• Title/Summary/Keyword: Elementary Programming Education

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Scratch program For Programming Education at Elementary School (초등학교 프로그래밍 교육을 위한 스크래치 적용)

  • Kim, Suk-Hyeon;Park, Pan-U
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.119-123
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    • 2010
  • Nowadays it is required for a student to have the ability to select right things in quantity of knowledge and constructing those in the right way for the individual. Because memorizing a little bit of everything doesn't allow a person to work up to their potential and be the person society wants. In the basis on the revised Information and Communications Technology guidelines at elementary and middle school, it is demanded to start education in elementary schools. Meanwhile elementary school students usually feel bored or find it difficult in learing through the existing program. So I will plan the lesson by Scratch program for programming education and see the effect of this after using that method.

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Development of Web-based Robot Programming Education Supporting System (웹 기반의 로봇 프로그래밍 교육 지원 시스템 개발)

  • Yoo, In-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.1-16
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    • 2007
  • The effect of existing programming education has shown a limitation coming from its methodology. Thus, the researcher developed a Web-based robot programming support system and explored its possibility for overcoming problems in existing programming education and ultimately for enhancing creativity and problem-solving abilities of students. The developed system let students learn robot programming just with a PC or PDA connected to the Internet without additional hardware and software. Different types of robots linked with a server computer can be controlled by using different programming languages. It is possible to use Korean keywords for programming as well. Specially, this system was evaluated positively by the groups whose computer abilities are excellent and student of introductory or intermediate level programming course. Furthermore, the programming education that uses robot and the Hangul programming technology were given very positive reception by elementary school students.

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Development and Application of Education Program Art Area Subject-based STEAM for Improvement of Elementary Students' Creativity: With a Scratch Programming Language (초등학생의 창의성 신장을 위한 예술 영역 교과 중심의 STEAM 교육 프로그램 개발 및 적용: 스크래치 프로그래밍 언어를 활용하여)

  • SEO, Youngho;JUNG, Seungbum;KIM, Jonghoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.1
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    • pp.69-82
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    • 2016
  • In this study, Art area -based STEAM education programs that take advantage of the Scratch was to analyze the effect of the development of elementary school students' creativity. The winter break of ${\bigcirc}{\bigcirc}$ university education donation application students 3, 4, 5th grader was verified two research hypothesis to the target. First, Art area -based STEAM education programs will be effective on the development of elementary school students' creativity. Second, Art area -based STEAM education programs will be more effective on the development of the elementary school girls' creativity than the elementary school boys' creativity. Art area -based STEAM education programs is to show a significant difference on the development of elementary school students' creativity, mean change of elementary school girls were remarkable than boys.

A C-Programming Learning Model Using a Line Tracer in Discretionary Activity Hours in Elementary Schools (초등학교 재량활동시간에 라인트레이서를 이용한 C프로그래밍 학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.603-612
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    • 2011
  • This study suggested an educational curriculum(12 class periods) in order for higher level elementary school students to learn programming in discretionary activity hours using a line tracer and evaluated achievement level based on the outcome of learning by class period to assess the possibility of success. As a result, it could confirm that the programming learning using the line tracer was more excellent in creativity than the computer programming learning. In addition, it has been found that the programming learning method using the line tracer had a potential to be successful as a new creative tool that could replace the computer.

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A Study on Programming Language Instruction Strategies of Improving the creative and logical thinking for Elementary Students (초등학생들의 창의력과 논리력 향상을 위한 프로그래밍 언어 교수전략에 관한 연구)

  • Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.89-97
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    • 2010
  • Logical thinking and creative thinking. in the elementary school are very important. Even though these have been studied very many, the computer program education has the lack of instruction strategy. In this paper, the instruction strategies of computer program language education in the elementary school to improve them are proposed. These are the principles of the input and output, effectiveness, generalization, simplification, and the principles of abstraction. These five principles are verified by the 20 experts from deep interview. Using the results of this study will contribute a lot of the program language eduction for elementary school teachers.

