• Title/Summary/Keyword: 도구교과

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Analysis on Research Trends related Computational Thinking in Korea (컴퓨팅 사고력(computational thinking) 관련 국내 연구 동향 분석)

  • Han, Jeong-Min;Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.3-5
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    • 2017
  • 본 연구의 목적은 컴퓨팅 사고력과 관련된 연구들을 연구주제, 연구대상, 적용교과를 기준으로 하여 분석함으로써 앞으로 컴퓨팅 사고력과 관련된 연구의 방향을 제시하는데 있다. 이를 위해 컴퓨팅 사고력 관련 연구 중에서 KCI 등재지 총 38편을 선정하였다. 연구주제별로 분석한 결과, CT 교육의 실천방안을 모색하는 연구들이 주를 이루었으며 이에 반해 CT 평가를 위한 도구 개발과 관련된 연구는 미미하였다. 연구대상별로 분석한 결과, 초등학생을 대상으로 한 연구가 가장 높은 비율을 차지했으며, 그 중에서도 초등학교 5학년 이상을 대상으로 한 연구가 많았다. 적용교과별로 분석한 결과, 정보교과가 가장 높게 나타났는데, 이는 초등학교의 정보교육이 정규교육과정보다 교과 외의 방법으로 진행되고 있기 때문이었다. 세 가지 결과를 바탕으로 CT 평가와 관련된 연구, 초등학교 저학년과 유아를 대상으로 한 연구가 더욱 활발하게 이루어져야하며 초등학교 전 학년을 위한 필수교과로서의 정보교육에 관한 논의가 필요하다고 결론지었다. 이를 위해 초등학생을 위한 정규교육과정 외의 정보교육의 현황을 조사 및 검토할 필요가 있음을 제언하였다.

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An improvement plan of mathematics academic achievement in the H/W curriculum (하드웨어 전공자들의 수학 관련 교과목 학업성취도 제고 방안)

  • Lee, Seung-Woo
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.801-812
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    • 2015
  • The purpose of this study is to increase the interest in mathematics-related curriculum and improve mathematics academic achievement of H/W majors. Firstly, this paper proposes the educational case study that develops the learner's ability, increases the interest and raises the employment rate in the unfavorable mathematics-related fields for the H/W majors. Secondly, this paper presents the future teaching method on mathematics-related curriculum that applies to the actually teaching-learning based on the computer programming in the field of the H/W. Lastly, this paper suggests the promising pedagogical method for mathematics by using the statistical analyses of academic achievements and surveys in order to present the effective conducting method of mathematics education.

Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop (플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠)

  • Kim Min-Jung;Park Doo-Soon
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.353-359
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    • 2006
  • For answering a given condition of education which tries groping various instruction way of learner-leading, project-based instruction is noticed that inducing motive and interest of study by learner maker the effect of teaming, instruction way of owner-leading which solve by themselves. In this thesis, it develops education contents for applying project-based instruction to visualbasic course. Using FLASH MX and PHOTOSHOP 6.0 program which became known web production means, in distinction from the instruction contents which is a freeze-frame, it makes prossible interaction between computer and learner, induce interest and concentration of learner. In result of applying this, it appears real effect to the learning effect.

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An Investigation of the Perception of Pre-service Teachers on Instructional Design based on Programming (프로그래밍 기반 수업 설계에 대한 예비 교사의 인식 조사)

  • Kim, Seong-Won;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.117-120
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    • 2018
  • 테크놀로지의 발달에 따라 Technological Pedagogical Content Knowledge(TPACK)의 중요성이 증가하고 있다. 이에 따라 김성원과 이영준(2017)은 TPACK에서 테크놀로지의 도구를 프로그래밍까지 확장한 TPACK-Programming(TPACK-P) 교육 모델을 제안하였다. 또한, TPACK-P 교육 모델을 기반으로 TPACK-P 교육 프로그램을 개발하였으며, 예비 교사에게 적용하여 효과를 검증하였다. 그 결과, 다른 영역의 지식 발달에는 효과적이지만, Technological Content Knowledge(TCK)와 Technological Knowledge(TK)에는 영향을 주지 못하였다. 본 연구는 TPACK-P 교육 프로그램이 모든 영역의 지식 발달에 효과적이도록 만들기 위해서 예비 교사를 대상으로 TPACK-P 교육 프로그램을 적용하고, TPACK-P 교육 프로그램에 대한 인식을 조사하였다. 그 결과, 예비 교사는 프로그래밍 학습, 교과와 교육과정에 맞는 프로그램 설계, 프로그램 제작 과정에서 어려움이 있는 것으로 나타났다. 또한, 이러한 어려움을 극복하기 위해서 프로그래밍 학습의 강화와 프로그래밍 수업 설계 예시의 탐색이 필요하다고 말하였다. 이러한 연구 결과를 통하여 TCK와 TK의 향상을 위하여 프로그래밍을 효과적으로 가르치기 위한 교육 방안과 예비 교사의 교과 내용과 프로그래밍의 연결을 촉진하기 위한 내용이 TPACK-P 교육 모델에 보완되어야 한다는 것을 확인할 수 있었다.

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Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.

