• Title/Summary/Keyword: Elementary Programming Education

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Development and Application of Robot based Teaching Methods for use by pre-Service Special Elementary Teacher (예비 초등특수교사를 위한 로봇활용수업 프로그램 개발 및 적용)

  • Kim, Se-Min;Ha, Tai-Hyun
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.389-397
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    • 2011
  • With the growing acceptance of the educational benefits for the use of robot- based teaching, their use in classrooms is increasing. However, the vast majority of studies taking place are based within normal classroom environment. Therefore, this study was focused on the adaptations that need to be made for the use of robot-based teaching within a special-needs environment, specifically a program for pre-service teachers of a special needs Elementary school. The results indicate robot-based teaching has a place within special education and it is hoped that this study will spur further investigation into the field.

Research on Development and Application of Learning Program about Algorithm by Using Scratch Programming (스크래치 프로그래밍을 통한 알고리즘 학습 프로그램 개발 및 적용 연구)

  • Hyun, Dong-Lim;Yang, Young-Hoon;Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.387-397
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    • 2011
  • In order to analyze the change of student's logical thinking, in this study, we were develop the educational materials. This educational materials were used in algorithm class through educational programming language Scratch. Algorithms of education materials were selected by analysis of foreign ACM and domestic middle school curriculum. The developed educational materials were applied to 4th grade students of elementary school. In order to analyze the change of student's logical thinking, we were used GALT short version. Total logic and Combinational reasoning, in the experimental group students, were growing significantly.

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Development of Rubric for Assessing Computational Thinking Concepts and Programming Ability (컴퓨팅 사고 개념 학습과 프로그래밍 역량 평가를 위한 루브릭 개발)

  • Kim, Jae-Kyung
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.27-36
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    • 2017
  • Today, a computational thinking course is being introduced in elementary, secondary and higher education curriculums. It is important to encourage a creative talent built on convergence of computational thinking and various major fields. However, proper analysis and evaluation of computational thinking assessment tools in higher education are currently not sufficient. In this study, we developed a rubric to evaluate computational thinking skills in university class from two perspectives: conceptual learning and practical programming training. Moreover, learning achievement and relevance between theory and practice were assessed. The proposed rubric is based on Computational Thinking Practices for assessing the higher education curriculum, and it is defined as a two-level structure which consists of four categories and eight items. The proposed rubric has been applied to a liberal art class in university, and the results were discussed to make future improvements.

The Analysis of 'Software Education' Unit in the Practical Arts Textbooks According to 2015 Revised Curriculum (2015 개정 교육과정에 따른 실과 교과서 '소프트웨어 교육' 단원 분석)

  • Kim, Myeong-nam;Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.255-264
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    • 2019
  • Modern society has become a key factor in determining software competitiveness. Therefore, Korea has required more than 17 hours of software education per year in the actual course subject to the 2015 revised curriculum. In this paper, we analyzed the software related units in 6 kinds of textbooks of elementary school published based on '2015 revised curriculum' and tried to provide basic data for selection of textbooks related to software education in elementary school. As a result of the analysis, the 6 revised textbooks of 2015 appropriately reflected both 'understanding of software', 'procedural problem solving', 'contents of programming element and structure', and I was suggesting appropriate activities. Unit support materials use comics and illustrations to stimulate interest, supplement text, and deepen learning. Four kinds of textbooks provide additional information by presenting reading materials. However, in most textbooks, the proportion of learning using the appendix was low. Although it consists of units focused on knowledge understanding and practice, it can be a textbook that enhances students' interest and participation if they are made of software in daily life, problem solving by procedural thinking, and so on.

Case study of information curriculum for upper-grade students of elementary school (초등학교 고학년 정보 교육과정 사례 연구)

  • Kang, Seol-Joo;Park, Phanwoo;Kim, Wooyeol;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.26 no.4
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    • pp.229-238
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    • 2022
  • At the time of discussing the 2022 revised curriculum, the demand for normalization of information education is increasing. This study was conducted on the case of the information curriculum for the upper elementary grades responding to such needs. For 14 6th grade students of Elementary School B in K Metropolitan City, 4 core areas of the information curriculum, including computing system, data, algorithm & programming, and digital culture, were covered through classes. Cooperative classes were conducted between students by using the cloud-based application according to the class. In addition, it was intended to supplement the curriculum by suggesting ideas for artificial intelligence education area, and to improve the density of research with additional investigation on foreign information education cases. However, the need for independent organization of the information curriculum was strongly confirmed in that the current curriculum for information classes lacked sufficient school hours and had to be operated in combination with other subjects in the form of a project for this case study. It is hoped that this study will serve as a small foundation for the establishment of the information curriculum for the upper elementary grades in the future.

