• Title/Summary/Keyword: 추상화 능력

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Review of Concept of Abstraction of Computational Thinking (Computational Thinking에서의 추상화 개념에 대한 고찰)

  • Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.585-596
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    • 2016
  • Software Education will be implemented at elementary, middle and high schools starting in 2018. The goal of software education is to help students develop Computational thinking skills. Computational thinking is largely composed of abstraction and automation. However, the concepts related to abstraction are defined differently for each country, giving confusion to students and teachers. Therefore, in this paper several definitions of abstraction are compared and defined reasonably. And we proposed an abstraction teaching method and evaluation criteria in elementary school based on a reasonable definition. The definition of abstraction presented in this paper is expected to be able to present a solution to the problems encountered in the course of software education in the future.

Analysis of the Effects of Abstract Thinking Level and Gender on Program Understanding in Python Programming Education using RUR-PLE (러플을 이용한 파이썬 프로그래밍 교육에서 추상적 사고수준과 성별이 프로그램 이해에 미치는 영향 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.316-318
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    • 2016
  • 최근 국내외에서 소프트웨어 교육의 중요성이 강조되고 있다. 2015년 개정 교육과정에서도 초 중등생들의 컴퓨팅사고력 계발에 관심이 집중되면서 초 중등학생들을 대상으로 코딩교육이 진행되고 있다. 컴퓨팅사고력 증진을 위해 그 핵심요소인 추상화와 자동화 능력을 신장시킬 여러 방법들이 연구되고 있다. 본 연구에서는 추상화 능력에 대해 교육심리 측면에서 학생들의 프로그래밍 능력 특성을 파악한 후, 컴퓨팅 사고력 계발에 도움을 주고자 한다. 이를 위해 일반계 고등학생들을 대상으로 파이썬 프로그래밍 교육을 보다 용이하게 진행하기 위하여 러플(RUR-PLE) 프로그래밍을 한 학기동안 학습한 후, 학생들의 추상적 사고수준이 프로그램을 이해하는데 어떻게 영향을 미치며 성별 간에 어떤 차이를 가지는지를 분석한다.

Case Analysis on the Signification Model of Three Signs in a Mathematically Gifted Student's Abstraction Process (수학 영재의 추상화 학습에서 기호의 의미 작용 과정 사례 분석)

  • Song, Sang-Hun;Shin, Eun-Ju
    • School Mathematics
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    • v.9 no.1
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    • pp.161-180
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    • 2007
  • The purpose of this study is to analyse how a mathematically gifted student constructs a nested signification model of three signs, while he abstracts the solution of a given NIM game. The findings of a qualitative case study have led to conclusions as follows. In general, we know that most of mathematically gifted students(within top 0.01%) in the elementary school might be excellent in constructing representamen and interpretant But it depends on the cases. While a student, one of best, is making the meaning of object in general level of abstraction, he also has a difficulty in rising from general level to formal level. When he made the interpretant in general level with researcher's advice, he was able to rise formal level and constructed a nested signification model of three signs. We suggested 3 considerations to teach the mathematically gifted students in elementary school level.

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A Study on Construction of Multiplication Knowledge with Low Reasoning Ability (추론 능력이 열등한 초등학교 2학년 학생의 곱셈 지식 구성 능력에 관한 연구)

  • Lee, So-Min;Kim, Jin-Ho
    • Journal of the Korean School Mathematics Society
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    • v.12 no.1
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    • pp.47-70
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    • 2009
  • The purpose of this research was to confirm one of constructivists' assumptions that even children 조o are with low reasoning ability can make reflective abstracting ability and cognitive structures by this ability can make generation ability of new knowledge by themselves. To investigate the assumption, learner-centered instruction were implemented to 2nd grade classroom located in Suseong Gu, DaeGu City and with lesson plans which initially were developed by Burns and corrected by the researchers. Recordings videoed using 2 video cameras, observations, instructions, children's activity worksheets, instruction journals were analyzed using multiple tests for qualitative analysis. Some conclusions are drawn from the results. First, even children with low reasoning ability can construct mathematical knowledge on multiplication in their own. ways, Thus, teachers should not compel them to learn a learning lesson's goals which is demanded in traditional instruction, with having belief they have reasoning ability. Second, teachers need to have the perspectives of respects out of each child in their classroom and provide some materials which can provoke children's cognitive conflict and promote thinking with the recognition of effectiveness of learner-centered instruction. Third, students try to develop their ability of reflective and therefore establish cognitive structures such as webs, not isolated and fragmental ones.

