• Title/Summary/Keyword: CT 교육

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The Design of the Convergence CT-FL Instructional Model for Effective Software Education (효과적인 소프트웨어 교육을 위한 융합형 CT-FL 수업 모형 설계)

  • Ku, Jaehoon;Kim, Taeyoung
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.11-14
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    • 2018
  • 빠른 속도로 끊임없이 쏟아지는 정보의 홍수 속에서 미국이나 영국 등 세계 각 나라마다 앞으로 미래사회를 이끌어 갈 인재가 갖추어야 하는 핵심 역량의 하나로 창의적 문제해결력을 들고 있는데, 이러한 추세는 교육계에서도 예외 없이 나타나고 있어 학문의 각 영역과 정보 기술 활용의 융합된 교육 방법론에 대한 관심이 날로 고조되고 있다. 이러한 융합된 교육 방법론의 필요와 창의적 문제해결력 향상을 위한 교육으로 소프트웨어 교육이 우리나라를 포함하여 전 세계적으로 교육과정에 포함될 정도로 중요성이 더해가고 있다. 전 세계적인 정보교육의 패러다임 변화에 따라 우리나라도 교육부에서 '2015 개정 교육과정'에 소프트웨어 교육을 포함시키고, 소프트웨어 교육의 목표를 '컴퓨팅 사고력을 가진 창의 융합 인재를 기르는 데에 목표가 있다'라고 발표하였다. 또한 소프트웨어 교육의 방향과 운영에 필요한 내용들 중에 교육 현장에서 소프트웨어 교육을 하기에 부족한 소프트웨어 교육 시수의 적절한 확보와 교수 학습 방법의 연구가 필요한 것으로 발표하였다. 이에 본 연구는 부족한 소프트웨어 교육 시수의 해소와 여러 교과 간의 융합적인 교수 학습 방법을 위한 효과적인 소프트웨어 교육 수업 모형을 설계하게 되었다.

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Analysis of the ICILS 2018 Results by Korean Students' Educational Experience in Computer and Information Literacy and Computational Thinking (우리나라 학생들의 컴퓨터·정보 소양 및 컴퓨팅 사고력 교육 경험에 따른 ICILS 2018 결과 분석)

  • Jeon, Seongkyun;Son, Yoonhee;Park, Sangwook
    • The Journal of Korean Association of Computer Education
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    • v.23 no.3
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    • pp.1-8
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    • 2020
  • Korean 8-grade-students who participated in the ICILS 2018 were educated in the 2009 revised curriculum, where the 'Informatics' subject was an optional course in the regular curriculum. In order to closely analyze the ICILS 2018 results, it was necessary to take into account the situation in Korea that related educational experiences may differ among students. This study surveyed the students' educational experiences related to Informatics subject in the context of individual and schools. The average scores of computer and information literacy (CIL) and computational thinking (CT) of the ICILS 2018 were analyzed and compared by students' educational experiences. As a result, the average CT score of students who experienced the coding and programming education was higher than those who did not. Also, the more time students took the Informatics subject, the higher the average CT scores were. Based on these results, this study discussed implications in terms of expanding computational thinking education for elementary and secondary education.

Study of Perception on Programming and Computational Thinking and Attitude toward Science Learning of High School Students through Software Inquiry Activity: Focus on using Scratch and physical computing materials (소프트웨어 활용 탐구 활동을 통한 고등학생의 프로그래밍과 컴퓨팅 사고력에 대한 인식 변화와 과학 학습에 대한 태도 조사 -스크래치와 피지컬 컴퓨팅 교구의 활용을 중심으로-)

  • Hwang, Yohan;Mun, Kongju;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.325-335
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    • 2016
  • Software (SW) education is guided by the government to operate not only computer subject matter but also related subject matter. SW education is highlighted in the 2015 Revised Curriculum and Guide for Operating SW Education. SW education is related with science education. For example, education on algorithms employing SW and activities using sensors/output control can be an effective strategy for scientific inquiry. The method can also be applied in developing Computational Thinking (CT) in students. In this study, we designed lessons to solve everyday scientific problems using Educational Programming Language (EPL) SW and physical computing materials and applied them to high school students. We conducted surveys that were modified from questionnaires of Internet application capability and based on the standard of accomplishment of SW education as well as elements of CT to find out the change in perceptions on programming and CT of students. We also conducted a survey on students' attitude toward science learning after an SW inquiry activity. In the results, perceptions on programming and CT of students were improved through lessons using unplugged activity, EPL SW, and physical computing. In addition, scores for interest, self-directed learning ability, and task commitment were high.

Influence of Programming Education Using Unity3D on Computational Thinking Ability and Interest (Unity3D를 활용한 프로그래밍 교육이 컴퓨팅 사고력과 흥미에 미치는 영향)

  • Lee, Dong-Yun;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.415-418
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    • 2016
  • The core of IT Convergence Education is being made through educational SW, SW purpose of education has been focused on improving the CT(Computational Thinking). In this paper, Programming Education Using Unity3D is able to affect learners of computational thinking and learning interest. After configure the experimental and control groups and check the identity of the learner for Influence on it. The impact on the education using Unity3D computational thinking and learning interest of students was measured. This paper proposes a compliance that Programming Education Using Unity3D is an intermediate step of utilizing the EPL software training, and pure text language.

