• Title/Summary/Keyword: 컴퓨팅적사고력

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Case Study on Software Education using Social Coding Sites (소셜 코딩 사이트를 활용한 소프트웨어 교육 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.37-48
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    • 2017
  • Recently, the importance of software education is growing because computational thinking of software education is recognized as a key means of future economic development. Also human resources who will lead the 4th industrial revolution need convergence and creativity, computational thinking based on critical thinking, communication, and collaborative learning is known to be effective in creativity education. Software education is also a time needed to reflect social issues such as collaboration with developers sharing interests and open source development methods. Github is a leading social coding site that facilitates collaborative work among developers and supports community activities in open software development. In this study, we apply operational cases of basic learning of social coding sites, learning for storage server with sources and outputs of lectures, and open collaborative learning by using Github. And we propose educational model consisted of four stages: Introduction to Github, Using Repository, Applying Social Coding, Making personal portfolio and Assessment. The proposal of this paper is very effective for software education by attracting interest and leading to pride in the student.

Designing the Framework of Evaluation on Learner's Cognitive Skill for Artificial Intelligence Education through Computational Thinking (Computational Thinking 기반 인공지능교육을 통한 학습자의 인지적역량 평가 프레임워크 설계)

  • Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.59-69
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    • 2020
  • The purpose of this study is to design the framework of evaluation on learner's cognitive skill for artificial intelligence(AI) education through computational thinking. To design the rubric and framework for evaluating the change of leaner's intrinsic thinking, the evaluation process was consisted of a sequential stage with a) agency that cognitive learning assistance for data collection, b) abstraction that recognizes the pattern of data and performs the categorization process by decomposing the characteristics of collected data, and c) modeling that constructing algorithms based on refined data through abstraction. The evaluating framework was designed for not only the cognitive domain of learners' perceptions, learning, behaviors, and outcomes but also the areas of knowledge, competencies, and attitudes about the problem-solving process and results of learners to evaluate the changes of inherent cognitive learning about AI education. The results of the research are meaningful in that the evaluating framework for AI education was developed for the development of individualized evaluation tools according to the context of teaching and learning, and it could be used as a standard in various areas of AI education in the future.

A Study on Algorithm Composition Patterns of Learners in Elementary Software Education (초등학교 소프트웨어교육에서 학습자의 알고리즘 구성 패턴 연구)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.11-19
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    • 2020
  • Software education is provided for 6th grade students. This study explored the algorithmic composition patterns of elementary school students. After investigating the algorithm for the 6th grade students, the algorithmic pattern of the learner was explored by calculating the cyclomatic complexity of MacCabe based on the structural programming technique. Students often use one or two choice structures to solve problems, which tend to be biased towards the starting and ending points of the problem. It is also passive in the use of selection structures. Algorithm composition depends on visible objects and one's own background. Therefore, in elementary school software education, it is necessary to present the task of thinking about the algorithm structure in the context of the algorithm and the students' experiences in accordance with the algorithm composition pattern.

Design of Teaching Method for SW Education Based On Python and Team-Shared Mental Model (파이썬과 팀 공유정신모형을 활용한 SW교육 방법의 설계)

  • Lee, Hakkyung;Park, Phanwoo;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.1-10
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    • 2020
  • According to the Fourth Industrial Revolution, SW education is emphasized around the world to educate student with new abilities. Following to these global trends, SW education has become mandatory in Korea's 2015 revised curriculum. However, Korean elementary SW education is focused on the use of block-based programming languages. In addition, the point of view of selecting goals and organizing content of SW Education, the affective domain is ignored and focused only on the cognitive and psychomotor domains. So, this study explored method of SW education using the concept of Team-Shared Mental Model for develop of community capacity and Python, which is textual programming language gaining popularity recently. As a result of performing the post test t-test on two groups with similar Team-Shared Mental Model formation, we found that it was effective in forming a Team-Shared Mental Model of the group applying the SW teaching method suggested in the study.

Effects of Informatics Education on Career Development Ability of the Science High School Students (정보 교육이 과학고 학생들의 진로 개척 능력에 미치는 영향)

  • Jung, Ungyeol;Lee, Young-jun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.3
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    • pp.13-23
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    • 2017
  • There have been many researches on educational effects and efficient education methods related to Informatics education for computational thinking. However, while the one of the human models specified in the national curriculum focuses on self-directed career development ability, research on Informatics education from the viewpoint of career education is deficient. This study aimed to analyze the effects of Informatics education on science high school students' career development ability and suggest implications. As a result, not the students' career recognition and career search ability, but also career choice and preparation also improved. However, it was analyzed that there is a significant difference according to the gender and the completion of the middle school Informatics education. This study is expected to contribute to the necessity of Informatics education and the direction of Informatics education research from the viewpoint of career education.

