• Title/Summary/Keyword: Elementary Programming Education

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Qualitative research of perception and experience of elementary pre-service teachers about SW education (초등예비교원의 SW교육에 대한 인식, 경험의 질적 탐구)

  • Lee, Jeongmin;Kim, Somang
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.39-53
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    • 2019
  • In the era of the Fourth Industrial Revolution, improving computational thinking to solve problems by smoothly operating and utilizing software. Therefore, the ministry of education has introduced systematic SW education into public education as a revised 2015 curriculum with the aim of raising computational thinking. In order for SW education to be systematically stabilized at the school site, the teaching ability of the teacher must be supported above all. For this purpose, the government is promoting 'SWEET' for improvement of the elementary pre-service teachers' SW education program. However, even if the policy is pursued, there is a tendency to take measures to improve the teaching and learning methods in the field later, and since the subject of change in education is the teacher, it is necessary to grasp the reco-gnition, experience of teachers. This study analyzed qualitatively perception and experience of elementary pre-service teachers about SW education and suggested design guidelines for pre-service teacher training such as providing various learning examples.

A Study on the development of elementary school SW·AI educational contents linked to the curriculum(camp type) (교육과정과 연계된 초등학교 캠프형 SW·AI교육 콘텐츠 개발에 관한 연구)

  • Pyun, YoungShin;Han, JungSoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.49-54
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    • 2022
  • Rapid changes in modern society after the COVID-19 have highlighted artificial intelligence talent as a major influencing factor in determining national competitiveness. Accordingly, the Ministry of Education planned a large-scale SW·AI camp education project to develop the digital capabilities of 4th to 6th grade elementary school students and middle and high school students who are in a vacuum in artificial intelligence education. Therefore, this study aims to develop a camp-type SW·AI education program for students in grades 4-6 of elementary school so that students in grades 4-6 of elementary school can acquire basic knowledge in artificial intelligence. For this, the meaning of SW·AI education in elementary school is defined and SW·AI contents to be dealt with in elementary school are: understanding of SW AI, 'principle and application of SW AI', and 'social impact of SW AI' was set. In addition, an attempt was made to link the set elements of elementary school SW AI education and learning with related subjects and units of textbooks currently used in elementary schools. As for the program used for education, entry, a software coding learning tool based on block coding, is designed to strengthen software programming basic competency, and all programs are designed to be operated centered on experience and experience-oriented participants in consideration of the developmental characteristics of elementary school students. In order for SW·AI education to be organized and operated as a member of the regular curriculum, it is suggested that research based on the analysis of regular curriculum contents and in-depth analysis of SW·AI education contents is necessary.

Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.

The effect of the entry programming course on the flow of elementary pre-service teacher (엔트리 프로그래밍 교육이 초등예비교원의 몰입에 미치는 영향)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.403-413
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    • 2017
  • The purpose of this paper is to verify whether the entry programming course applied with the flow based learning type is to affect the flow of students' learning. The subjects of the study were the students in the 3rd grade of the National University of education who had not experienced the coding before, and conducted two hours of programming lessons per week for three months. Learning contents and learning materials of beginner course in Entry Homepage were used as learning materials. The teaching and learning process consisted of clear goals setting, motivation, follow-up and immediate feedback, providing application problems, and providing reflection time for students. As a result of the study, the nine factors of flow were compared before and after the experiment. The seven factors - A balance between challenges and skills, Immediate feedback, Action and awareness are merged, Distractions are excluded from consciousness, No worry of failure. Self-consciousness disappears, The activity becomes autotelic-were obtained.

