• Title/Summary/Keyword: 초등 프로그래밍 교육

Search Result 352, Processing Time 0.023 seconds

The Comparison of Students Grade Level on the Integrated Learning Program for Mathematical Problem Solving using EPL (EPL을 활용한 수학문제해결 통합교육프로그램의 학년 수준 비교)

  • Han, Seon-Kwan;Kim, Soo-Hwan
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.3
    • /
    • pp.311-318
    • /
    • 2010
  • In this paper, we proposed the integrated education program of informatics and math for solving problem using EPL. We applied a integrated math curriculum with EPL and analyzed mathematical thinking and attitude to the 3rd and 5th students. We used mathematical thinking test, mathematical attitude test and interview through student review. We also analyzed data of observers who are elementary school teachers. The results of test are as follows; First, we found effective points of meta-cognition and visualization of thought in solving the mathematical problem using Scratch. Second, mathematical thinking and attitude showed the result that 3rd grade students are more increased than 5th grade students in pre and post t-test of the mathematical. Consequently, we expect that the integrated education program of informatics and math using EPL can be applied to solve problem in math effectively.

  • PDF

Development and Application of Education Program Art Area Subject-based STEAM for Improvement of Elementary Students' Creativity: With a Scratch Programming Language (초등학생의 창의성 신장을 위한 예술 영역 교과 중심의 STEAM 교육 프로그램 개발 및 적용: 스크래치 프로그래밍 언어를 활용하여)

  • SEO, Youngho;JUNG, Seungbum;KIM, Jonghoon
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.28 no.1
    • /
    • pp.69-82
    • /
    • 2016
  • In this study, Art area -based STEAM education programs that take advantage of the Scratch was to analyze the effect of the development of elementary school students' creativity. The winter break of ${\bigcirc}{\bigcirc}$ university education donation application students 3, 4, 5th grader was verified two research hypothesis to the target. First, Art area -based STEAM education programs will be effective on the development of elementary school students' creativity. Second, Art area -based STEAM education programs will be more effective on the development of the elementary school girls' creativity than the elementary school boys' creativity. Art area -based STEAM education programs is to show a significant difference on the development of elementary school students' creativity, mean change of elementary school girls were remarkable than boys.

A Case Study On the 6th Graders' Understanding of Variables Using LOGO Programming (Logo 프로그래밍을 통한 초등학교 6학년 아동의 변수개념 이해)

  • 류희찬;신혜진
    • Journal of Educational Research in Mathematics
    • /
    • v.10 no.1
    • /
    • pp.85-102
    • /
    • 2000
  • The concept of variables is central to mathematics teaching and learning in junior and senior high school. Understanding the concept provides the basis for the transition from arithmetic to algebra and necessary for the meaningful use of all advanced mathematics. Despite the importance of the concept, however, much has been written in the last decade concerning students' difficulties with the concept. This Thesis is based on research to investigate the hypothesis that LOGO programming will contribute to 6th grader' learning of variables. The aim of the research were to; .investigate practice on pupils' understanding of variables before the activity with a computer; .identify functions of LOGO programming in pupils' using and understanding of variable symbols, variable domain and the relationship between two variable dependent expressions during the activity using a computer; .investigate the influence of pupils' mathematical belief on understanding and using variables. The research consisted predominantly of a case study of 6 pupils' discourse and activities concerning variable during their abnormal lessons and interviews with researcher. The data collected for this study included video recordings of the pupils'work with their spoken language.

  • PDF

Fostering Primary Pre-service Teachers' Computational Thinking through Self-Assessment (초등예비교사를 위한 컴퓨팅 사고력 자기평가 방법)

  • Kim, Misong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.1
    • /
    • pp.61-70
    • /
    • 2018
  • It is urgent in the context of the Fourth Industrial Revolution that students become creative and integrative thinkers. In this vein, in the last few years, drawing upon constructivism as an innovative learning paradigm, new coding curricula using MIT's Scratch have been introduced in the number of countries to enhance computational thinking (CT). However, constructivism encouraging collaborative and active learning may not be explicitly utilized in instructional design focusing mainly on learning to code as technical skills - some of which exist today in large numbers of school and after-school code activities. To respond to such a misleading way of developing CT through coding, the present study aims to propose the benefits of CT self-assessment rubrics for primary pre-service teachers within a CT course entitled "Problem Solving by Computational Thinking". Our findings show how meaningful collaborative CT self-assessment in a group impacts their learning of CT. We end this paper with the discussion of implications of our findings for CT assessment towards a new paradigm in education.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.3
    • /
    • pp.153-165
    • /
    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.

