• Title/Summary/Keyword: SW교육 평가

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Development and application of supervised learning-centered machine learning education program using micro:bit (마이크로비트를 활용한 지도학습 중심의 머신러닝 교육 프로그램의 개발과 적용)

  • Lee, Hyunguk;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.995-1003
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    • 2021
  • As the need for artificial intelligence (AI) education, which will become the core of the upcoming intelligent information society rises, the national level is also focusing attention by including artificial intelligence-related content in the curriculum. In this study, the PASPA education program was presented to enhance students' creative problem-solving ability in the process of solving problems in daily life through supervised machine learning. And Micro:bit, a physical computing tool, was used to enhance the learning effect. The teaching and learning process applied to the PASPA education program consists of five steps: Problem Recoginition, Argument, Setting data standard, Programming, Application and evaluation. As a result of applying this educational program to students, it was confirmed that the creative problem-solving ability improved, and it was confirmed that there was a significant difference in knowledge and thinking in specific areas and critical and logical thinking in detailed areas.

Analysis of Code Design Evaluation Methods According to Input/Output Information Conditions (입출력 정보 조건에 따른 코드 설계 평가 방법 분석)

  • Kyeong Hur
    • Journal of Practical Engineering Education
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    • v.16 no.3_spc
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    • pp.259-265
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    • 2024
  • In order to improve the SW convergence capabilities of university undergraduate students, methods to evaluate undergraduate students' code design capabilities should be researched along with the development of related courses. In previous studies, there were qualitative evaluation methods and quantitative relative evaluation methods for code results. In the quantitative relative evaluation method, the number of problem decomposition depth, number of function reuses, and number of functions were measured and evaluated. In this study, an evaluation method that was not presented in previous studies was proposed using the problem of presenting the number of input and output information types when designing code. The evaluation problems proposed in this paper applied up to three types of input information and three types of output information. Through this, five code design evaluation questions were presented and a method to quantitatively calculate code design scores was proposed. Codes from 100 student respondents were collected and analyzed through courses that applied the proposed evaluation method. Through result analysis, the number of problem decomposition depths was proportional to the number of types of input information, the number of function reuses was proportional to the number of types of output information, and the number of functions showed a correlation that was proportional to the total number of types of input and output information. Lastly, by analyzing the distribution of evaluation scores of 100 respondents, we demonstrated that the code design evaluation method according to the five input/output information condition evaluation problems is effective.

A Study on the Status of Non-face-to-face software education (비대면 원격 소프트웨어교육의 실태 연구)

  • Moon, Juyoung;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.187-192
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    • 2021
  • The purpose of this study is a method to discover problems and improve them by analyzing the status of software education of A primary school conducted by online class. The coronavirus infection-19(COVID-19) pandemic, which began in early 2020, has continued to delay the start of the new semester. Finally, on April 9, 2020, the first semester began with online class. While progressing non-face to face online class, most students said they had difficulties. Students solved difficulties in class with Internet searches or program hints, not teachers. In the post-class self-evaluation, most students answered that there was no increase in coding skills. To solve this problem, the school rents additional smart devices to student. schools should have real-time interactive classes. After covid 19, online class became a paradigm for classes. Therefore, software education will also require research and development of curriculum and teaching learning methods suitable for online classes.

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Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

The Trends and Prospects of ICT based Education (ICT를 활용한 교육의 동향과 전망)

  • Woo, Hyun-Jeong;Jo, Hye-Jeong;Choi, Yool
    • Informatization Policy
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    • v.25 no.4
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    • pp.3-36
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    • 2018
  • This article discusses the possibilities and limitations of ICT education by reviewing the previous research on its various aspects including educational goals, contents, methods, and evaluation. First, when it comes to its educational goal, the prior studies suggest that ICT education aims to nurture digital citizenship among students and to enable them to participate in different sectors of our society. ICT education characterizes the core capacities of its future learners as 'lifelong learners,' 'information producers/consumers,' and 'local/global citizens.' Second, in regard to the educational content of ICT education, researchers investigate SW education importantly: They develop the educational programs and examine the effectiveness of those programs. However, to ensure the relevancy of the educational contents to the future society, institutional support is imperative including facilitating educators' capacities and synchronizing ICT education with subject education. Third, as the educational methods, various ICTs such as flipped learning and augmented reality (AR) are being applied to actual classroom teaching. Research on the educational methods, which is the most vibrant area in the ICT education scholarship, is expected to improve the previous educational methods and to lead the qualitative development of ICT education. Fourth, the previous discussion on the educational evaluation focuses on computer-based evaluations. Educational evaluation using ICT will enable educators to assess the characteristics and achievement of an individual learner accurately and to lead them to apply a teaching-learning process effectively, which will ultimately enhance the effectiveness of educational evaluation. Along with the overall review on the possibilities of ICT education, this article discusses the limitations of the current ICT education and its implications for educational inequalities.

