• Title/Summary/Keyword: Education software

Search Result 2,127, Processing Time 0.028 seconds

Development and application of software education programs to improve Underachievement

  • Kim, Jeong-Rang;Lee, Soo-Hwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.1
    • /
    • pp.283-291
    • /
    • 2021
  • In this paper, we propose the development and application of a software education program for underachievers. The software education program for underachieving students was developed in consideration of the characteristics of learner's suffering from underachievement and the educational effects of software education, and is meaningful in that it proposes a plan to improve the learning gap in distance learning. Learners can acquire digital literacy and learning skills by solving structured tasks in the form of courseware, intelligent tutoring, debugging, and artificial intelligence learning models in educational programs. Based on the effects of software education, such as enhancing logical thinking ability and problem solving ability, this program provides opportunities to solve fusion tasks to underachievers. Based on this, it is expected that it can have a positive effect on the overall academic work.

A Development and Applications of Problem Solving Tool for Learning Geometry (기하 학습을 위한 문제해결 도구 개발 및 적용)

  • Bae, Jin-Seong;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.3
    • /
    • pp.449-459
    • /
    • 2010
  • Using a geometric computer program achieve learning effects as handling various function and has advantage to overcome the environment of classroom through providing an inquiring surroundings in the figure learning at an elementary school. There are many software for drawing the geometric. But currently most is focus on how to use the softwares without contents. So, It is necessary to develope a geometric software adapted cognitive development of primary schoolchildren. This study is aim to analyze elementary mathematic curriculum based on Van Heiles theory, to develope the software(Geometry for Kids : GeoKids) considering cognitive level of the primary schoolchildren. This software is developed to substitute a ruler and a compass considering cognitive level of the primary schoolchildren. Using mouse, GeoKids software help a child to draw easily lines and circles and this software notice another lines and circle automatically for a more accurate drawing figures. Children can use practically this software in connection with subjects of elementary mathematic curriculum.

  • PDF

Programming Learning Using Image Detection and Tracking Devices (영상 감지 및 추적장치를 이용한 프로그래밍 학습)

  • Song, Young-A;Kim, Young-Chul
    • Journal of Practical Engineering Education
    • /
    • v.7 no.1
    • /
    • pp.17-23
    • /
    • 2015
  • Growing worldwide interest in software and spread awareness of the need for education. A software-driven society realization strategy will achieve mandatory training on software. This policy will be applied from middle school students in 2015. Students who are interested in computers, like many positive responses, student learning may seem hard to have a negative reaction. Thus, the present obligation as simple in practice education only and discarded before actually lost interest awarded a systematic education does not work properly, but rather that education could happen to entirely discard turn our attention. Accordingly, what you need is to have a systematic training from the basics that I need to worry about software that can recognize easy and fun. In this paper, we propose a hardware and basic software that allows you to proceed software training more easy and efficient as it can be modified and applied to the program in the production unit to learn programming tools and programming languages.

A Study on the Determination of Programming Language for Software Basic Education of Non-majors (비전공자 소프트웨어 기초교육을 위한 프로그래밍 언어 결정에 관한 연구)

  • Park, So Hyun
    • The Journal of Information Systems
    • /
    • v.28 no.4
    • /
    • pp.403-424
    • /
    • 2019
  • Purpose The objective of this study is to determine the programming language for improving algorithmic thinking of basic software education for non-majors, which has recently been receiving attention to nurture talents needed in the era of the Fourth Industrial Revolution. Design/methodology/approach In this study, Delphi method was used to select the suitable programming language for the features of each of five departments for basic software education for non-majors in order to develop the capability of algorithmic thinking. The survey was conducted three times to 21 experts, and the results were analyzed using quantitative analysis (CVR) values and stability. Findings For the most suitable programming language for each department determined in this study, App Inventor was selected for humanities department, RUR-PLE for natural science department, App Inventor for social science department, Python for engineering department, and Scratch for fine arts department. This is expected to be used as the basis for determining the direction of curriculum and operation of universities starting basic software education through programming language by department proposed in this study.