Analysis of Teacher's ICT Literacy and Level of Programming Ability for SW Education (SW교육을 위한 교사의 ICT 리터러시와 프로그래밍 능력 수준 측정)

  • Shim, Jaekwoun
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.4
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    • pp.91-98
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    • 2018
  • As the importance of computing technology is emphasized, Korea has revised the educational curriculum to teach SW education compulsory at the elementary and secondary school level. For successful SW education, it is very important not only to require an educational environment and educational materials, but also to obtain the capacity of the teachers who are responsible for SW education. However, due to the lack of research on specifically examining the present state of teachers' SW competencies, there are many deficiencies in establishing a concrete teacher's training and a support plan for SW education. This study is to develop test tools and apply to measure a common sense about a computer, the latest IT technology algorithm design and a programming ability for the purpose of evaluating the SW competency of current teachers. As a result of the study, the understanding of common sense about a computer and the latest IT technology is very high, on the other hand the algorithm design and programming ability were analyzed as low. Therefore, the implications for SW education teacher's training and a process of prospective teachers' training are derived.

A Study on Development and Application of Artificial Intelligence Education Program using Robot (로봇 활용 인공지능 교육 프로그램 개발과 적용에 관한 연구)

  • Yoo, Inhwan;Bae, Youngkwon;Park, Daeryoon;Ahn, Joongmin;Kim, Wooyeol
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.443-451
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    • 2020
  • In elementary school software education, a programming process is experienced through a simple problem solving process. And even this experience emphasizes that the problem-solving process is a CS Unplugged activity. However, CS Unplugged has a disadvantage in that it only learns the principles of computing, and the learner cannot experience real problem solving. In this study, a learning program using artificial intelligence robots was developed with the goal of cultivating the ability to solve problems encountered in the real life of elementary school students. Students could solve complex problems in real life from the point of view of artificial intelligence through the developed program, and increase their interest and understanding of artificial intelligence education through robot control.

The Development and Implementation of an Algorithm Instructional Material through the Problem Solving on the KOI Final Test of Elementary Students (한국정보올림피아드 초등부 경시부문 문제해결을 통한 알고리즘 교재 개발 및 적용)

  • Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.11-20
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    • 2012
  • The core of programming learning is based on an algorithm learning and the promotion of problem solving abilities is the purpose of this learning. Then, we need to think about what kind of algorithms in what order we teach and we need to study the effect of this learning. The purpose of this study is development and implementation of algorithm instructional materials and examine the effect of an algorithm learning with conceptual algorithms in KOI(Korea Olympiad in Informatics) final test of elementary students.

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Development of Physical Computing Curriculum in Elementary Schools for Computational Thinking (컴퓨팅 사고력 향상을 위한 초등 피지컬 컴퓨팅 교육과정 개발)

  • Kim, Jaehwi;Kim, Dongho
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.69-82
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    • 2016
  • Block-based educational programming language(EPL) is commonly used due to its availability at low or no cost. It is also preferred tool of computing education due to its intuitive design, ease-of-use and its effectiveness in increasing algorithmic thinking abilities especially in elementary students. Physical computing is also necessary because it brings students closer to real-world problem solving by connecting the real world with the computing environment. However, due to high-cost and required knowledge in electrical engineering, many schools find the education difficult to access. The study shows significant increase in computational thinking abilities in both groups treated with EPL and additional physical computing education.

A Courseware for the Learning of Visual Basic on the Web (초등학생을 위한 비주얼베이식 교육 시스템 개발)

  • Jin, Hyun-Sik;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.7 no.3
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    • pp.299-308
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    • 2003
  • Programming education in the area of ICT instruction is usually considered as contributing to the improvement of one's analytical power, logic in thinking, and procedural problem-solving capabilities. However, it is hard to get access to adequate web coursewares in suit with their intellectual level of development of Korean elementary students. Most of the existing coursewares, if any, are dealing with high level and theory-oriented contents, and accordingly are quite difficult for the elementary students to understand them. In addition, it is very difficult to practice them on the Web. Drawing upon some ideas on the theories of Web-based design and learning, this study tries to develop and materialize a fresh learning courseware for Visual Basic. The Web courseware thus developed allows students to learn the basics of visual basic programming as well as the basic grammar. It also provides students with an environment that enables students to code and run programs on the Web.

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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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