• Title/Summary/Keyword: Thinking Coding

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A Study on the Application of Coding Education through Gamification for Tourism Experience - Focusing on "Computational Thinking" Factor Analysis - (관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.403-409
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    • 2020
  • Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.

Play-based SW Education Teaching-Learning Strategy to Improve Computational Thinking (컴퓨팅 사고 신장을 위한 놀이중심 SW교육 교수학습 전략)

  • Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.657-664
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    • 2017
  • This study investigates the effect of play-based software education instruction strategy for improving computational thinking as a method of software education. The play-based instruction strategy is a teaching-learning strategy in which the presented code is navigated through play, and the functions are revised and newly reconstructed. We designed an education program with the play-based instruction strategy and applied the program to elementary students. In order to verify the effectiveness of the research, we examined the competence of computing thinking concept and computing thinking practice. As a result, the computing thinking concept and computational thinking practice were that the proposed teaching-learning model is higher than the direct teaching method.

Mathematics & coding mobile contents for secondary education (텍스트 코딩을 활용한 중등수학 모바일 콘텐츠 개발 연구)

  • Lee, Sang-Gu;Lee, Jae Hwa;Nam, Yun
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.231-246
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    • 2024
  • In this paper, we present the development and a case study on 'Mathematics & Coding Mobile Contents' tailored for secondary education. These innovative resources aim to alleviate the burden of laborious calculations, enabling students to allocate more time to engage in discussions and visualize complex mathematical concepts. By integrating these contents into the curriculum, students can effectively meet the national standards for achievement in mathematics. They are empowered to develop their mathematical thinking skills through active engagement with the material. When properly integrated into secondary mathematics education, these resources not only facilitate attainment of national curriculum standards but also foster students' confidence in their mathematical abilities. Furthermore, they serve as valuable tools for nurturing both computational and mathematical thinking among students.

Teaching and Learning of University Calculus with Python-based Coding Education (파이썬(Python) 기반의 코딩교육을 적용한 대학 미적분학의 교수·학습)

  • Park, Kyung-Eun;Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.163-180
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    • 2019
  • This study introduces a development of calculus contents which makes to understand the main concepts of calculus in a short period of time and to enhance problem solving and computational thinking for complex problems encountered in the real world for college freshmen with diverse backgrounds. As a concrete measure, we developed 'Teaching and Learning' contents and Python-based code for Calculus I and II which was used in actual classroom. In other words, the entire process of teaching and learning, action plan, and evaluation method for calculus class with Python based coding are reported and shared. In anytime and anywhere, our students were able to freely practice and effectively exercise calculus problems. By using the given code, students could gain meaningful understanding of calculus contents and were able to expand their computational thinking skills. In addition, we share a way that it motivated student activities, and evaluated students fairly based on data which they generated, but still instructor's work load is less than before. Therefore, it can be a teaching and learning model for college mathematics which shows a possibility to cover calculus concepts and computational thinking at once in a innovative way for the 21st century.

Machine Learning-Based Programming Analysis Model Proposal : Based on User Behavioral Analysis

  • Jang, Seonghoon;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.9 no.4
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    • pp.179-183
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    • 2020
  • The online education platform market is developing rapidly after the coronavirus infection-19 pandemic. As school classes at various levels are converted to non-face-to-face classes, interest in non-face-to-face online education is increasing more than ever. However, the majority of online platforms currently used are limited to the fragmentary functions of simply delivering images, voice and messages, and there are limitations to online hands-on training. Indeed, digital transformation is a traditional business method for increasing coding education and a corporate approach to service operation innovation strategy computing thinking power and platform model. There are many ways to evaluate a computer programmer's ability. Generally, piecemeal evaluation methods are used to evaluate results in time through coding tests. In this study, the purpose of this study is to propose a comprehensive evaluation of not only the results of writing, but also the execution process of the results, etc., and to evaluate the programmer's propensity habits based on the programmer's coding experience to evaluate the programmer's ability and productivity.

An analysis of the algorithm efficiency of conceptual thinking in the divisibility unit of elementary school (초등학교 가분성(divisibility) 단원에서 개념적 사고의 알고리즘 효율성 분석 연구)

