• Title/Summary/Keyword: Programming Curriculum

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Feasibility Exploration of Virtual Reality Programming for SW Intensive Education in Elementary and Middle School (초·중학교 SW 심화교육을 위한 가상현실 프로그래밍 도입 가능성 탐색)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.3 no.1
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    • pp.29-36
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    • 2017
  • The Ministry of Education announced plans to introduce SW education to elementary and secondary schools in the 2015 curriculum. However, if we examine major foreign countries where SW education strongly implemented it is found that they stress not only coding education but also real life SW education. Especially they emphasized convergence with other different fields. Therefore, it can be concluded SW education in Korea should be differentiated based on levels of students. For the common basic curriculum, it is needed basic concepts and thinking skills of SW development, but for the enriched curriculum, it should be emphasized SW development education that can be applied to real life experiences and other difference fields as well. Therefore, it is necessary to plan SW intensive education to develop programs for the enriched program. In this study, I explored how virtual reality programming education can be applied to the level of elementary and secondary school students as an enrichment program.

Development of Example-based NXC Robot Programming Support System (예제 중심의 NXC 기반 로봇 프로그래밍 지원 시스템 개발)

  • Yoo, In-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.265-273
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    • 2012
  • Current computer education is moving its focus from using oriented education to improving students' creativity and problem solving ability by computer science education. Robot programming education is becoming a major research issue of computer education in the context of creativity education. One of the mainstream ideas of prior research about robot programming is the effect of robot programming. Another is curriculum development of robot programming. But, the focus of current research is moving toward teaching methods of robot programming. The theme of this research is to use examples in robot programming. Example programs are considered the most useful type of material both by the students and the teachers. Example programs play a important role in learning to program. They work as templates, guidelines, and hints for learners when developing their own programs. In this study, I developed a example-based robot programming support system. Due to the trends of smart learning, I developed this system as a mobile web application.

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A Study on the Possibility of Block-based Programming Courses for Visual Impairments (시각장애 학생을 위한 블록 기반 프로그래밍 수업의 가능성 분석)

  • Eunbong Yang;Jamee Kim;Wongyu Lee
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.361-374
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    • 2022
  • The National Institute of Special Education developed and distributed software textbooks for disabled students according to the necessity of practical course in elementary school and information in middle school in the 2015 revised curriculum. It is a textbook provided from the perspective of education opportunity equity but the content of programming education for visually impaired students was insufficient. Therefore this study was conducted for the purpose of confirming the effectiveness of programming education for visual impaired students and providing the direction of future programming education. In order to achieve the purpose, programming classes were conducted for blind students in the 6th grade of elementary school. As a result of a study using "Blocks4All", a block-based programming tool with robots, students participated in classes actively and efficacy, intrest, and usefulness of programming are high. This study is meaningful in that it confirmed the possibility of programming education for visually impaired students.

Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.

Applicaton and Analysis of Scratch Programing for elementary EPL Education (초등 EPL교육을 위한 스크래치 프로그래밍의 적용 분석)

  • Lee, Mee-Hyun;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.243-249
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    • 2010
  • 2007 revised curriculum in primary schools by the educational programming should be carried out due to a number of practical constraints have been performed well. Elementary education program conducted by the EPL and Scratch Programming for haneunge was not long after the development of intuitive interface and blocks created using the syntax, contains multimedia elements, such as the benefits that can create artifacts due to the elementary education program is appropriate for. The researcher targeted the school for a semester, 4th year 12 weeks based on the results of scratch programming, programming by way of the Plan and the training and the results were analyzed. Scratch programming to increase student interest and enhance creativity and Formal help cultivate the scientific attitude can give you results. Scratch Programming for Elementary EPL Education is an effective lead of the students' prior knowledge or interest in sex by level of achievement because of the variation to allow individual learning needs to organize a program of study. And results in the production of sufficient thinking ahead and given time to discuss the purpose of education and programming will need to be alive.

