• Title/Summary/Keyword: Elementary school computer education based on Smartphone

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A Study on Development and Application of An Educational Program to Intervene with Elementary School Students' Smartphone Addiction (초등학생 스마트폰 중독 개입교육 프로그램의 개발 및 적용)

  • Hwang, Jae In;Shin, Jae-Han
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.23-31
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    • 2013
  • The purpose of this study is to examine if educational programs to intervene with smartphone addiction developed for elementary school students are effective in reducing their smartphone overuse that has been rapidly increasing nowadays. To attain the goal, the study analyzes internet addiction intervention programs previously developed with the cognitive behavior therapy of which effectiveness has been verified in psychotherapy for those showing addiction, and based on that, it develops and applies educational programs to intervene with smartphone addiction. The conclusions the paper has drawn are as follows: First, educational programs to intervene with smartphone addiction are effective in reducing the tendencies of smartphone addiction of those students using smartphones too much for their irrational thinking or habitual behavior. Second, educational programs to intervene with smartphone addiction will facilitate behavioral changes regarding negative factors of smartphone addiction such as maladaptation in everyday life or tolerance and also help the reconstruction of elementary school students' positive cognition on smartphone use.

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A Design and Implementation of Digital Textbook for Elementary School Computer Education based on Smart phone (스마트폰 기반 초등 컴퓨터 교육을 위한 디지털 교과서 설계 및 구현)

  • Lee, Hyae-Joung;Lee, Jeong-Ja;Jung, Suck-Tae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.5
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    • pp.687-693
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    • 2013
  • This study is the design and implementation of digital textbooks for elementary school computer education based on smart phone. It suggests how to cultivate self-directed learning ability depending on the level and selection of individuals by maximizing on interaction as advantage of digital textbooks. As the content of the digital textbooks, this study used Excel's charting capabilities. As a result of the evaluation of elementary learners having a implemented digital textbook, execution time of creating a chart is reduced in comparison with paper-based textbook user group.

The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.

Analysis of Bebra Challenge Results through Algorithm Education (알고리즘 교육을 통한 비버챌린지 결과 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.65-72
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    • 2019
  • As the importance of SW education grows, researches are actively being conducted to improve students' thinking skills. We conducted the group III tasks, which are experiencing and challenging in Beaver Challenge 2018, on 55 students of 5th grade in elementary school. Based on the result, we analyzed their average scores and defined whether each test has a correlation with possession of smartphone, computer familiarity, patience, concentration, and academic ability. The result indicated challenging task boosted the average score, the percentage of correct answers, and the percentage of correct answers for each level of difficulty. Moreover, the challenge task scores were higher as they higher computer familiarity, patience and concentration level. However, possession of smartphones and academic ability did not affect the score. Lastly, the scores were affected by different factors in different level of difficulty that patience factor in advanced level, computer familiarity factor in intermediate level, and concentration factor in beginner level. Thus, further researches are necessary to be conducted to expand the scope of the analysis through the diversification of test subject group and expansion of an evaluation area.

Development and application of online physical computing curriculum for pre-service teachers (예비교사를 위한 온라인 피지컬 컴퓨팅 교육과정 개발과 적용)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.621-632
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    • 2021
  • This study is about development and application of a curriculum to implement physical computing education in an online environment for pre-service teachers. First, a 15-week software and physical computing curriculum was designed according to the ADDIE instructional design model. As a tool that can be used online, education was conducted on a program using various sensors using Pocket Code, an EPL based on a smartphone. As a result of the application of the program, Personal efficacy, Pedagogical knowledge, Technology teaching content knowledge, Result expectation, and Student belief were all significantly improved. In the software attitude part, Software interest and Software value part increased significantly, and the Perception of software engineers did not change. In general, in the case of physical computing, it is difficult to execute in an online environment because it involves a lot of manipulation activity. Through various studies that can continue education in a non-face-to-face environment or a blended environment in the post-corona era, it is hoped that it will be possible to provide a high-quality curriculum to pre-service teachers in charge of future education.

Analysis of Information Education Related Theses Using R Program (R을 활용한 정보교육관련 논문 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.57-66
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    • 2017
  • Lately, academic interests in big data analysis and social network has been prominently raised. Various academic fields are involved in this social network based research trend, which is, social network has been actively used as the research topic in social science field as well as in natural science field. Accordingly, this paper focuses on the text analysis and the following social network analysis with the Master's and Doctor's dissertations. The result indicates that certain words had a high frequency throughout the entire period and some words had fluctuating frequencies in different period. In detail, the words with a high frequency had a higher betweenness centrality and each period seems to have a distinctive research flow. Therefore, it was found that the subjects of the Master's and Doctor's dissertations were changed sensitively to the development of IT technology and changes in information curriculum of elementary, middle and high school. It is predicted that researches related to smart, mobile, smartphone, SNS, application, storytelling, multicultural, and STEAM, which had an increased frequency in period 4, would be continuously conducted. Moreover, the topics of robots, programming, coding, algorithms, creativity, interaction, and privacy will also be studied steadily.

Relationship between the Intake of Children's Favorite Foods and Policy based on Special Act on Safety Control of Children's Dietary Life (아동의 기호식품섭취와 어린이기호식품정책과의 관련성 분석)

  • Woo, Taejung;Yoo, Jihye;Lee, Kyung-Hea
    • Korean Journal of Community Nutrition
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    • v.24 no.2
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    • pp.106-116
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    • 2019
  • Objectives: This study examined the status of children's favorite foods intake and the relationship with the policy environment based on the Special Act on Safety Control of Children's Dietary Life for suggesting a supportive policy strategy. Methods: The subjects were 4th grade students (n=1,638) in elementary school from 45 schools collected from seven areas (Seoul, Daegu, Daejeon, Gyeonggi, Chungnam, Jeonbuk, and Gyeongnam). The children participated in a self-administered questionnaire survey in class under the supervision of the teacher. The questionnaire consisted of items, such as social demographic characteristics, frequency of intake of the children's favorite foods, and policy cognition. A t-test and ANOVA were applied to explore the relationship between the frequency of children's favorite foods intake and policy cognition. The survey was implemented from August 2016 to September 2016. Results: For the boys, the frequency of 'high-calorie low nutrient foods intake' (HCLN) was significantly higher than that of the girls (p<0.01). For the children who received information on their favorite foods from the internet, the frequency of HCLN was higher than the other sources (p<0.01). The time of TV viewing and computer usage, and smartphone usage was associated with a higher frequency of HCLN, and a lower healthy favorite food intake (all p<0.001). The intake frequency of healthy favorite foods indicated a positive correlation with the policy cognition, including policy perception, usefulness, necessity and buying intention, and educational experience. Conclusions: This study showed a correlation with the frequency of children's favorite foods intake and policy. In particular, the frequency of children's healthy favorite foods intake indicated a meaningful relationship with the policy than the frequency of HCLN. This study also found that the consumption of children's healthy favorite foods was positively correlated with the educational experience. To develop a supportive policy for a good dietary environment for children, there is a need to focus on how to collaborate with multiple levels of influences, such as the national level, school level, and family.