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Exploring the Effects and Implications of Earth Science Unplugged Activities Based on Computational Thinking: Focusing on the Problem Solving of Solid Earth Domain (컴퓨팅 사고력 기반 지구과학 언플러그드 활동의 효과와 시사점 탐색: 고체지구 영역의 문제해결을 중심으로)

  • Hong, Seok-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.2
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    • pp.80-94
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    • 2021
  • In this study, teaching-learning activities were developed based on computational thinking (CT) in high school Earth Science I Solid Earth domain. And their effects and implications were examined. To this end, 8 sessions unplugged activities based on problem solving were developed, and applied it to 65 high school students. As a results, significant changes have been were confirmed in both student's perception about CT and CT. After that, based on student's responses to self-reports and interview, the affecting factors for perception about CT and CT in the earth science problem solving process were investigated. In addition, implication that should be considered in terms of design and progress of teaching-learning based on CT were derived. Based on these results, the necessity and operation of teaching-learning activities was suggested for developing CT through various subjects including earth science.

The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.243-255
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    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.

Design and Implementation of Web-based Problem Management System for CT Radiological Technologist Education (CT 전문방사선사 교육을 위한 웹기반 문항관리 시스템의 설계 및 구현)

  • Shin Yong-Won;Koo Bong-Oh;Shim Choon-Bo
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.27-35
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    • 2005
  • Recently, despite of the rapid progress of information technology in the medical and health fields, the development and management of problem sets about medical and education contents related with radiological technologist has been still achieved by manual and offline method using document editor. In this study, the unique web-based problem management system is designed and implemented. That system can efficiently manage and present various kind of problem set about integrated education and personal license without time and space limitations in order to improve the efficiency of supplementary training and to obtain the professional license for CT radiological technologist. The proposed system is composed of administration module and user module. The former supports several functions such as problem creation, problem categorization, user management, and adjustment of leveled assessment. On the other hand, the latter functions examination applying , problem retrieval, personal score retrieval, and interpretation viewing, and so on. In addition, our system is expected as a useful and practical system which provides problem interpretation and analysis of score results after applying for the examination. It can elevate ability of learning and information interchange among them preparing for CT professional radiological technologist licensing examination

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App Inventor 2 As a Tool for Enhancement of Computational Thinking (Computational Thinking 향상 도구로서의 App Inventor 2)

  • Lim, Byeongchoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.519-526
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    • 2016
  • MIT App Inventor 2, much like the other block-based programming languages such as Scratch and Alice, is a useful tool that can be utilized to improve the computational thinking skills for students. The coding and the execution of program are done mainly on the computer in Scratch programming, but in App Inventor 2 programming, the students can execute the program and get immediate feedback on the smart-phone in the middle of the programming. Therefore, we can expect better enhanced learning effect. In this study, it has been claimed that the learning of App Inventor2 can strengthen the computational thinking skills of our students by extracting four core concepts of the computational thinking and then showing how these concepts are applied through the learning of App Inventor 2.

Development of a Holistic Measure of Learning Effects in Robotics Program: Connecting Sociocultural Context and Computational Thinking (로봇활용교육의 효과성 검증을 위한 평가도구 개발 : 사회·문화적 맥락 및 컴퓨팅 사고 연계)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.541-548
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    • 2014
  • The goal of this study is to suggest evaluation tools to assess computational thinking(CT) skills in primary robot-based programs. In addition, the researcher has expanded its evaluation approaches to include interpersonal competencies from the socio-cultural perspectives, not just focusing on intrapersonal competencies. In order to pursue the research goal, one-semester robots programs for the fifth graders were designed, and evaluation tools including a learners' CT competencies survey and a learning process monitoring rubric were developed. The results of this study are meaningful because it has expanded the evaluation approaches to connect to the concepts of CT and to include interpersonal aspects from the socio-cultural perspectives.

An analysis of the algorithm efficiency of conceptual thinking in the divisibility unit of elementary school (초등학교 가분성(divisibility) 단원에서 개념적 사고의 알고리즘 효율성 분석 연구)

  • Choi, Keunbae
    • The Mathematical Education
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    • v.58 no.2
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    • pp.319-335
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    • 2019
  • In this paper, we examine the effectiveness of calculation according to automation, which is one of Computational Thinking, by coding the conceptual process into Python language, focusing on the concept of divisibility in elementary school textbooks. The educational implications of these considerations are as follows. First, it is possible to make a field of learning that can revise the new mathematical concept through the opportunity to reinterpret the Conceptual Thinking learned in school mathematics from the perspective of Computational Thinking. Second, from the analysis of college students, it can be seen that many students do not have mathematical concepts in terms of efficiency of computation related to the divisibility. This phenomenon is a characteristic of the mathematics curriculum that emphasizes concepts. Therefore, it is necessary to study new mathematical concepts when considering the aspect of utilization. Third, all algorithms related to the concept of divisibility covered in elementary mathematics textbooks can be found to contain the notion of iteration in terms of automation, but little recursive activity can be found. Considering that recursive thinking is frequently used with repetitive thinking in terms of automation (in Computational Thinking), it is necessary to consider low level recursive activities at elementary school. Finally, it is necessary to think about mathematical Conceptual Thinking from the point of view of Computational Thinking, and conversely, to extract mathematical concepts from computer science's Computational Thinking.