effect of Unplugged Algorithm Learning on Gifted and Talented Student's Academic Achievement. Korean Journal of Teacher Education 28(1), 111-127.
  7. Jeong Y., Yu J., Leem J., Son Y. (2015) Software Education Theory, Seemars.
  8. Kim, il-gwon (2004) Ancient Astronomical Perspective appeared on the Korean Rock-art, "Yut-nori-pan" and Introduction of Rock-arts of Manghwa-Dae at Jungup Doosung Mt. in South Korea, Korean Petroglyphs Research, 5, 57-105.
  9. Kim, il-gwon (2014) The cultural history of Yut-nori of Korean board game and its astronomical interpretation in Korean petroglyph, Korean Petroglyphs Research, 18, 81-120.
  10. Kim J., Oh M., Yang Y., Kim T., Kim J. (2019). The Effect of Algorithm Execution Time Analysis using Unplugged Program on the Computational Thinking of Third Grade Students. Journal of The Korean Association of Information Education 23(1). 19-27. https://doi.org/10.14352/jkaie.2019.23.1.19
  11. Koo Young-Eun. (2015) An Effect of Unplugged Education based on Play Learning for Lower Grade in Elementary School, Professional Graduate School of Education at Gyeongin National University of Education.
  12. Kwon E., Lee E., Lee Y. (2009) The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement. The Journal of Korean Association of Computer Education 12(6), 33-39. https://doi.org/10.32431/KACE.2009.12.6.004
  13. Lee Chang-Hee. (2003) The Life of Kwon Yong Jung and Hanyang Sesigi. National Folk Museum.
  14. Lee Hea-Woo (2004) A Stduy of Yootpan-type petroglyphs, Korean Petroglyphs Research, 5, 23-56.
  15. Lee J., Jang J., Jang I. (2019). Development of Fine Dust Robot Unplugged Education Program. Journal of Creative Information Culture 5(2), 183-191. https://doi.org/10.32823/jcic.5.2.201908.183
  16. Lee Yihwa, (2005) Origin amd Meaning of Yutnori, Kyunghang Daily News.
  17. Ministry of Education (2015) The National Guidelines for the Elementary ans Secondary Curriculum. #2015-74.
  18. Ministry of Education (2015) The Practical Artsand Informatics Curriculum. #2015-74.
  19. Moon M., Son J.(2013) A History of How-to of Yut from Korean old Documents, Educational Research, 33(6), 165-187.
  20. Park Jungho. (2018) The Study of SW based Subject Education of Enhancing Children’s Computational Thinking. The Korean Association of Information Education Research Journal 9(1), 165-169.
  21. Seo C., Kim C. (2019). A Study on Boardgame for Software Education in Elementary School. The Korean Association of Information Education Research Journal 10(3). 43-50.
  22. Yoon Kyung Soo (2012) A study on the origins of the game of yut and yut board, and the new year customs -Based on the traditional folk culture. Journal of Korean Adolescents Culture, 19, 159-206.
  23. Yoon Sun-Rye (2011) Effect of Board Game Activities on Development of Children's Mathematical Cognitive Ability and the Attitude, Chungnam University.