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A Study on Instruction of Data Structure Learning using Object-Oriented Method in Elementary School (객체지향기법을 적용한 초등 자료구조 학습의 지도 연구)

  • Lee, Yon-Jeong;Lee, Chul-Hwan;Han, Sun-Gwan
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.189-196
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    • 2004
  • 정보 교육과정 모형은 컴퓨터를 사용하는 방법을 교육하는 것이 아니라, 학습자의 체계적이고 구조화된 사고력 함양을 위한 방향으로 연구되어야 한다. 컴퓨터를 통해 실생활을 모델링하고, 모델링한 결과를 통한 추상화는 인간은 사고의 폭을 넓혀 나갈 수 있다. 이러한 과정을 통하여, 학생들은 실생활에 적용되는 사물들을 이해할 수 있으며, 또한 이를 통해 프로그래밍 과정을 하고, 이를 변형시키는 사고력을 얻게 될 것이다. 따라서 본 논문은 정보교육을 위한 교육과정 설계는 지식의 획득을 위한 인식 모형이나 컴퓨터 활용능력함양을 위한 프로그래밍 모형과는 구별되는 정보교육과정의 특성에 맞는 교육과정 모형의 개발을 제안하였다. 객체지향 설계를 통하여 객체 및 클래스와 상속성 개념에 기반한 정보교육과정을 구성하여 사고의 추상화와 확장성 및 재사용성을 높이는 방안으로 초등학생 자료구조 교육과정을 제시하였다.

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Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.

Effects of Mathematical Instructions Based on Constructivism on Learners' Reasoning A bility (구성주의 수학 수업이 추론 능력에 미치는 영향 - 초등학교 3학년 나눗셈을 중심으로 -)

  • Cho, Soo-Yun;Kim, Jin-Ho
    • Education of Primary School Mathematics
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    • v.14 no.2
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    • pp.165-185
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    • 2011
  • The purpose of this study is to confirm the effects of the learner-centered instruction based on constructivism on learners' reasoning ability and their achievements which is closely related to reflective abstracting ability. To do it, learner-centered instructions for division was implemented, recall test, generation test, content reasoning test I and II were carried out. The following conclusions were drawn from the data we got. Experimental group(EG) improved their reasoning ability, while comparison group(CG) did not. EG showed statistically significant difference in the achievements of the contents learned in comparing with CG, and the difference in the achievements of the contents unlearned in the treatment in comparing with CG was higher than the one. In addition, the comparisons of the subgroups(high, middle, and low) between EG and CG showed that the treatment had a positive influence on the achievement to all subgroups in EG. That is, the treatment was effective for unable learners. Finally, EG showed statistically significant difference in the sub-domain of simple calculation which might be considered as the benefits of the treatment of the CG as well as in the sub-domain of concept and principle.

Development and Application of Teaching-Learning Materials for Mathematically-Gifted Students by Using Mathematical Modeling -Focus on Tsunami- (중학교 3학년 수학 영재 학생들을 위한 수학적 모델링 교수.학습 자료의 개발 및 적용: 쓰나미를 소재로)

  • Seo, Ji Hee;Yeun, Jong Kook;Lee, Kwang Ho
    • School Mathematics
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    • v.15 no.4
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    • pp.785-799
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    • 2013
  • The researchers developed the teaching-learning materials for 9th grade mathematically gifted students in terms of the hypothesis that the students would have opportunity for problem solving and develop various mathematical thinking through the mathematical modeling lessons. The researchers analyzed what mathematical thinking abilities were shown on each stage of modeling process through the application of the materials. Organization of information ability appears in the real-world exploratory stage. Intuition insight ability, spatialization/visualization ability, mathematical reasoning ability and reflective thinking ability appears in the pre-mathematical model development stage. Mathematical abstraction ability, spatialization/visualization ability, mathematical reasoning ability and reflective thinking ability appears in the mathematical model development stage. Generalization and application ability and reflective thinking ability appears in the model application stage. The developed modeling assignments have provided the opportunities for mathematically-gifted students' mathematical thinking ability to develop and expand.

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Solving Inheritance Anomaly using State Abstraction in Concurrent Object Oriented Programming Languages (병행 객체지향 언어에서 상태 추상화를 이용한 상속 변칙의 해결)

  • Lee, Gwang;Lee, Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.3 no.2
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    • pp.373-382
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    • 1999
  • Inheritance and concurrency are the primary feature of object oriented languages, and are especially important for code re-use. They provide maximum computational power and modeling power through concurrency of objects. But, concurrent objects and inheritance have conflicting characteristics, thereby simultaneously use of them causes the problem, so called inheritance anomaly, which requires code redefinition of inherited methods to maintain integrity of objects. In this paper, to solve the inheritance anomaly problems we introduce concept of state abstraction, in which internal states of encapsulated objects are made available from a part of object's external interface. And we design inheritance interface mechanisms which methods are inherited efficiently. In our scheme, we can solve the typical inheritance anomaly problems.

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Analysis of the Difference of Tangible Programming Achievement on Learner's characteristics (초중등학습자의 특성에 따른 텐지블 프로그래밍 성취도 차이분석)

  • Shim, JaeKwoun;Lee, WonGyu;Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.19-26
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    • 2016
  • The main purpose of computing education is to teach the Computational Thinking which is based on Abstraction, Automation and etc. In Elementary and Secondary Education, programming activity is provided for the purpose of learning algorithm design. In this paper, the achievements of learning concepts of algorithm design are analyzed on the learner's characteristics in the programming activities using the Tangible programming tools for elementary and secondary school students. As a result, the achievement did not show the difference on grades but the usability showed the difference on genders.