• Title/Summary/Keyword: 메이커 교육

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Development of Elementary Maker Education Program using WeDo Robot (WeDo 로봇 활용 초등 메이커 교육 프로그램 개발)

  • Kweon, Soonhwan;Park, Jungho
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.335-340
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    • 2021
  • This study conducted research on creating an environment for maker education programs for robot and SW education, development and application of maker education programs for low-grade elementary school students in farming and fishing villages. Based on the preceding maker education model, the OMCSI model was developed for the lower grade level of elementary school, and based on this, five WeDo-utilized elementary maker education programs were developed. From April 1, 2020 to October 30, 2020, the results of applying the elementary school maker education program using WeDo Robot 2.0 to 10 second graders of 10 Elementary School in Gyeongsangnam-do are as follows. The average increased by 3.40 points (t=-2.378, p=0.034) and the average increased by 3.30 points (t=-2.329, p=0.040). The average was also increased by 3.40 points (t=-2.458, p=0.038). Finally, it rose to 3.70 points (t=-2.449, p=0.037) for its reasoning ability. That is, all four sub-elements of computing thinking had a significant probability of 0.04, indicating statistical significant differences between scores of pre-post computing thinking. Therefore, the Elementary Maker Education Program using WeDo robots has worked very effectively to improve students' computing thinking skills.

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Development of a Design Thinking-based Maker Education Program for Elementary Students (초등학생의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램 개발)

  • Lee, Seung-Chul;Lee, Saet-Byeol;Kim, Taeyoung
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.31-34
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    • 2017
  • 현재 4차 산업혁명이 사회에 던지는 화두는 다양하다. 첫째, 소프트웨어 중심 사회이다. 빅 데이터, 인공지능 기술 등이 다양한 분야와 결합하고 그 중심에는 소프트웨어가 있다. 앞으로 소프트웨어 교육이 필수적이고 강화되어야 할 이유다. 둘째, 생산과 소비가 결합된다는 것이다. 즉, 더 이상 소비자가 수동적인 소비자로만 남지 않으며, 획일화된 제품과 서비스에 흥미를 느끼지 않고, 소비자가 직접 자신이 구매할 제품 생산과 판매에 관여하는 '프로슈머(prosumer)' 필요한 물건을 직접 만드는 D.I.Y.(Do It Yourself), 3D 프린팅 등이 새로운 소비 방식을 대표한다[3]. 이에 메이커 운동이 떠오르고 있고, 메이커에 대한 관심이 커지고 있다. 우리나라는 2015 개정 교육과정을 통해 소프트웨어 교육을 강화했다. 초등학교에서는 5~6학년 실과 교과의 정보 관련 단원이 ICT활용 중심에서 소프트웨어 기초 소양 내용 중심으로 개편되었다[1]. 아직 교육과정이 시행되기 전이지만 선도학교나 연구학교를 통해 진행된 소프트웨어 교육을 보면 기능을 익히는 프로그래밍 교육이 주류를 이루고 있고, 이래서는 다양하고 창의적인 결과물을 도출할 수 없다. 이를 해결하기 위해서는 디자인 사고를 도입할 수 있다. 디자인 사고는 인간을 관찰하고 공감하여 소비자를 이해한 뒤, 다양한 대안을 찾는 확산적 사고와 주어진 상황에 최선의 방법을 찾는 수렴적 사고의 반복을 통하여 혁신적 결과물을 도출하는 창의적 문제 해결 방법 중 하나이다[5]. 따라서 본 연구에서는 초등학생들의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램을 개발하고자 한다.

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A Study on the Effects of Design Thinking Process and Maker Education on University Students' Start-Up Activities (디자인사고방법 활용 메이커교육이 대학생 창업역량에 미치는 영향에 관한 탐색 연구)

  • Kim, Tae-Ywan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.177-196
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    • 2021
  • In the era of the 4th industrial revolution, high technology is causing many changes in modern society and economy. Among them, changes in industries and jobs require new competencies of future human resources. As an educational alternative to these changes, maker education and design thinking methods are spreading around the world, and it is necessary to actively apply such education in university curriculum. Therefore, this study examines the effects of the maker education using the design thinking method on the learners' competencies required as future human resources and, relationship between the development of university students' entrepreneurial competencies and learners' competencies. And the purpose of this study is to contribute to the vitalization of entrepreneurship education for university students by suggesting an educational model. For this purpose, this study investigated the prior research on maker education/environment and design thinking methods to examine concepts and characteristics, and analyzed the influences between maker education/environment and design thinking methods and the development of learners' personal, social and technological capabilities. In addition, this study analyzed the relationship between learners' developed capabilities and university students' entrepreneurial capabilities, and based on the results, suggested directions and conceptual models for education that combine maker education/environment and design thinking methods. In conclusion, maker education/environment and design thinking methods in university education have a positive effect on the cognitive, social, and technological development of learners, and this has a significant relationship with the factors of personal, social, and technological dimensions of university students' entrepreneurial competency. It is analyzed that it has a positive effect on the promotion of entrepreneurship activities of university students. Therefore, it is judged that university's interest and support should be given to the vitalization of maker education using the design thinking method for university student entrepreneurship education and future human resources nurturing.