Design of a Web Courseware for Programming Education of Elementary School (초등학교 프로그래밍 교육을 위한 웹 코스웨어의 설계)

  • Kim, Ja-Young;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.211-216
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    • 2008
  • 프로그래밍 교육은 학습자의 창의적이고 논리적인 사고력을 함양시키고 문제해결능력을 신장시킬 수 있는 ICT 교육의 한 분야로서 많은 교육적 가치를 가지고 있다. 프로그래밍과 관련된 초등학교 교육내용은 7차 교육과정에서 누락되었지만 2005년 12월에 개정된 초 중등학교 정보통신기술 운영 지침에 따라 초등학교에도 프로그래밍 교육과정이 도입되었다. 따라서 본 논문은 5, 6학년 '정보처리의 이해' 영역의 프로그래밍에 관련된 학습내용을 학년별 연계성을 고려하여 재구성하고 학습 성취에 대한 피드백을 강화하는 프로그래밍 교육을 위한 웹 코스웨어를 설계 하였다. 웹을 기반으로 설계된 이 시스템은 학교나 가정에서의 프로그래밍 교육 기회를 확대시키는 역할을 하며, 학습자가 학습 성취도를 직접 확인하여 자신의 능력에 맞게 학습속도를 조절할 수 있어 자기 주도적 학습 능력이 향상될 것으로 기대된다. 또한 학습자에게 다양한 동기유발 자료와 학습 결과에 대한 적절한 피드백을 제공함으로써 프로그래밍 교육에 대한 흥미와 학습 성취도를 높일 것으로 기대된다.

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Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.232-237
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    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

Analysis of Satisfaction of Pre-service and In-service Elementary Teachers with Artificial Intelligence Education using App Inventor

  • Junghee, Jo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.189-196
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    • 2023
  • This paper analyzes the level of satisfaction of two groups of teachers who were educated about artificial intelligence using App Inventor. The participants were 13 pre-service and 9 in-service elementary school teachers and the data was collected using a questionnaire. As a result of the study, in-service teachers were all more satisfied than pre-service teachers in terms of interest, difficulty, and participation in the education. In addition, the questions investigating whether education helped motivate learning of artificial intelligence and whether there is a willingness to apply it to elementary classes in the future were also more positive for in-service teachers than for pre-service teachers. In general, pre-service teachers had somewhat more negative views than in-service teachers, but they were more positive than in-service teachers in terms of whether the education helped improve their understanding of artificial intelligence and whether they were willing to participate in additional education. Analysis of the Mann-Whitney test to see if there was a significant difference in satisfaction between the two groups showed no significance. This may be because most of the students in the two groups already had block-type or text-type programming experience, so they were able to participate in the education without any special resistance or difficulty with App Inventor, resulting in high levels of satisfaction from both groups. The results of this study can provide basic data for the future development and operation of programs for artificial intelligence education for both pre-service and in-service elementary school teachers.

Analysis of Elementary School Teachers' Experiences with Using the Unity Physics Engine to Develop Augmented Reality Science Educational Materials (초등학교 교사의 유니티 물리엔진을 활용한 증강현실 과학교육 자료개발 경험 분석)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.43 no.3
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    • pp.385-401
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    • 2024
  • This study presents a step-by-step analysis of the experiences and discussions of five elementary school teachers while developing the Augmented Reality (AR) science educational materials, using the Unity Physics Engine. In the preparation phase to develop the AR materials, the teachers explored the features of the AR technology and decided to create AR materials for experiments related to magnetic fields in the magnetism unit, based on discussions about the unit selection. In addition, they complained about difficulties arising out of the lack of background knowledge about the C# programming language in the preparation phase. During the material development stage, there were difficulties in operating the unfamiliar interface and other functions of the software. However, this was overcome through knowledge sharing and collaborative communication among the teachers. The final materials developed were marker-type AR materials to perform experimental activities by changing the position of the magnet and the compass markers. Based on the developed materials, the teachers discussed their smooth utilization during the classroom activities.

Development of a Robot Programming Instructional Model based on Cognitive Apprenticeship for the Enhancement of Metacognition (메타인지 발달을 위한 인지적 도제 기반의 로봇 프로그래밍 교수.학습 모형 개발)

  • Yeon, Hyejin;Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.225-234
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    • 2014
  • Robot programming allows students to plan an algorithm in order to solve a task, implement the algorithm, easily confirm the results of the implementation with a robot, and correct errors. Thus, robot programming is a problem solving process based on reflective thinking, and is closely related to students' metacognition. On this point, this research is conducted to develop a robot programming instructional model for tile enhancement of students' metacognition. The instructional processes of robot programming are divided into 5 stages (i.e., 'exploration of learning tasks', 'a teacher's modeling', 'preparation of a plan for task performance along with the visualization of the plan', 'task performance', and 'self-evaluation and self-reinforcement'), and core strategies of metacognition (i.e., planning, monitering, regulating, and evaluating) are suggested for students' activities in each stage. Also, in order to support students' programming activities and the use of metacognition, instructional strategies based on cognitive apprenticeship (i.e. modeling, coaching and scaffolding) are suggested in relation to the instructional model. In addition, in order to support students' metacognitive activities. the model is designed to use self-questioning, and questions that students can use at each stage of the model are presented.