A Study on Strengthening Software Education Capability through Computational Thinking Understanding of pre-service Teachers (예비교원 컴퓨팅 사고 이해도 분석을 통한 소프트웨어 교육 역량 강화 방안)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.1
    • /
    • pp.29-37
    • /
    • 2020
  • There is a great deal of effort to improve Computational Thinking in education. In this paper, we define the relationship between SW capability and Computational Thinking, and then examine the current status of pre-service teacher's computing thinking. For this purpose, a survey about the attitude toward SW education and computing thinking was administered to prospective teachers who learned Entry software for one semester. The results of the survey showed that the improvement of abstraction, data analysis, and automation among the pre-service teacher's computing thinking is needed. When educating preliminary teachers, we can see that we need an education method that can increase the analysis and design capability beyond the Entry Software development tool.

A Research on the Relations between Mathematics/statistics and Software/Hardware Tracks (소프트웨어 및 하드웨어분야의 트랙과 수학/통계와의 연관성 정도 파악)

  • Lee, Seung-Woo
    • The Mathematical Education
    • /
    • v.47 no.4
    • /
    • pp.505-517
    • /
    • 2008
  • This paper studies on the necessity of mathematics/statistics in software and hardware fields. First, this research analyzes the contents of mathematics/statistics among subjects in software and hardware fields. Secondly, this research explores the relationship and connectivity between mathematics/statistics and major tracks of software and hardware fields. This connectivity between mathematics/statistics and majors in software and hardware fields would certainly contribute to creating pragmatic and professional knowledge.

  • PDF

An Analysis of Research Trends Software Education for Elementary school : Focusing on Domestic Articles (초등 소프트웨어 교육 연구 동향 분석: 국내 학술지 중심으로)

  • Hwang, Zion;Hwang, Sungon
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.5
    • /
    • pp.509-525
    • /
    • 2017
  • The purpose of this study was to examine the research trends on software education for elementary school in Korea. It analyzed articles that were published in Korea from 2014 to 2017 focusing on the research methods, themes, and outcomes. The results are as follows. First, it was found that the number of articles about software education for elementary school is steadily increasing. Second, with regard to research methodology, quantitative research was the most popular research type, primarily through experimental research. Moreover, the most frequent research targets were elementary schoolchild. Thirdly, with regard to the research theme, out of the seven categories of software education for elementary schoolchild research, the category of the effect of software education on elementary schoolchild was investigated most frequently. Finally, the outcomes of the studies were described in accordance with the category investigated. Then discussions on limitations and suggestions for future studies were described.

Comparison of Computational Thinking Improvement Based on Teaching Aids and Student's Level in Elementary Software Education (초등학교 소프트웨어교육에서 교구와 학습자 수준에 따른 컴퓨팅사고력 향상도 비교)

  • Lee, YoungJae;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.2
    • /
    • pp.31-39
    • /
    • 2020
  • As the importance of software education is emphasized, various educations for improve the computational thinking of elementary school students are being provided. However, there are many limitations that apply to the school at preceding studies. because they were invented for specific environment or students. Therefore, in this study, software education was conducted by constructing teaching-learning activities in consideration of the characteristics of students such as teaching aids and level of computational thinking ability, which can influence students based on the contents of textbooks. Through the comparison about computational thinking improvements, this study tried to suggest the direction of effective software education method. As a result, there are differences in computational thinking improvements according to the student's level and used teaching aids. Specifically, visual programming and unplugged type teaching-learning activities were more effective in teaching aids, and according to the level of students, students with low level of computing thinking in pre-inspection showed relatively high improvement. This tendency suggests that it is necessary to consider various learning factors in designing teaching-learning activities in elementary software education.

Effects of Programming Education using Visual Literacy: Focus on Arts Major (시각적 문해력을 활용한 프로그래밍 교육의 효과 : 예술계열 중심으로)

  • Su-Young Pi;Hyun-Sook Son
    • Journal of Practical Engineering Education
    • /
    • v.16 no.2
    • /
    • pp.105-114
    • /
    • 2024
  • Recently, with an emphasis on software proficiency, universities are providing software education to all students regardless of their majors. However, non-majors often lack motivation for software education and perceive the unfamiliar learning content as more challenging. To address this issue, tailored software education according to the learners' characteristics is essential. Art students, for instance, with their strong visual comprehension and expressive abilities, can benefit from utilizing visual literacy to enhance the effectiveness of programming education. In this study, we propose decomposing everyday problems into flowcharts and pseudocode to construct procedural and visual images. Using the educational programming language PlayBot, we aim to analyze the effectiveness of teaching by coding to solve problems. Through this approach, students are expected to grasp programming concepts, understand problem-solving processes through computational thinking, and acquire skills to apply programming in their respective fields.

Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.4
    • /
    • pp.549-558
    • /
    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.