• Title/Summary/Keyword: 컴퓨터 기반 교육 프로그램

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초등학생들의 논리적 사고력 신장을 위한 선언적 프로그래밍의 교육

  • Kim, Yun-Sik;Han, Seon-Gwan
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.69-77
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    • 2005
  • 본 연구는 초등학생들의 논리적 사고력을 신장시키기 위해 지식 기반 프로그램인 선언적 프로그램을 통해 교육현장에서도 적용할 수 있는 프로그래밍 교육을 제언하고자 한다. 학생들에게 논리적 사고 중에서도 협의의 논리적 사고 즉, 기호적 사고, 분석적 사고, 추론적 사고, 종합적 사고를 분석적 방법을 통해 실제 프로그래밍을 해 봄으로써 연역적 사고 또는 귀납적 사고를 보다 효과적이고 체계적인 프로그래밍을 할 수 있도록 지도함으로써 제 8차 교육과정에서의 컴퓨터 교육과정의 일부분으로서의 프로그래밍의 마인드를 제시하였다. 따라서 본 연구는 선언적 프로그램을 통해서 초등학교 학생들의 논리적 사고력 신장를 위하여 프로그래밍 교수학습의 방법적인 측면을 제시하고자 한다.

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An Informatics Education Program for Enhancing Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 정보 교육 프로그램)

  • Lee, Young-Jun;Lim, Woong;Lee, Eun-Kyoung
    • The Journal of Korean Association of Computer Education
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    • v.13 no.1
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    • pp.1-8
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    • 2010
  • In the knowledge based society, it is very important to have an ability to solve problem with knowledge and information. In addition, the number of problems that can not be solved only with existing knowledge are increasing. Therefore, we developed an informatics education program that enhances creative problem solving abilities through systematic collection of information. This program designed to enhance both divergent thinking and convergent thinking. The developed program improves the problem solving ability with learner's internal knowledge as well as new information that is collected from external world. More practical and effective program can be provided through continuous program improvement.

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A Study on Development and Application of An Educational Program to Intervene with Elementary School Students' Smartphone Addiction (초등학생 스마트폰 중독 개입교육 프로그램의 개발 및 적용)

  • Hwang, Jae In;Shin, Jae-Han
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.23-31
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    • 2013
  • The purpose of this study is to examine if educational programs to intervene with smartphone addiction developed for elementary school students are effective in reducing their smartphone overuse that has been rapidly increasing nowadays. To attain the goal, the study analyzes internet addiction intervention programs previously developed with the cognitive behavior therapy of which effectiveness has been verified in psychotherapy for those showing addiction, and based on that, it develops and applies educational programs to intervene with smartphone addiction. The conclusions the paper has drawn are as follows: First, educational programs to intervene with smartphone addiction are effective in reducing the tendencies of smartphone addiction of those students using smartphones too much for their irrational thinking or habitual behavior. Second, educational programs to intervene with smartphone addiction will facilitate behavioral changes regarding negative factors of smartphone addiction such as maladaptation in everyday life or tolerance and also help the reconstruction of elementary school students' positive cognition on smartphone use.

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Implementation of Sexual Violence Prevention Education App (성폭력 예방 교육 시스템의 구현 사례 연구)

  • Kim, Donguk;Kwak, Jeonghoon;Sung, YunSick;Park, HyungJin;Park, KyungMin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1322-1323
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    • 2015
  • 최근에는 다양한 형태의 성폭력을 발생하면서 이를 방지하기 위한 교육이 따라가지 못하고 있는 실정이다. 모바일 기기의 보급이 활성화되면서 모바일 기기 기반의 교육 프로그램이 만들어지기 시작하고 있으며 성폭력 방지를 위한 어플리케이션이 하나의 좋은 교육 프로그램 형태가 될 수 있다. 이 논문에서는 성폭력 예방 교육을 위한 시스템 제작 사례를 소개한다. 제안한 시스템은 플래시 기반으로 제작되었으며 클라이언트는 개인용 컴퓨터 및 각종 모바일 장치에서 수행된다.

Development of Python Education Program with Computational Thinking

  • Lee, Min-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.315-323
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    • 2022
  • In this paper, we propose a python education program that applies computational thinking for non-majors and programming beginners. In this study, we focus on the basics of program logic, breaking away from the difficult grammar and memorization-oriented programming education. And by applying the problem-solving procedure of computational thinking, we propose an educational program that allows non-majors and programming beginners to learn programming easily. In this paper, an 8-week educational program was applied to middle school students with little text coding experience. and through a post-satisfaction survey, it was found that their confidence in programming increased, and they were able to apply computational thinking could be applied to life and other subjects. Although the importance of programming education is being emphasized, it is expected that it will be used as a useful educational program when composing program education for non-majors and beginners in programming for learners who still find it difficult to learn programming.