Study of the Assessment Criteria for Programming Education of KAIE curriculum based on Bloom's Theories (블룸 이론 기반 KAIE 교육과정의 프로그래밍영역 평가 기준 탐색)

  • Shin, Soo-Bum;Kim, Chul;Jeong, Young-Sik
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.195-203
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    • 2018
  • This thesis is to presented a theoretical fundamental of an assessment criteria available to a conventional curriculum because informatics subject matter education became it. We analyzed Bloom's Knowledge Dimension, Taxonomy that have suggested most general theoretical base in the educational assessment area. Also a programming area which can improve computational thinking can be the most important chapter of the informatics subject matter. Thus this thesis applied Bloom's theory to KAIE's informatics subject matter curriculum made by 2017. And the result of the qualitative research through the expert panel was 14 items, 87% of Conceptual, Procedural Knowledge and 12 items, 75% of Understand, Apply Taxonomy of Bloom's Theories in the 16 items of the curriculum outlines. Applying Bloom Criteria to like these can provide theoretical fundamental of assessment trend, development of assessment tool requested in the conventional education.

The Meta-Analysis on Effects of Python Education for Adolescents (청소년 대상 파이썬(Python) 활용 교육의 효과에 대한 메타분석)

  • Jang, Bong Seok;Yoon, So Hee
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.363-369
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    • 2020
  • This study intends to examine effects of python education for adolescents. 6 primary studies were chosen through careful search process and investigated through meta-analysis. Research findings were as follows. The total effect size was 0.684. Second, the effect sizes of dependent variables were academic achievement 0.871, cognitive domain 0.625, and affective domain 0.428 in order. Third, for cognitive domain, the effect sizes were self-efficacy 0.833, problem-solving 0.283, computing thinking 0.276, and coding competency 0.251 in order. Fourth, for affective domain, the effect sizes were learning interest 0.560 and programming interest 0.417 in order. Fifth, regarding school level, the effect sizes were middle school 0.851, high school 0.585, and college 0.435 in order. Finally, for subject areas, the effect sizes were mathematics 1.057, design 0.595, information 0.585, and software 0.28 in order.

Python-based Software Education Model for Non-Computer Majors (컴퓨터 비전공자를 위한 파이썬 기반 소프트웨어 교육 모델)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.73-78
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    • 2018
  • Modern society has evolved to such an extent that computing technology has become an integral part of various fields, creating new and superior value to society. Education on computer literacy, including the ability to design and build software, is now becoming a universal education that must be acquired by everyone, regardless of the field of study. Many universities are imparting software education to students to improve their problem-solving ability, including to students who are not majoring in computers. However, software education contains courses that are meant for computer majors and many students encounter difficulty in learning the grammar of programming language. To solve this problem, this paper analyzes the research outcomes of the existing software education model and proposes a Python-based software education model for students who are not majoring in computer science. Along with a Python-based software education model, this paper proposed a curriculum that can be applied during one semester, including learning procedures, and teaching strategies. This curriculum was applied to a liberal arts class and a meaningful result was derived. If the proposed software education model is applied, the students will be interested in the computer literacy class and improve their computational thinking and problem-solving ability.

A Case Study on Necessity of Computer Programming for Interdisciplinary Education (융합인재 양성을 위한 컴퓨터 프로그래밍 교육의 필요성에 대한 사례연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.339-348
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    • 2014
  • As future society will be strengthened by interdisciplinary study and education, we have to prepare general education curriculum which provide critical thinking, problem-solving, creativity, communication abilities. Those curriculum will help to nurture students who lead our future society. Now we prepare new curriculum to train students to understand the computer science and software needed to create their own, and we could cultivate students having ability to create interdisciplinary study by using programming skill. So we ran a computer programming class during a semester for the freshmen's capacity building on computing-thinking ability using the Python language. We analyzed the effectiveness and showed that student's curiosity and motivation to want to learn computer programming occurred, their various skills for interdisciplinary ability were improved.

An Analysis of Research Trends Related to Software Education for Young Children in Korea (유아의 소프트웨어 교육 관련 국내 최근 연구의 경향 분석)

  • Chun, Hui Young;Park, Soyeon;Sung, Jihyun
    • Korean Journal of Child Education & Care
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    • v.19 no.2
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    • pp.177-196
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    • 2019
  • Objective: This study aims to analyze research trends related to software education for young children, focusing on studies published in Korea from 2016 to 2019 March. Methods: A total of 26 research publications on software education for young children, searched from Korea Citation Index and Research Information Sharing Service were identified for the analysis. The trend in these publications was classified and examined respectively by publication dates, types of publications, and the fields of study. To investigate a means of research, the analysis included key topics, types of research methods, and characteristics of the study variables. Results: The results of the analysis show that the number of publications on the topic of software education for young children has increased over the three years, of which most were published as a scholarly journal article. Among the 26 research studies analyzed, 16 (61.5%) are related to the field of early childhood education or child studies. Key topics and target subjects of the most research include the curriculum development of software education for young children or the effectiveness of software education on 4- and 5-year-old children. Most of the analyzed studies are experimental research designs or in the form of literature reviews. The most frequently studied research variable is young children's cognitive characteristics. For the studies that employ educational programs, the use of a physical computing environment is prevalent, and the most frequently used robot as a programming tool is "Albert". The duration of the program implementation varies, ranging from 5 weeks to 48 weeks. In the analyzed research studies, computational thinking is conceptualized as a problem-solving skill that can be improved by software education, and assessed by individual instruments measuring sub-factors of computational thinking. Conclusion/Implications: The present study reveals that, although the number of research publications in software education for young children has increased, the overall sufficiency of the accumulated research data and a variety of research methods are still lacking. An increased interest in software education for young children and more research activities in this area are needed to develop and implement developmentally appropriate software education programs in early childhood settings.