  • Choi, Keunbae
    • The Mathematical Education
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    • v.58 no.2
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    • pp.319-335
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    • 2019
  • In this paper, we examine the effectiveness of calculation according to automation, which is one of Computational Thinking, by coding the conceptual process into Python language, focusing on the concept of divisibility in elementary school textbooks. The educational implications of these considerations are as follows. First, it is possible to make a field of learning that can revise the new mathematical concept through the opportunity to reinterpret the Conceptual Thinking learned in school mathematics from the perspective of Computational Thinking. Second, from the analysis of college students, it can be seen that many students do not have mathematical concepts in terms of efficiency of computation related to the divisibility. This phenomenon is a characteristic of the mathematics curriculum that emphasizes concepts. Therefore, it is necessary to study new mathematical concepts when considering the aspect of utilization. Third, all algorithms related to the concept of divisibility covered in elementary mathematics textbooks can be found to contain the notion of iteration in terms of automation, but little recursive activity can be found. Considering that recursive thinking is frequently used with repetitive thinking in terms of automation (in Computational Thinking), it is necessary to consider low level recursive activities at elementary school. Finally, it is necessary to think about mathematical Conceptual Thinking from the point of view of Computational Thinking, and conversely, to extract mathematical concepts from computer science's Computational Thinking.

A Study on the Determination of Programming Language for Software Basic Education of Non-majors (비전공자 소프트웨어 기초교육을 위한 프로그래밍 언어 결정에 관한 연구)

  • Park, So Hyun
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.403-424
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    • 2019
  • Purpose The objective of this study is to determine the programming language for improving algorithmic thinking of basic software education for non-majors, which has recently been receiving attention to nurture talents needed in the era of the Fourth Industrial Revolution. Design/methodology/approach In this study, Delphi method was used to select the suitable programming language for the features of each of five departments for basic software education for non-majors in order to develop the capability of algorithmic thinking. The survey was conducted three times to 21 experts, and the results were analyzed using quantitative analysis (CVR) values and stability. Findings For the most suitable programming language for each department determined in this study, App Inventor was selected for humanities department, RUR-PLE for natural science department, App Inventor for social science department, Python for engineering department, and Scratch for fine arts department. This is expected to be used as the basis for determining the direction of curriculum and operation of universities starting basic software education through programming language by department proposed in this study.

Analysis of Scratch code for Student Assessment about Computational Thinking Capability (Computational Thinking 역량에 대한 학습자 평가를 위한 스크래치 코드 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.5
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    • pp.25-34
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    • 2015
  • The purpose of this research is to suggest the method of code analysis for evaluating learners' projects in computational thinking(CT) education. Recently, block programming tools are applied to K-12 SW education, this study considered the assessment method for evaluating students' levels and learning about CT concepts through analyzing codes of the Scratch projects that students created. As a result from the analysis of 45 projects of novices, it showed the bad coding patterns of novices and verified that it is possible to evaluate students' learning about CT concepts through the analysis of their codes. The higher learner's level, the greater scores of logical thinking, synchronization, flow control, and data representation. This result is able to apply to student assessment of CT concepts in K-12 SW education.

The Improvement Effectiveness of Computational Thinking through Scratch Education

  • Shin, Soo-Bum
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.191-197
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    • 2015
  • Recently, it has been activated the software education or coding education for the improvement of the Computational Thinking (CT) ability at home and abroad. Also the CT has influence on courses of Computer Science in the college levels. It has been introduced and the number of cases of using it to general K12 education has increased. However, the research on the software education's influence on the CT was still lacking. So In this paper, we proposed this study has been conducted on how Scratch education in the elementary school level influenced the ability of the CT. And we proposed software education can improve the ability of CT. First, we provided the theoretical base of the software education and evaluation process through analysis of computational thinking ability. A core analysis content of the CT is broader than algorithmic thinking and can be achieved without using computer. It includes abstract, algorithmic, logical, and measurable thinking. Second, we made efforts to improve the characteristics of the software education with categorization. Finally, we have managed the software education using Picoboard with Scratch and flowchart within 15 weeks based on these theocratical research. An examination of the effectiveness was committed to understand, analyze, and develop strategies of problem solving. It is designed as a strategy of problem solving before and after the software lesson. The result of the software education has improved authentically in all areas without the need to design a strategy for problem solving.

Case Study on Software Education using Social Coding Sites (소셜 코딩 사이트를 활용한 소프트웨어 교육 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.37-48
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    • 2017
  • Recently, the importance of software education is growing because computational thinking of software education is recognized as a key means of future economic development. Also human resources who will lead the 4th industrial revolution need convergence and creativity, computational thinking based on critical thinking, communication, and collaborative learning is known to be effective in creativity education. Software education is also a time needed to reflect social issues such as collaboration with developers sharing interests and open source development methods. Github is a leading social coding site that facilitates collaborative work among developers and supports community activities in open software development. In this study, we apply operational cases of basic learning of social coding sites, learning for storage server with sources and outputs of lectures, and open collaborative learning by using Github. And we propose educational model consisted of four stages: Introduction to Github, Using Repository, Applying Social Coding, Making personal portfolio and Assessment. The proposal of this paper is very effective for software education by attracting interest and leading to pride in the student.