Development of CT-STEAM Education Program Enhancing Integrated Thinking Skills for Elementary School (융합적사고력 신장을 위한 초등학생용 CT 기반 융합인재교육(CT-STEAM) 프로그램 개발)

  • Ham, Seong-Jin;Kim, Soonhwa;Park, Se young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.81-91
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    • 2014
  • STEAM education has been introduced to resolve the existing problems of science education since 2011. However, as ICT develops rapidly, the future of the schools with various educational technologies is demanding for a new type of STEAM education. Therefore, the current research suggests CT-STEAM (Computational Thinking & STEAM) education, the new approach to provide integrated thinking based education with all sorts of computing devices. Firstly, the instruction model was developed as a fundamental step to introduce CT-STEAM in the real education scene. Then, lesson plan was developed as a implementation strategy, and it was tested for validity by computer education experts. It is hoped that the results of this study can enhance the understanding of CT and STEAM Education, also to provide baseline information to develop various teaching methods for integrated CT education.

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Implementation of Graphic auto-Braille Translation based on Tactile Information Transmission Device for Visually Impaired Person (시각장애인을 위한 촉각정보전달 장치 기반의 그래픽 자동점역 프로그램 구현)

  • Kim, Heung-Gi;Jung, Jung-Il;Cho, Jin-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.467-468
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    • 2011
  • 본 논문에서는 촉각전달장치를 기반으로 수식에 대한 그래프와 도형과 같은 시각교육정보들을 촉각 정보로 자동 변환하여 제공하는 프로그램을 구현하였다. 구현한 프로그램으로는 입력된 그래픽 정보를 촉각정보전달 장치의 해상도에 적합하게 다운샘플링(downsampling)을 수행한 후, 이진화(binarization)를 통해 촉각신호를 생성한다. 그리고 이를 촉각정보전달 장치에 전달하여 출력함으로써, 시각장애인들에게 그래픽 정보를 촉각정보로 변환하여 제공할 수 있다. 결과적으로 본 프로그램을 통해 수학 및 과학과 같은 이공계열의 교육정보를 편리하고 빠르게 촉각정보로 변환하여 시각장애인들에게 제공할 수 있었다.

The Effects of Chemistry Class Using Computer-Based Science Inquiry Program on Positive Experiences about Science, Science Core Competency, and Academic Achievement (컴퓨터 기반 과학 탐구 프로그램을 활용한 화학 수업이 과학 긍정경험, 과학과 핵심역량 및 학업성취도에 미치는 영향)

  • Kim, Sungki;Kim, Hyunjung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.107-123
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    • 2022
  • The purpose of this study is to investigate the effects of learning using computer-based science inquiry program. To this end, the three lessons computer-based science inquiry were developed in domain of material's properties. The developed program was put into K middle school located in Seoul and the effects were verified. For the experimental group, the three lessons computer-based science inquiry related to the separation of mixture were introduced, and for the comparison group, the contents presented in the textbook were introduced as a teacher-centered teaching method. To verify the effects of the program, 2-way ANCOVA was performed on positive experiences about science and science core competency, and 2-way ANOVA was performed on academic achievement. As a result of the study, there were significant differences between the two groups in positive experiernces about science and scientific core competencies and academic achievement (p<.05), and group*gender interaction effect was only significant in academic achievement (p<.05). From the results of this study, we could see the possibility of using a computer-based science inquiry program as a chemistry teaching method that enables sustainable scientific inquiry.

Two-year Follow-Up Study on Effects of STEAM Education Program Based on Physical Computing (2년간의 추적 연구를 통한 Physical Computing 기반의 STEAM 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heon Chang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.77-86
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    • 2014
  • By PISA 2007, TIMSS 2011, Korean high school students had high academic achievement to science and mathematics, while they had low attitude. Prospective college students are increasingly avoiding natural science and engineering. Moreover, the opportunities to learn to computer science in middle and high school are disappeared rapidly. The necessity of STEAM program based on Physical computing arise under these situation. Therefore, we developed STEAM program and studied the effects of the program in 2012. The result showed that students' scientific interests and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, and satisfaction of school life were enhanced. This study is follow-up study for the same students who improved every domain of the measurements. They were administerd pre-test at start of 2012, post-test at end of 2012, and delayed post-test at the end of 2013, on same test. The result of the study showed that only attitude to Scientific Inquiry was enhanced, but there was no significant result on the other domain of the test in comparison with start of 2012. But this result demonstrate the effect of STEAM education conversely.

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A Design and Implementation of the System Analyzing Computer Programs Using Java on WWW (웹 상에서 JAVA를 이용한 컴퓨터 프로그램분석 시스템의 설계 및 구현)

  • 최돈은;이재영;서영상
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.670-672
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    • 1999
  • 인터넷의 빠른 보급으로 인해 교육용 시스템은 독립형 교육시스템에서 최신의 정보를 실시간으로 얻을 수 있는 웹 기반 교육시스템으로 변화하고 있다. 본 연구에서는 학습자들이 제공한 프로그램을 관리자가 교육시스템내에서 구조체와 함수 단위로 분석한다. 분석된 구조체와 함수는 구조체 파일과 함수 파일로 파일 시스템에 저장되고, 저장된 구조체 파이과 함수 파일의 정보는 데이터베이스에 추가된다. 그 후, 제공된 소스 파일을 HTML문서로 변환하는 과정에서 구조체와 함수는 데이터베이스에서 구조체와 함수 파일을 찾게되고, 발견하면 각각의 파일 정보를 이용하여,