A study on the effectiveness of STEAM education program applying 3D-modeling at astronomy Units

  • Kim, Sang-Geol;Kim, Hyoungbum;Kim, Yonggi;Choi, Hongsoon
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.54.1-54.1
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    • 2021
  • 천문학은 시간적·공간적 규모가 크기 때문에 학습자의 수준에 따라 공감과 이해의 정도에 차이가 크다. 2015 개정 과학과 교육과정에 따르면 초등학교 5학년부터 태양계에 대한 내용을 다루고 있다. 하지만 이를 설명하기 위한 교과서의 사진과 동영상 자료는 태양계를 명확하게 전달하기 어렵다. 이에 대한 대안으로 3D Modeling을 통한 체험 교육을 제안한다. 천문학 교과에서 3D Modeling의 적용은 학생들의 흥미, 태도의 향상 등 교육적 효과의 상승으로 이어진다. 이에 본 연구에서는 3D Modeling의 도구 중 3D 프린터와 레이저 절단기를 이용해 융합교육(STEAM) 프로그램을 개발하고 학생들에게 적용하여 창의적 문제해결능력에 미치는 영향을 알아보고자 한다. 초등학교 교육과정에 제시된 태양계 관련 학습자료를 분석하였고, 융합교육(STEAM)에서 제안하는 상황제시, 창의적 설계, 감성적 체험의 교육단계 중 '창의적 설계' 단계에 3D 프린터와 레이저 절단기를 통해 개발한 kit를 이용하여 융합교육(STEAM) 프로그램에 적용하였다. 개발된 프로그램을 형식 교육의 장에 적용하여 개발된 평가지표를 토대로 사전·사후 평가를 실시한다. 향후 3D Modeling을 초등학교 교육과정뿐만 아니라 중·고등학교 교육과정 또한 분석하여 적용한다면, 천문대중화를 위해 큰 도움이 될 수 있을 것으로 사료된다.

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Development of a Test of Science Inquiry Skills for Elementary School Fifth and Sixth Graders (초등학교 고학년 학생의 과학 탐구능력 측정을 위한 평가 도구 개발)

  • Song, Kyoung-Hye;Lee, Hang-Ro;Lim, Cheong-Hwan
    • Journal of The Korean Association For Science Education
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    • v.24 no.6
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    • pp.1245-1255
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    • 2004
  • The purpose of this study is to develop a valid and reliable evaluating instrument for elementary school fifth and sixth graders. The instrument is developed through R&D procedure, which includes two checks of science specialist and two field trials of the instrument. Evaluating items are content-free for each science inquiry skill. Each science inquiry element is based on SAPA and the 7th curriculum. This study has selected 10 science inquiry skills(observing, classifying, measuring, predicting, inferring, recognizing of a problem, controlling variables, interpreting data, drawing a conclusion, designing an experiment), formulated a clear definition of the elements of science inquiry skills, and established the objectives of evaluation. The content areas are divided into three categories, material and energy, life and environment, and the earth and circulation. Each category contains 10 items. So the instrument consists of 30 items. The content validity of items, objectivity of the scoring keys, and clarity of the items has been checked twice by specialists in science education. At the same time, two field trials were performed to produce the reliability of the instruments, discrimination index, and item difficulty index. The instrument has the content validity is 91.6%, reliability 0.79, objectivity 93.3%, discrimination index 0.30, and item difficulty index 66.1%.

Development of Six Thinking Hats Online Synchronous Discussion Tool to Facilitate Structured Interaction and Communication (구조화된 상호작용과 의사소통을 촉진하기 위한 육색사고모자 온라인 실시간 토론 도구 개발)

  • Koo, Yang-Mi;Seo, Jeong-Hee
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.107-121
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    • 2012
  • The purpose of this study is to develop online synchronous discussion tool based on De Bono's six thinking hats and to investigate availability and improvements of the tool. Analysis of previous studies about synchronous online discussion and six thinking hats and development of design strategies from 3C model, communication, coordination, cooperation, were done. Six thinking hats online synchronous discussion tool was developed and applied four times for 5 weeks in the 'fundamentals of computer science' course of college students majored in computer science. Qualitative data from open-ended survey and reflection paper of students, and field note of participant researchers were analyzed. As a result, six thinking hats online synchronous discussion tool facilitated student's interaction and communication in the aspect of communication, coordination, and cooperation of 3C model. However, some improvements are needed to overcome the limits of text-based online communication and to use six thinking hats online synchronous discussion tool as a tool to promote structured interaction and communication.

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Design and Implementation of Teaching-Learning System for ICT Underachivers (ICT 학습부진아를 위한 교수-학습 시스템의 설계 및 구현)

  • Jang, Jun-Hyung;Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.427-436
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    • 2008
  • It is more than 10 years since ICT training learning was introduced to educational curriculum, and it is now time for overall consideration about the result of the education. The most important difficulties that the teachers have are that there are big differences in the level of learning ability. The characteristics of ICT curriculum are its tool and stepwise progress. The main problem of a curriculum with such characteristics is with underachivers. To distinguish ICT underachivers, the present study was developed a distinction tool for investigation: The objects were the students in the 6th grade of the 4 elementary schools in Gyeonggi-do, and inquires were made to find out characteristics. Inquires were also made to the elementary school teachers in Goyang-city to find out the actual instructional situation. A teaching-learning system will be suggested to prevent the occurring of ICT underachivers by analyzing their characteristics. The system consists of a distinction examination module, a teaching-learning module and a feedback module, which are web-based, as well as an off-line actual class module. The purpose of the system is to prevent underachivers in ICT classes, so that the students' ability to utilize computer will be improved to a higher level.

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Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.