A Problem Solving Learning Model using Online Judge System (온라인 채점 시스템을 활용한 문제해결학습 모형 탐색)

  • Jeon, Jun Ho;Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.417-418
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    • 2018
  • 오늘날 SW 중심사회에서 컴퓨팅 사고력은 꼭 필요한 핵심역량으로 중요성이 강조되고 있으며, 이에 따라 2015 개정 교육과정에서는 소프트웨어(SW) 교육, 정보 교육을 강화하였다. 온라인 채점 시스템은 학생들이 문제해결 소스코드를 제출하면 이를 평가하고, 적절한 피드백을 제공하므로 자기주도적인 문제해결학습 경험과 프로그래밍 스킬을 향상시키는데 도움을 줄 수 있어 사용이 확대되고 있다. 그러나 채점시스템에 탑재된 문제들은 반구조화된 형태로 되어 있어 학생들이 컴퓨팅 사고단계 중 1단계인 문제공식화(추상화) 단계를 충분히 연습하지 못할 가능성이 있다. 본 논문에서는 이를 보완한 문제해결학습 학습모형을 제안하고, 논의한다.

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Elementary School Students' Level of Computational Thinking through Bebras Challenge 2017 (비버 챌린지 2017을 통한 초등학생들의 컴퓨팅 사고 수준 분석)

  • Jun, Soojin;Jeon, Yongju;Kim, Seulgi;Kim, Doyong;Jeong, Inkee
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.345-356
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    • 2018
  • The purpose of this paper is to analyze the elementary school students' level of computational thinking ability by analyzing the domestic question and examination results of Beaver Challenge 2017. Based on the results of the 'Challenge' results of Beaver Challenge 2017, the achievement by element, gender, and grade of elementary school students II (elementary school 3.4) and group III (elementary school 5.6) Respectively. As a result of the analysis, the achievement by the evaluation factors showed difference within each group. In addition, there was no significant difference in achievement according to gender except for one area of group II. The achievement level of each grade was statistically significant in the group III. The results of this study are expected to provide implications for the level of students related to what can be evaluated in elementary school information education and contribute to the follow-up research.

Analysis of Learner Satisfaction by Contents in Basic Software Education of College of Humanities

  • Shin, Seung-Hun;Seo, Joo-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.251-261
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    • 2020
  • Based on the recent consensus on the need for software education, software education has become mandatory in universities in Korea. However, the suitability of class contents and the relationship between class contents and learner satisfaction has not been fully discussed. Therefore, in this paper, we analyzed the suitability of the contents used in the basic software education for the humanities students from the learner's perspective. For this purpose, three types of curriculum, which are 'computer science', 'usage of tools, and humanities in the digital world' and 'computational thinking', were compared using the lecture assessment questionnaire. As a result, we found that the learners evaluated positively over the curriculum that focused on the use of tools, the humanities approach, or the thinking ability rather than the theoretical contents of computer science. We also found that the subjects related to computer science could not give high satisfaction due to their unfamiliarity, relatively low academic value was given to the tool-centered curriculum, and fatigue was expressed in discussion-based thinking ability education.

Development of On-line Judge System based on Block Programming Environment (블록 프로그래밍 환경 기반 온라인 평가 시스템 개발)

  • Shim, Jaekwoun;Chae, Jeong Min
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.1-10
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    • 2018
  • Block programming environment, which is represented by Scratch in elementary and middle school programming education, is suitable for learner's characteristics and cognitive level, and is recommended not only for beginners. Transference to the text programming environment after the block programming is essential for understanding the data processing process, understanding the accuracy and efficiency aspects of algorithms, and creating SW activity. In addition, it is presented step by step in the programming curriculum. In this study, developed WithBlock the online evaluation system for the purpose of transference from a block programming to a text programming environment. The developed system can solve the same algorithm problem in both block and text programming environment, and it can be used for elementary and secondary programming education by automatically scoring the written code and providing immediate feedback. In order to applicable to programming education in elementary and secondary surveyed the usability, learning possibility, interest and satisfaction of WithBlock. The results of the survey showed that it can be used for programming education.

Improvement of Quality Evaluation of Educational On-line Game Software (교육용 온라인 게임 소프트웨어의 품질평가 개선)

  • Myung Won-Shig;Han Jun-Tak
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.104-112
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    • 2006
  • Game industry developed much from fast development of an information communication technology and an internet technology. Game industry is getting attention by high value-added industry in 21th century And genre of various game appeared. On-line game is taking charge of important role of latest IT industry Now, game software market for education is expanded, but a lot of side effects exist because of wrong game software. In this paper, we investigate existent researches about quality evaluation of on-line game's qualitative improvement. Also, we present improving quality evaluation constituent additionally.

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