• Title/Summary/Keyword: 프로그래밍 교재

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Programming Education Contents of Local Elementary School Textbooks in Korea and China (한국과 중국 지역 초등학교 정보교육 교재의 프로그래밍 교육 내용)

  • Kim, Hyunbae
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.79-86
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    • 2020
  • This study investigates the contents of programming education in elementary information education textbooks in Busan and Zhejiang. Two textbooks identify the contents of elementary school information education textbooks on setting goals of programming education, selecting educational programming languages, and selecting and developing contents of programming education. Textbooks in the two regions are designed to select programming languages for elementary school levels and to select creative learning topics to help learners learn programming in the process of solving problems themselves. The textbooks identified in this study are designed so that learners can learn programming naturally in the process of solving problems.

Development of Materials for Programming Education based on Computational Thinking for Club Activities of Elementary School (Computational Thinking 기반의 초등학교 동아리 활동용 프로그래밍 교육 교재의 개발)

  • Jeong, Inkee
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.243-252
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    • 2015
  • The software education to elementary students will be conducted from 2019. One of highlights of software education is a programming experience. It requires a higher level of programming education to students that are interested in programming. This problem can be solved by the club activities. But the materials for programming education for elementary students is not much. Therefore, we developed a programming material for club activities of the elementary school. We did not develop it as a programming manual. The students can understand a problem, can design through decomposition and abstraction processes, and can write a program when they are learning with this material. As a result, we expect that they can enhance their computational thinking abilities. We proved that our material is suitable for elementary students through a demonstration class. Therefore, we expect that our development methodologies for the material for programming education will contribute to develop a material for programming education.

Developing the Game Based Programming Language Teaching Materials for the Gifted of Information (정보영재를 위한 게임 기반 프로그래밍 언어 교재의 개발)

  • Kang, Shin-Cheon;Kim, Kyng-Hyun;Kim, Eui-Jeong
    • Journal of Gifted/Talented Education
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    • v.16 no.1
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    • pp.61-79
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    • 2006
  • The purpose of this study is to develop the programming language teaching materials for the gifted of information with using the game. There are many curricula for teaching the information and technology to the gifted of information. There are not differences between these programs and the general IT curricula. The gifted of information has some complains about his curriculum(58/60, 96.67%). So this study developed the alternative programming language teaching materials for the gifted of information. This study concluded the effects of alternative materials for teaching programming language depend on learners' academic achievement about programming language with game activity. This study also looks forward to being able to indicate new direction to develop the teaching materials for the gifted of information.

A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

A Programming Language Learning Model Using Educational Robot (교육용로봇을 이용한 프로그래밍 학습 모형 - 재량활동 및 특기적성 시간에 레고 마인드스톰의 Labview 언어 중심으로 -)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.231-241
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    • 2007
  • With a focus on LabView language to program Lego Mindstoms Robot in afterschool class to help children develop their special ability and aptitude. The purpose of this research was to make proposal for programming learning method using a robot as an algorithm learning tool to improve creative problem solving ability. To do this, robot programming training program in the amount of 30th period and teaching aids thereof were developed, and 6th grade primary school children were taught up to 30th period, then after, they were evaluated accordingly. Results from analysis of evaluation of achievement level with a focus on outcomes according to each period revealed that learners understood most of contents of curriculum. In view of such results from evaluation, it is judged that the curriculum as well as teaching aids that devised and created have been constituted in order that school children will be able to have developed a shared understanding of their learning sufficiently, and to put it into practice easily. Through these hands-on experiences in the course of researches, researcher could have confirmed the possibility of success for robot-programming training class as new creative algorithm learning tool in the primary school curriculum.

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Method of Developing the Teaching material about Computer Programming For Improving the Creativity In Elementary School (초등 컴퓨터 프로그래밍 관련 창의성 교재 개발 방안)