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Analysis of Japanese elementary school mathematics textbooks and digital contents on programming education (프로그래밍 교육 관련 일본 초등학교 수학 교과서 및 디지털 콘텐츠 분석)

  • Kwon, Misun
    • Education of Primary School Mathematics
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    • v.27 no.1
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    • pp.57-74
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    • 2024
  • This paper analyzed the programming education specialized lessons presented in two types of elementary school mathematics textbooks according to the revised Japanese curriculum in 2017. First, this paper presented in detail how each activity is connected to Korean mathematics areas, what elements of mathematics can be learned through programming education, how each activity is structured, and how the actual programming according to the textbook activities is structured. In Japanese textbooks, geometry and measurement areas were presented the most among Korean mathematics content areas, and mathematical elements such as sequences, rules, and algorithms were most implemented for learning. Digital learning tools that make up actual programming present more elements than those presented in the textbooks and are presented in great detail so that students can do actual programming. Lastly, in blocks, motion, control, and calculation blocks were used a lot. Based on these research results, this study provides implications when conducting programming-related education in Korea.

Analysis and Improvement on the College Convergence Education with Game Departments (국내대학 게임학과의 융합교육 현황과 개선방안)

  • Park, Jin-Won;Baek, Hyun-Deok
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.68-74
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    • 2014
  • Game industry demands for talented workers from game scenario writing, graphic design and computer game programming areas, which are the three heterogeneous parts of computer game making. This paper deals with the analysis on the college convergence education, surveying the curriculums of game departments in Korean universities and with how to proceed for game programmers to the direction of convergence education for computer game making. Most of the game departments are focusing on game programming area, whereas only 2 departments among 14 surveyed are teaching the game graphic design topics. Observing the curriculum changes for sampled game departments reveals that around 30% of the majoring classes are directly game related. Game programmers are to be advised to fulfill their programming skill first and later expand their ability to game graphic design skill.

A Study on the Space Compositive System of Elementary School for Architectural Programming - Focused on the Kyunggi and Metropolitan Area - (초등학교 건축프로그래밍을 위한 공간구성체계에 관한 연구 - 경기도 수도권 지구의 현황을 중심으로 -)

  • Byun, Bong-Soo;Jung, Moo-Woong
    • Journal of the Korean Institute of Educational Facilities
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    • v.15 no.4
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    • pp.4-13
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    • 2008
  • This study intended to put information regarding space composition and functional relationship together and analyze them, and finally offers some suggestions. For the field survey, built questionnaire and drawings analysis were used in this study. Architectural programming offers basic information for design : putting field survey factors together and analysing them. It interacts with each part of design as well. In the initial stage of architectural design, the quality of information is very decisive in the quality of design. In this sense, analysing basic information such as floor space compositive system is required to rationalizing space and functional programing in the elementary school design.

Development of a Software Education Curriculum for Secondary Schools

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.127-141
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    • 2016
  • With more emphasis on importance of software, many countries try to provide software education. Of course Korea includes informatics courses in 2015 revised curriculum, so that software education will be administered briskly in soon. However there are practical challenges including a lack of teaching hour in classes and the monotony of educational contents which occurs with that. To solve these problems, this research develop software education curriculum model that could be practically used for both middle and high school. First this study compare the curriculum of Korea to that of United States and United Kingdom. After analyzing the result, the curriculum model for middle and high school is developed. The curriculum model can be classified into three types, middle, high and advanced-high levels and include key concepts like collaboration and convergence, computational thinking, computing practice and programming, computers and communications devices, community, global, and ethical impacts. To assess the feasibility of our software education curriculum model, examination was made by expert group and a hearing was held by related researchers. Then the model was modified in a way that adjustable to Korea education system. This study provides some important guidances on designing a curriculum for software education at middle and high school. However, there still are difficulty adjusting to the elementary school and university course. To be able to further research, same kind of studies on elementary school and university course need to be done. Also, continuous modifications are required to reflect reality including technological advance, curriculum, and changes of education system.

A study of the computer game curriculum for consumer (수요자중심의 컴퓨터 게임 교과과정에 대한 연구)

  • Kim Jeong-Hoon
    • Journal of the Korea Computer Industry Society
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    • v.6 no.3
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    • pp.415-420
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    • 2005
  • Since there is difference between the technical skill of the graduates and the requirement of the game company, company's professional training expenditure is increasing. This paper suggests a new curriculum to meet the requirement of company and produce the game software professionals.

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