• Title/Summary/Keyword: SW 학습활동전략

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The Effects of Childrens' Perception of the Kodu Software Curriculum Model based on SCC Activity Strategy (SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과)

  • Sung, Younghoon;Yoo, Seounghan
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.283-292
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    • 2016
  • Based on revised 2015 curriculum, diversified SW education methods for elementary school students are researched, developed and applied. However, as most of SW education is based on English text, its coding process may be difficult for low graders of elementary school who are not familiar with English and Math. Under this situation, Kodu game lab based 'icon card board' by which coding could be learnt with ease through game and icon was developed and story activity, coding activity and collaboration activity (SCC) strategy based 17th session SW curriculum was applied and verified. As a result of research, in terms of satisfaction of students for SW class, students more than 86% recognized such class positively and a significant effect was obtained from students' interest level and learning model for coding.

Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.571-578
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    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.

Development of UMC Teaching and Learning Strategy for Computational Thinking (컴퓨팅 사고 향상을 위한 UMC 수업전략의 개발과 적용)

  • Jeon, Soojin;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.131-138
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    • 2016
  • We have developed a UMC (Use-Modify-Create) strategy for the improvement of computational thinking in SW education. UMC model is an instructional strategy that students analyze examples of algorithms, modify-expand it and to develop new SW. First, we applied the UMC classes during 1 semester targeting pre-service teachers. To explore the effectiveness of the proposed model, we conducted a t-test for improving students' self-CT. Through a result, we found that is the UMC teaching-learning strategy helped the CT concepts and practice skills. In addition, we could see the Use and Create steps help to improve the ability of students' CT than directly teaching and Modify steps.

Exploring perception and experience of non-majors about SW education using CQR (SW교육에 대한 대학 비전공자의 인식과 경험 탐색: CQR을 중심으로)

  • Oh, Bora;Lee, Jeongeun;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.395-413
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    • 2019
  • The purpose of this study is to explore non-major students' perception and experiences in college software education. For this, we analyzed the reflection journals of 36 non-major students in D University based on the Consensual Qualitative Research(CQR). As a result, there was not general core concept to all students nor a typical core concept that appeared to more than 50% students. However, various variable core concepts could be derived. Overall, 57 variable concepts were derived from experience in SW education and 7 variable concepts for perception of SW education. Based on this result, we found many of non-major students feel difficulty from unfamiliarity to SW education. Also, many students have satisfaction in their perception to SW education about personalized learning that their professor provided in the class. Lastly, we conclude that a methodology for SW education needs to have a careful operation strategy and interactive design. Although this study has not been able to elucidate general core concepts that appear to all learners, it has significant implication in terms of providing various implicit core concepts and suggestions for effective software education for non-major students.

Study of Perception on Programming and Computational Thinking and Attitude toward Science Learning of High School Students through Software Inquiry Activity: Focus on using Scratch and physical computing materials (소프트웨어 활용 탐구 활동을 통한 고등학생의 프로그래밍과 컴퓨팅 사고력에 대한 인식 변화와 과학 학습에 대한 태도 조사 -스크래치와 피지컬 컴퓨팅 교구의 활용을 중심으로-)

  • Hwang, Yohan;Mun, Kongju;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.325-335
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    • 2016
  • Software (SW) education is guided by the government to operate not only computer subject matter but also related subject matter. SW education is highlighted in the 2015 Revised Curriculum and Guide for Operating SW Education. SW education is related with science education. For example, education on algorithms employing SW and activities using sensors/output control can be an effective strategy for scientific inquiry. The method can also be applied in developing Computational Thinking (CT) in students. In this study, we designed lessons to solve everyday scientific problems using Educational Programming Language (EPL) SW and physical computing materials and applied them to high school students. We conducted surveys that were modified from questionnaires of Internet application capability and based on the standard of accomplishment of SW education as well as elements of CT to find out the change in perceptions on programming and CT of students. We also conducted a survey on students' attitude toward science learning after an SW inquiry activity. In the results, perceptions on programming and CT of students were improved through lessons using unplugged activity, EPL SW, and physical computing. In addition, scores for interest, self-directed learning ability, and task commitment were high.

Usage Analysis of Multi-mouse Mischief for ESD (ESD를 위한 멀티마우스 Mischief 적용분석)

  • Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.509-516
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    • 2015
  • As the interest in Education for Sustainable Development (ESD) increases worldwide in and around UNESCO, the aids for IT equipment and the donations for educations to developing countries are being active. Through Powerpoint-based teaching and learning contents simply authored by teachers, Mischief can be used to help many children in self-driven class activities. In this paper, we developed an additional program to control mouse pointers of Mischief with image files, size, and speed factors. Then we applied them to elementary students for enhancing their interest and participation to class activities.