  • Jeong, Won-Hee;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.197-205
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    • 2004
  • 요즘 과학, 수학 교과 등은 기초 교육 강조는 물론 창의성 교육에까지 관심을 가지고 있다. 7차 교육과정의 등장과 사회의 변화 흐름을 통해 '창의성'이 강조되고 있고, 교육에서도 창의성 교육이 대두되고 있다. 그러나 우리나라의 컴퓨터 교육 현황을 살펴보면 창의성과는 거리가 멀 뿐만 아니라, 다른 교과를 배우는데 도움을 주는 교과로서의 역할만을 하고 있다. 또한 컴퓨터 활용 교육이 이루어짐에 따라 저학년에서 고학년까지 유사한 내용의 교육을 반복해서 받는 경우가 생기고, 특히 5, 6학년은 실과 시간과 재량 시간의 교육 내용이 서로 중복되어 교육 효율이 떨어지고 있다. 이에 본 연구에서는 교육의 기초를 다지는 시기인 초등학교에서부터 창의적인 컴퓨터 교육이 이루어질 수 있도록 하고자 하며 이를 위해 초등학교 수준에 맞는 프로그래밍 관련 교육을 살펴보고, 초등 컴퓨터 창의성 향상 교육을 뒷받침할 수 있는 프로그래밍 관련 교재 개발 방안을 제안한다.

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The Design of a Programming Learning Model with the Use of the Mndstorms NXT (Mindstorms NXT를 이용한 프로그래밍 학습모형 설계)

  • Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.23-28
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    • 2011
  • It is possible to solve many structural problems such as the occurrence of a lot of errors involving misspelling which may occur during the learning of existing programming language, difficulty in grammatical expression and understanding, and difficulty in the expression of algorithm if the program learning tool of the department of computer education in a college of education is utilized as an educational robot. This study developed a learning model (curriculum and a textbook) so that students who major in computer education may easily learn programming by using the NXT software of a Mindstorms robot.

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Smart e-Book Reader for Coding Learning (코딩 교육을 위한 스마트 전자책 뷰어)

  • Lee, Ji-Sung
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.81-84
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    • 2018
  • 정보기술(IT)이 발달함에 따라 프로그래밍 학습에 대한 관심이 크게 증가하고 있으며, 특히 2018년도부터는 소프트웨어 교육(코딩 교육)이 의무화가 되었다. 하지만 아직도 대부분의 프로그래밍 학습 방법은 교재의 내용을 확인한 다음 편집 에디터에 코딩을 한 후, 빌드 및 실행하는 과정을 거쳐 결과를 확인하는 다소 번거로운 방법을 거치고 있다. 본 연구에서는 프로그래밍 학습자가 보다 편리하게 학습할 수 있도록 전자책 뷰어가 갖추어야 할 스마트한 기능들을 제시하고 구현하고자 한다.

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A Design of Smart-based collaborative learning model for programming education of elementary school students (초등학생 프로그래밍 교육을 위한 스마트 기반 협력학습 모형 설계)

  • Sung, Young-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.4
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    • pp.147-159
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    • 2015
  • This paper is to design smart based collaborative learning model for programming education of fifth graders of elementary school and applies it to a class and analyze its result. Designed learning model is composed of understanding of concept, realization, learning and sharing and it includes step by step learning materials and smart based collaborative learning activities. Scratch traffic light learning materials at leaning stage classify content to be checked in programming by colors and write to support programming internalization of learners. Provision of smart based collaborative learning activities that considered learning conditions of learners makes it possible for beginners to participate in and keep study actively. This study showed that there was statistically significant difference in learners' programming interest and those who achieved over 8 out of 10 points were 60.7% at three stage evaluations for achievement level that applied learning model which suggests that satisfactory achievement level is achieved.

The Study on Development of Textbook for The Elementary Students' Final of Korea Olympiad in Informatics (한국정보올림피아드 초등부 본선 교재 개발 연구)

  • Kim, Byeong-Su;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.283-288
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    • 2010
  • 한국정보올림피아드 경시대회 초등부 전국대회를 준비하는 학생들을 위해 본 교재를 개발하고자 한다. 본 교재는 J.S.Bruner의 표상이론에 맞게 알고리즘의 진행 절차를 시각화하여 이해가 쉽고 빠르게 되도록 구성하였으며 이를 실제 코드로 작성하여 자신의 논리를 프로그래밍 언어로 표현할 수 있게 하였다. 또한 기출문제, 확인문제 등을 통하여 배운 알고리즘을 확실하게 익혔는지 확인한다. 이러한 교재 개발이 경시대회를 준비하는 초등학생들에게 관련 도서가 전무하여 기회를 놓치버리는 일 등이나 사교육비를 들여 학원에만 의존해야 하는 최근의 경향에 대한 대안으로 사용되기 바란다.

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