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Development Plan of Python Education Program for Korean Speaking Elementary Students (초등학생 대상 한국어 기반 Python 교육용 프로그램 개발 방안)

  • Park, Ki Ryoung;Park, So Hee;Kim, Jun seo;Koo, Dukhoi
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.141-148
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    • 2021
  • The mainstream tool for software education for elementary students is Educational Programming Language. It is essential for upper graders to advance from EPL to text based programming language. However, many students experience difficulty in adopting to this change since Python is run in English. Python is an actively used TPL. This study focuses on developing an education program to facilitate learning Python for Korean speaking students. We have extracted the necessary reserved words needed for data analysis in Python. Then we replaced the extracted words into Korean terms that could be understood in elementary level. The replaced terms were matched on one-to-one correspondence with reserved words used in Python. This devised program would assist students in experiencing data analysis with Python. We expect that this education program will be applied effectively as a basic resource to learn TPL.

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A Study on Teaching using Website 'Code.org' in Programming Education based on Computational Thinking (컴퓨팅 사고력이 중요한 프로그래밍 교육에서 'code.org'를 활용한 교수방안)

  • Rim, Hwakyung
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.382-395
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    • 2017
  • Learning computational thinking is very important in programming education. Computational thinking refers to the problem solving ability based on the theories of computer science, indicating the importance of algorithm thinking. That is the reason for focusing on promoting creativity and improving the problem solving ability of the students in programming education. This paper commented the elements to consider for teachers when teaching computational thinking to elementary school students with online coding education website 'code.org' that helps beginners have easy programming experiences based on the characteristics of the website, and proposed the appropriate teaching methods.

A Study on Elementary Students' Virtual Reality Content Production Education (초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.33-40
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    • 2018
  • This study highlights the experiences and lessons learned, through the introduction and production of virtual reality in elementary school classes. We analysed the effects of virtual reality-contents production education using the data from the K.A.P survey, as well as the results from the class using virtual reality. We used Cospaces as a tool for coding the virtual reality content. It was not difficult for students to learn its functions because it could be coded with blockly based programmes. We analysed the results in the practice area. Based on these results, we suggest how to apply this to the elementary school field.

A Development of Educational Material for EPL through Applying a Draft in Education -Focusing on LOGO and Scratch- (현장 검증을 통한 교육용 프로그래밍 언어 교재 개발 -LOGO와 Scratch를 중심으로-)

  • Kim, Jong-Jin;Hyun, Dong-Lim;Kim, Eun-Gil;Kim, Jong-Hoon;Won, Yoo-Hun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.458-468
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    • 2011
  • Students meet with many problems during programming education in computer education. In part of computer education, computer programming education have been researched. And the research have said that computer programming education have helped to increasing of students' creativity during find answer of problem through flexible thought. Especially, elementary school students, who learn to programming language for the first time, feel difficulty, when they learn computer programming. But the use of EPL reduce difficulties. So Students can focus on the thinking. Therefore, in this paper, a draft was produced and applied to observe the creative elements increasing of elementary school students. Than modify and supplement the draft through improvements to a draft obtained by applying. Also, made the educational material that can be used directly in the field.

Analysis of Elementary Pre-service Teachers' Experiences and Understanding of Software Education (초등 예비교사의 소프트웨어 교육 관련 경험과 이해도 분석)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.81-89
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    • 2018
  • Because the success of SW education depends on teachers' competences and understanding, many universities of education are carrying out SW education for pre-service teachers. The purpose of this research is to analyze the current status of pre-service teachers' programming learning experiences and understanding of curriculum and educational effects related to SW education. The participants were 294 junior and senior students enrolled in a university of education. In relation to 'programming learning experiences', many responded positively in terms of interest, usefulness and willingness to learn. However, many were not satisfied with their programming experiences, felt difficulty in programming, and evaluated their programming abilities as low. For the 'understanding of SW education curriculum', many recognized the necessity of SW education and understood that the allocated time was insufficient. Both positive and negative opinions were reported concerning the fact that SW education is conducted in practical arts. In comparison, many did not understand well about the concept and characteristics of SW education and the details of the curriculum. In relation to the 'understanding of SW education effects', many understood positively about all the effects presented in the questionnaire including problem solving abilities and creativity. In addition, significant differences were found among pre-service teachers' major categories regarding the programming learning experiences and the understanding of SW education curriculum and effects. Based on the results of the research, suggestions were made for the improvement of the pre-service teachers' SW education program.