A Comparative Study of Virtual Reality Content Creation Education by Learner (학습자에 따른 가상현실 콘텐츠 제작 교육의 비교 연구)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.5
    • /
    • pp.585-592
    • /
    • 2018
  • As the software education which utilizes the virtual reality in the education field becomes more interested in the teachers and the students, researches are being conducted for the education of virtual reality contents production. The purpose of this study is to analyze the curriculum, outcomes, and evaluation results of virtual reality contents production for educational students, elementary school students, and middle school students. As a result of analysis on each group, there was no difference in adaptability to specific tools, differences in ability of object production in production, and self-confidence and interest in production and utilization of virtual reality in learning attitude.

Satisfaction and Effectiveness of Online Software Liberal Arts Education (온라인 소프트웨어 교양 교육의 만족도와 효과성에 관한 연구)

  • Choi, Jin-Ho;Shim, Jaeruen
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.6
    • /
    • pp.930-935
    • /
    • 2022
  • The ability to use software is an essential competency in modern society. As a result, programming education is conducted from elementary school to university. In case of programming education for non-majors conducted in the liberal arts at universities, if it is conducted online using high-quality contents, problems such as the shortage of professional professor and the limitation of practice time can be solved. Also, it has the advantage of providing students with enough time to think and solve problems. In this paper, the possibility of online lectures was investigated through a survey before and after lectures in software liberal arts courses conducted online. From the results of the survey, it is judged that the goal of software education can be achieved even if software lectures are conducted online, which is to improve computational thinking and problem-solving skills.

Development of Debugging Tasks and Tool for Process-centered Assessment on Software Education (소프트웨어 교육에서 과정중심 평가를 위한 디버깅 과제 및 도구 개발)

  • Lyu, Kigon;Kim, Soohwan
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.4
    • /
    • pp.61-68
    • /
    • 2020
  • The purpose of this study is to develop a debugging task to support process-centered assessment on software(SW) education and to develop a service site. Achievement criteria for programming in elementary and middle school SW curriculum consists of control structures such as repetition and condition, and elements such as variables and input/output. In order to apply the process-centered assessment presented by the Ministry of Education, it is necessary to present tasks that can be used in the actual classroom environment and to consider connection with achievement levels. Therefore, in this study, 12 tasks for elementary school and 15 tasks for middle school were developed as debugging tasks and their validity was verified. As a result of conducting Delphi verification for validity, it was found that the level and content of the debugging task are appropriate. In addition, as a result of verifying the usability of the debugging challenge site by applying a heuristic evaluation method, it was found that it is suitable for use in the real educational field.

A Development of Object-Oriented, Dynamically Linked Statistical Package for 5-8 Graders (객체지향 및 동적연동 교육용 통계패키지 K-plot 개발)

  • Lee, Jung Jin;Lee, Tae Rim;Kang, Gunseog;Kim, Sungsoo;Park, Heon Jin;Lee, Yoon-Dong;Sim, Songyong
    • The Korean Journal of Applied Statistics
    • /
    • v.26 no.3
    • /
    • pp.421-429
    • /
    • 2013
  • Modern statistics is used in many fields; however many users face difficulties in understanding statistical concepts. On the other hand, elementary school curriculum covers stem and leaf plot, pie chart, charts for proportional data as well as descriptive statistics including the mean. We find that an "intuitive" statistical package focused on 5-8 graders for statistical education will help future statistics users understand statistical concepts at earlier stages of their lives.

Design-Based Learning for Computational Thinking (Computational Thinking 향상을 위한 디자인기반 학습)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.3
    • /
    • pp.319-326
    • /
    • 2012
  • In this paper, we studied a design-based learning for Computational Thinking in Computational Literacy. The design-based learning for computational thinking in computational literacy education started from a MIT media laboratory in 2011. We revised the design-based learning and applied it to educational field. We considered educational strategies and derived the implications, after teaching fourth grade gifted students. Moreover we conducted and analyzed a questionnaire survey, observations and interviews. As the result, the design-based learning in computational literacy is effective for creative computational thinking that students create their ideas and make a meaningful artifacts from it. We expect that this study provides the basic data to apply a design-based learning for computational thinking to Computer education.

  • PDF