• Title/Summary/Keyword: Elementary curriculum

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A Meta-Synthesis of Research about Physical Computing Education in Korean Elementary and Secondary Schools (초·중등학교 피지컬 컴퓨팅 교육 연구의 메타 종합 분석)

  • Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.1-9
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    • 2019
  • A physical computing education is helpful for enhancing learners' computational thinking, creativity, and collaborative problem solving ability and so on. Recently, it is being actively promoted according to the software education policy and the 2015 revised national curriculum in Korea. This study describes a meta-synthesis of research on physical learning education that investigates the extent to which there is evidence of benefits and challenges for physical computing education. 37 articles were identified, and 20 articles met the inclusion criteria. The synthesis resulted in the list of purposes, teaching and learning methods, and physical computing tools, and benefits of physical computing education.

Implementation of an Arduino Compatible Modular Kit for Educational Purpose (모듈 기반 교육용 아두이노 호환 키트 제작)

  • Heo, Gyeongyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.547-554
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    • 2019
  • With the curriculum revision in 2015, informatics for secondary high schools was designated as mandatory. As a result, there is an increasing interest in programming in elementary and junior high schools as well as in universities. Arduino is one of the famous tools for programming education, and the usefulness of it has been proven through various case studies. However, existing Arduino-based kits have hardware-dependent drawbacks such as complicated wiring, poor scalability, etc. To overcome these problems, we proposed a kit design, which has a module-based structure, can be extended through one common interface, and can be used for learning at various levels. In this paper, we describe the implementation details of FRUTO kit and a software to use it, which satisfies the proposed design criteria. FRUTO kit has been determined in its current form through several design changes, and is under pre-test before launching.

A Case Study of Artificial Intelligence Education Course for Graduate School of Education (교육대학원에서의 인공지능 교과목 운영 사례)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.673-681
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

Development of SW Education Program for Data-Driven Problem Solving Using Micro:bit (마이크로비트를 활용한 데이터 기반 문제해결 SW교육 프로그램 개발)

  • Kim, JBongChul;Yu, HeaJin;Oh, SeungTak;Kim, JongHoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.713-721
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    • 2021
  • As the Ministry of Education has introduced AI education in earnest in the 2022 revised curriculum, there is growing sympathy for the need for data-related education along with AI education. In order to develop the competence to understand and utilize artificial intelligence properly, the understanding and utilization competence of data must be based on it. In this study, a data-driven problem solving SW education program using microbit was developed by synthesizing the results of demand analysis and previous research analysis. The data-driven problem solving education program was developed with educational elements that can be applied to elementary school students among the contents of data science. Through the program developed in this study, education that combines various topics and subjects can be linked based on real-life data. Furthermore, based on an understanding of data, it will lay the foundation for a more substantial AI education program.

Current Status and Development Direction of Digital Literacy Education in Elementary Schools (초등학교에서의 디지털 리터러시 교육의 현황과 발전 방향)

  • Yang, Ji-Hye;Hyun, Yong-Chan;Park, Jung-Hwan
    • Journal of Convergence for Information Technology
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    • v.11 no.5
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    • pp.138-149
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    • 2021
  • Our society is developing exponentially, but schools are not keeping up with the pace of society's development, and they are not providing digital literacy education suitable for the growth and development of students. Thus, this study identified the actual conditions and problems of digital literacy education at school sites and sought the direction of development of digital literacy education. By identifying the current state of schools in which the 2015 curriculum is operated, we sought the direction of the development of digital literacy education for our school. First, old digital devices should be replaced, laptops or smart devices should be provided for each student, and internet access should be available throughout the school. Second, digital literacy education should be provided to teachers by providing various training opportunities.Third, coding education where you can express what you think as logical thinking, Software training should increase the level of the algorithmic domain that shows the computational thinking process of discovering problems and automating a given problem into a computer programming language, there is enough robot that can be seen operating the program, digital parish will need to be delivered.

Comparative Studies on Figures Appeared in Moral Education Textbooks for Elementary and Junior High Schools in Korea and Japan (한국과 일본의 초·중학교 도덕 교과서에 나타난 인물상 비교연구)

  • Kunii, Yutaka
    • Korean Journal of Comparative Education
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    • v.22 no.4
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    • pp.51-73
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    • 2012
  • The purpose of this study was to demonstrate the characteristics of ideal figure aimed by the moral education of both Korea and Japan by comparing and analyzing the descriptive content and characters' tendency appeared in the moral education textbooks published in accordance with the current moral education curriculum in Korea and Japan. First, this study examined the tendency of real persons appeared in the moral education textbooks in both countries. To be specific, this study attempted a quantitative comparative analysis of the characters' tendency by expressing the distribution of the characters by appearance time, male-to-female ratio, Koreans and foreigners and characters by occupation and position in percentage. Furthermore, it attempted to demonstrate the particular emphasis in values and virtues in both countries by examining the moral values derived from the characters' decency, way of life and teachings and expressing the distribution of the characters by value and virtue in percentage.