An Analysis of the Elementary School Curriculum for Novel Engineering-based Maker Education (Novel Engineering 기반 메이커 교육을 위한 초등 교육과정 분석)

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.239-242
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    • 2020
  • 본 논문에서는 Novel Engineering(NE) 기반 메이커 교육이 우리나라 초등 교육과정의 성취기준을 달성하기에 적합한 방법인지를 분석하여 확인한다. NE는 공학과 문해력의 융합교육으로 책 속에서 문제 상황을 찾아 이를 해결하기 위해 공학적 산출물을 만드는 문제 해결 교육 방법이다. 국내에서는 초등학생을 대상으로 NE의 적용에 대한 연구가 점점 늘고 있으나, 교육과정 적합성과 관련된 연구는 매우 부족하다. 본 논문에서는 2015 개정 실과 및 국어 교육과정의 분석을 통하여 NE와 초등 교육과정 간의 연관성을 확인하였다.

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Effects of maker education for high-school students on attitude toward software education, creative problem solving, computational thinking (고등학생 대상 메이커 교육이 소프트웨어 교육에 대한 태도, 창의적 문제해결력, 컴퓨팅 사고에 미치는 영향)

  • Hong, Wonjoon;Choi, Jae-Sung;Lee, Hyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.585-596
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    • 2020
  • The purpose of this study is to examine effects of maker education for high-school students on attitude toward software education, creative problem solving, and computational thinking. The program was designed to develop an artificial intelligence robot using mBlock and Arduino and implemented at a maker space. We analyzed 19 students among 20 who participated in the program, the result of paired t-test indicated significant increase in all variables. Also, we performed a multiple regression analysis to investigate predictors of perceived achievement and satisfaction. The finding demonstrated an initial attitude toward software education was found to be the significant predictor of perceived achievement and satisfaction. With the results, we confirmed maker education enhances attitude toward software education, creative problem solving, and computational thinking. Lastly, we discussed the implications and limitations and suggested the direction for future research.

Librarians' Experiences of Facilitating Makerspace in Public Libraries (공공도서관 메이커스페이스 담당자의 운영 경험 연구)

  • Kim, Soojung;Lee, Jongwook;Oh, Sanghee
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.249-272
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    • 2019
  • This study aims to investigate the experiences of librarians/staff members who are responsible for facilitating makerspaces in public libraries, including their works and core competencies, their needs and experiences of training, and future plans in makerspaces. To do that, we carried out semi-structured interviews with 11 librarians/staff members and 1 library director from 7 public library makerspaces. Findings show that the participants received financial supports from the government agencies or/and relied on their library budget to run makerspaces. They identified competencies such as technology literacy, domain knowledge, teaching/programming, willingness to learn and curiosity, communication skills, leadership, and design-thinking. They have future plans for expanding spaces, purchasing equipments, program development, and so on. We believe findings could be useful for those who currently manage or plan to implement a public library makerspace by understanding practical issues and training needs in makerspaces.

Awareness on the Establishing and Operation of the Makerspaces in School Libraries (학교도서관 메이커스페이스 조성 및 운영에 대한 인식)

  • Kang, Bong-Suk;Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.3
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    • pp.171-192
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    • 2018
  • With the spread of the maker movement and matching of the standards for the 21st century learners and the maker competencies, there is a social and temporal need for makerspaces building and maker education in school libraries, Prior to the establishment of the school library makerspaces, we intended to investigate the awareness of the school librarian on the creation and operation of the school library makerspaces. For this purpose, a questionnaire was constructed based on the theoretical review and the response data of 171 school librarians were collected through a web survey. Technical statistics, cross-analysis, and ANOVA were conducted using SPSS window 19.0 and content analysis was conducted on open-ended questions. The Questionnaires consisted of questions about whether the school library makerspace was installed or not and necessity, reason, and difficulty in creating and operating the makerspace. As a result of the study, it was found that the establishment of the school library makerspace was very low at 2.3%, and the recognition of the makerspace of the school librarian was below the normal level. On the other hand, the perception of necessity appeared to be more than normal, and the school library was generally considered to be a suitable place for the makerspace installation. However, negative opinions about the school library makerspaces were also raised in various aspects.

Development of AI Chatbot Education based on Maker-education (메이커 교육 기반 인공지능 챗봇 수업 개발)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.619-621
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    • 2020
  • 본 논문에서는 메이커 교육을 기초로 인공지능 챗봇 수업을 개발하였다. 세부적으로 R. M. Gagne(1985)에 9가지 이론을 기초로 정보교과 문제해결과 프로그래밍 단원의 지도안을 작성 후 평가를 제시하였다. 연구 내용 분석 결과 교육현장에서 인공지능 교육의 필요성이 강조되며 확고한 플랫폼 구축(인공지능 플랫폼)과 빅데이터 분석·확보하여 개인 맞춤형 서비스 제공이 필요하다. 본 논문을 토대로 인공지능 교육의 체계적인 연구 활성화에 시발점이 되었으면 한다.

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ICT DIY 정책과 메이커생태계 구축을 위한 표준화

  • Ham, Jin-Ho;Lee, Seung-Yun;Kim, Hyeong-Jun
    • Information and Communications Magazine
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    • v.33 no.1
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    • pp.5-10
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    • 2015
  • 본고에서는 창조경제를 실현하기 위한 방안으로서 메이커 문화 확산 및 생태계 구축의 필요성에 대하여 설명하고, 메이커 환경 구축 및 문화 확산을 위한 국내외 동향에 대하여 소개한다. 또 ICT DIY 정책 추진을 위한 미래창조과학부, ICT DIY 포럼, 한국전자통신연구원에서의 창작소 표준체계 구축의 방향과 결과를 소개한다. 이와 함께 국내 메이커생태계를 조기에 구축하기 위한 방안으로 현재 추진 중인 로고창작소의 시범운영 계획에 대하여 소개하고, 아울러 중학교의 자유학기제를 중심으로 오픈하드웨어, 3D 모델링 및 프린팅, 소프트웨어 등 메이커교육 추진 상황을 소개한다.

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.