• Title/Summary/Keyword: 프로그래밍 성취도

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Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

A Case Study of Teaching 'Machine Learning' for Convergence Major Students in a Non-Face-to-Face Environment (비대면 환경에서의 '기계학습' 지도 사례 연구 : 융합전공 학생들을 중심으로)

  • Lee, Sungock;Lee, Jieun;Song, Hyunok;Kim, Hangil;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.336-339
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    • 2022
  • In this study, we examine the cases of instructors who conducted subject management by understanding the learning patterns of convergence major students taking programming courses Therefore, we intend to find implications for the operation of SW curriculum for convergence majors in the future. In the programming class of the convergence major, students of various grades and majors take the course, and a survey was conducted to understand their learning patterns in a non-face-to-face environment. The instructor studied whether it would be possible to induce learners' participation in class even when face-to-face communication was not possible, and tried to operate the class by understanding the learning propensity of the learners. As there are many students who have maintained successful experiences in self-directed learning amid COVID-19, weekly assignments were set so that they could solve their own problems independently, and almost all students submitted assignments. This study is meaningful in that it studied students' learning patterns, task performance, and programming achievement by operating 'Machine Learning' subject to students of the convergence major in a non-face-to-face situation due to COVID-19.

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A Study of the Connection between Achievement Criteria and Computational Thinking in the Areas of Algorithms, Programming and Robotics, and Computing (알고리즘, 프로그래밍, 로봇과 컴퓨팅 영역의 성취 기준과 컴퓨팅 사고력의 관련성 연구)

  • Jeong, Youngsik;Shin, Soobum;Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.105-114
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    • 2017
  • Because the concepts and components of computational thinking included in the Information Education Curriculum and the Software Education Guidelines are different, it has been difficult to establish computational thinking-based software education in schools. Therefore, this study, which is based on the Delphi survey results from 39 experts, we defined computational thinking as 'computing thinking' and separated the components of computational thinking into five main categories: (1) problem definition, (2) data analysis, (3) abstraction, (4) automation, and (5) generalization. In addition, we selected software areas that are strongly related to computational thinking in the KAIE's information Curriculum Standard Model and surveyed experts to decide which computing thinking components are related to the achievement criteria of the software areas.

An improvement plan of mathematics academic achievement in the H/W curriculum (하드웨어 전공자들의 수학 관련 교과목 학업성취도 제고 방안)

  • Lee, Seung-Woo
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.801-812
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    • 2015
  • The purpose of this study is to increase the interest in mathematics-related curriculum and improve mathematics academic achievement of H/W majors. Firstly, this paper proposes the educational case study that develops the learner's ability, increases the interest and raises the employment rate in the unfavorable mathematics-related fields for the H/W majors. Secondly, this paper presents the future teaching method on mathematics-related curriculum that applies to the actually teaching-learning based on the computer programming in the field of the H/W. Lastly, this paper suggests the promising pedagogical method for mathematics by using the statistical analyses of academic achievements and surveys in order to present the effective conducting method of mathematics education.

A Study on the Instructional Design of Software Education Based on Backward Design Model (백워드 설계 모형을 적용한 소프트웨어 교과의 교수설계에 관한 연구)

  • Lee, Youngoho;Koo, Dukhoi
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.409-418
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    • 2015
  • The purpose of this study is derived implications at software curriculum development utilizing the backward design model. In this study, we developed 'Algorithms and Programming' unit teaching plan based on backward design template. First, we have derived enduring understandings, essential questions, specific knowledge and skill on 'Algorithms and Programming' unit by considering the goal, content, achievement standard of Software education operating instructions. Second, we developed authentic tasks using GRASPS technic and holistic scoring rubrics. Third, we developed 7 lesson 14 WHERETO element for effective teaching in 'Algorithms and Programming' unit. Fourth, we investigated about the effectiveness of the development unit based on backward design. Backward design could be useful of developing curriculum unit and lesson plan at software education.

A case study of learning attitude change according to programming learning experience (프로그래밍 학습 경험에 따른 학습 태도 변화 사례 연구)

  • Lee, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.93-98
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    • 2021
  • The change of programming language learning experience on learning motivation was analyzed. Learning a programming language is generally evaluated as a difficult process even for majors. Measuring psychological changes related to programming learning at this point in expanding to non-majors is necessary for learner analysis. The overall learner attitude change was investigated by measuring achievement goals, academic interest, academic self-efficacy, cognitive involvement, and academic self-regulation, which are motivation-related factors. All factors related to learning attitude showed a decrease in the post-test results. This result is interpreted that the difficulty of the learning process decreased the motivation to learn programming. It was found that the greater the difficulty perceived by the learner, the greater the decrease in the motivation to learn. Based on the results of this study, it has implications that a learning environment and learning process that can give feedback and a situation that can reduce the level of learning difficulty felt by learners should be systematically given.

A Study on the Achievement Criteria of Robot Computing Curriculum for Elementary School (초등학교 로봇컴퓨팅교육을 위한 교육내용체계의 성취기준에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.97-104
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    • 2017
  • This paper evaluates the appropriateness of the proposed robot education curriculum to consider conceptual understanding and learning activities model considering the curriculum and achievement criteria in order to make it easier to apply for a course in robot area. The professors of dept. of computer education at national universities of education reviewed the importance of education contents system and appropriateness of education period. Based on the results of the review, the conceptual elements and achievement standards of each sub-area were revised and supplemented, and then evaluated in three stages. Finally, the educational elements of the concept factors and achievement criteria were agreed upon. The proposed robotic computing education information systems and the achievement standards for schools in the area, as well as to match the grade level of the students without distinction variety of robots will be able to take advantage of computing education activities to reorganize the robot computing courses.

A Study on HTML Learning Method Using PBL (문제중심학습법을 적용한 HTML 교수-학습방법의 연구)

  • Kim, Kap-Su;Lee, Sun-Hyun
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.37-46
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    • 2006
  • We expected that PBL (Problem based Learning) methode has good effectiveness for HTML(Hyper Text Markup Language) learning of elementary school students. In this study, a test was conducted in which a PBL method and the traditional lecture-based learning method were applied to an HTML class, and compared the level of educational accomplishment and compared the effectiveness of the two methods. PBL applied was based on the IMSA model of problem-based learning center. Educational accomplishment was evaluated base d on evaluation of theory and application skills. Test results revealed that there were no significant differences in theoretic learning between the two methods of learning. However, in application skills, the PBL was proved to be significantly more effective th an the traditional lecture-based learning method. Through the study, it was verified that PBL has a more positive educational effect that the traditional lecture-based learning.

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Study on Course-Embedded Learning Achievement Evaluation and Adaptive Feedback (교과기반 학습성취 평가 및 적응형 피드백 시스템 설계)

  • Chung, Hyun-Sook;Kim, Jung-Min
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.553-560
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    • 2022
  • The research of course-embedded learning evaluation method, which can be used to measure the competency of learners by evaluation of learning outcomes, has been performed for competency-based education in the university. In this paper, we propose an learning evaluation and adaptive feedback model based on learning outcomes, learning subjects, learning concepts graph, and an evaluation matrix. Firstly, we define the layered learning outcomes, a graph of learning subjects and concepts, and two association matric. Secondly, we define algorithms to calculate the level of learning achievement and the learning feedback to learners. We applied the proposed method to a specific course, "Java Programing", to validate the effectiveness of our method. The experimental results show that our proposed method can be useful to measure the learning achievement of learners and provide adaptive feedbacks to them.

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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