Programming education using Scratch electronic blocks (스크래치 전자 블록을 활용한 프로그래밍 교육)

  • Jo, Yunju;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.529-537
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    • 2020
  • Scratch is Educational Programming Language, and it has been widely used in Elementary school SW Education. Many studies show that Scratch education is helpful for students' computational thinking and problem solving. However, the lower grade students use scratch less than the higher grade students, and the higher grade students have difficulty in understanding basic programming principles such as sequence, repetition, and condition. Therefore, in this study, we developed Scratch electronic blocks and programming education curriculum. We had classes for 2nd grade and 6th grade students, and it was confirmed that the score of 2nd grade students' interest about programming increased from 3.28 to 3.58 and 6th grade students' interest increased from 3.41 to 4.09. As a result of the programming basic principles understanding assessment, 84% of the 2nd grade students solved more than 7 of the 9 questions and 62% of the 6th grade students solved more than 7 of the 9 questions.

An Analysis of Mathematical Competencies Intended in Elementary Mathematics Textbooks for Third and Fourth Grade (초등학교 3~4학년군 수학 교과서에 의도된 교과 역량 분석)

  • Pang, JeongSuk;Hwang, JiNam
    • Education of Primary School Mathematics
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    • v.24 no.1
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    • pp.21-41
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    • 2021
  • Despite the necessity and significance of mathematical competencies in the 2015 revised mathematics curriculum, there has been lack of studies analyzing textbooks in which such competencies are intended in detail through various tasks. Given this background, this paper analyzed how mathematical competencies and their sub-elements have been represented in the mathematics textbooks for third and fourth grade. The findings of this study showed that 'communication' was the most prevalent mathematical competence, followed by 'reasoning', 'creativity and integration', 'information processing', 'attitude and practice', and 'problem solving' in order. This study also explored the characteristics of mathematical competencies in the textbooks by analyzing which sub-elements per competence were popular. With illustrative examples, this paper is expected to provide for textbook developers with implications on how to represent mathematical competencies throughout the textbooks.

Realization of signifiers and mathematics understanding: Focused on the elapsed time (기표의 구현과 수학적 이해: 경과시간을 중심으로)

  • Han, Chaereen
    • The Mathematical Education
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    • v.60 no.3
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    • pp.249-264
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    • 2021
  • This article is devoted to investigating young learners' understanding of elapsed time from socio-cultural perspectives. The socio-cultural perspective benefits to access and personalize mathematics learning as how to have a mathematical object to be able to realize signifiers with the help of many other mathematical words and mediators. In terms of the realization of signifiers, I analyzed performances on elapsed time tasks of students in Grades 3 (n=115) and interviewed focal students. Quantitative analysis on students' performance identified that students perform differently when the task provided with the analog clock signifier. It suggested that students might think in a different way upon the given signifier even for the same elapsed time, especially when given as the analog clock. Qualitative analysis on focal students' interviews visualized how the students' understanding were different by displaying individual realization trees on elapsed time. The particular location of the analog clock signifier on each realization tree provided a personalized explanation about low performance on the task with analog clock signifier. The finding suggested that the realization of a specific signifier could be a key point in elapsed time understanding. I discussed why a majority of students face difficulty in elapsed time learning indicated analog clock and the advantage of moving elapsed time strands to higher grades in the school mathematics curriculum.

A Study on Necessary Guidelines for Teachers of Distance Learning due to COVID-19 (COVID-19에 따른 원격수업 시 교사들에게 필요한 사항)

  • Won, Jeongmin;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.167-176
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    • 2021
  • In this paper, from the pervious studies investigating the current status of distance learning due to COVID-19, the needs of teachers for effective distance learning were analyzed. As a result, it was found that support related to distance learning contents was necessary. Specifically, it is necessary to establish a platform specialized for content production for distance learning, expand teacher training related to content production and operation, and improve the copyright system related to content production. In addition, since distance classes differ from those of back-to-school classes in system and characteristics, it is necessary to supplement the institutional aspects for distance classes. It is judged that it is necessary to support the evaluation method suitable for distance learning, the authority to operate the curriculum, and the learning management system. In addition, it was analyzed that it is necessary to expand the infrastructure for distance learning, and a structure and platform for self-directed improvement programs and self-directed distance learning are needed to prevent the learning gap problem from repeating due to distance learning.