• Title/Summary/Keyword: Unplugged Coding

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Concept and strategy of unplugged coding for young children based on computing thinking (컴퓨팅 사고력에 기초한 유아를 위한 언플러그드 코딩의 개념과 전략)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.297-303
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    • 2019
  • This study aims to investigate the characteristics, concepts, types, and strategies of unplugged coding for young children based on computing thinking. The key to unplugged coding for young children is computing thinking. Unplugged coding based on computing thinking for young children can be used to solve problems that can be encountered in everyday life through playing games based on logical thinking by positively utilizing algorithm boards, s-blocks, coding robots, and smart devices without using programs And find new ways to play. Types of unplugged coding for young children include direct input to smart devices, using coding robots with dedicated apps, practicing coding procedures using algorithms, and using hybrid methods. Strategies include understanding algorithms, drawing flowcharts, dividing into smaller parts, finding patterns, inserting, and predicting outcomes.

Unplugged Robot Coding System Based on Remote Interface (리모컨 인터페이스 기반의 언플러그드 로봇 코딩 시스템)

  • Lee, Jun;Seo, Yong-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.157-162
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    • 2019
  • Recently, the awareness of S/W education, which was confined to the profession, is changing due to the changing industrial environment based on ICT technology World main countries invest competitively in S/W education and the target age group is getting lower Among them, the unplugged coding method using the robot platform is known as one of the most effective S/W training methods targeting the elementary age by the intuitive coding method and the robot platform feedback. However, the unplugged coding method using the robot platform has a disadvantage that it can not configure various interfaces for complicated coding due to limitations of H/W. In this paper, we have proposed an unplugged coding system which can input various commands for robot control by IR remote control as an interface and minute signals using robot sensor.

Robot-based Coding Education System with Step by Step Software Training

  • Lee, Jun;Seo, Yong-Ho
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.147-153
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    • 2019
  • Recently, the perception of software education, which had been considered as a field of education for programmers in this field, is changing in response to recent changes with the trend of 4th industrial revolution. Major counties competitively invest in software education and the target age group for software education is also on the decline. However, the traditional text-based programing languages such as JAVA and Python, have a high entry barrier. To address the shortcoming, a variety of methods have been recently proposed for the effective software education for kindergarten and elementary school student. In this paper, we propose a robot-based coding education system with steps for coding education for effective software education. The proposed method is divided into three stages, depending on the level of the student being trained in the software coding education to interact with robots. The proposed stages consists of unplugged coding using a remote control, coding using a graphic-based programming language and text- based coding. We conducted an experiment with performing separate missions while providing propoer tutorials for each stage to verify the effectiveness of the proposed software education system.

The Development and Application of Coding Stories to Enhance Computational Thinking Abilities (CT 능력 향상을 위한 코딩 동화 개발 및 적용)

  • Jo, Yunju;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.167-176
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    • 2020
  • In this study, We made Computing Stories as a part of the new method of SW education. Also, we have developed unplugged activities using coding stories. We analyzed changes in learning motivation and academic achievement in the core concepts of CT by applying classes to elementary school students. For the development of coding stories, we conducted a questionnaire analysis of 11 expert groups to derive the core concepts of computational Thinking. Using the core concept of Computational Thinking, we developed a coding stories and unplugged activities linked with coding stories. It was confirmed that the score of the core concept of CT before and after class increased from 54.44 to 83.10 and the learning motive was also improved from the average score of 103.48 to 110.44. The results showed that the Coding Stories were effective in the students' Computational thinking achievement and SW learning motives.

The Effects of Coding Education Using the Unplugged Robot Education System on the Perceived Useful and Easy

  • Song, JeongBeom
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.8
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    • pp.121-128
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    • 2015
  • This study aimed to investigate the effects of an unplugged robot education system capable of computerless coding education. Specifically, this study compared this education system with PicoCricket, an educational robot that can also be used with elementary students in lower grades, using assessment tools on perceived usefulness and ease. Using random sampling and randomized assignment for more objective validation, 30 participants were assigned to the unplugged robot education system group (experimental group) and 30 participants were assigned to the PicoCricket group (control group), for a total of 60 study participants. The research procedure included verification of the equivalence of the two groups by conducting a pretest after a 2-hour basic training session on algorithms and programming. The experimental and control groups learned the same content using different educational tools in accordance with software training guidelines for a total of 12 hours. Then, the difference in perceived usefulness and ease between the two groups was examined using a post-treatment test. The study results showed that scores on both dependent variables, perceived usefulness and perceived ease, were significantly higher in the experimental group than the control group. Moreover, scores on all sub-variables of the dependent variables were significantly higher in the experimental group than the control group. These results suggest that learners using the unplugged robot education system found it more useful and easier to use than learners using the existing educational robot, PicoCricket. This study's findings are significant, as according to the technology acceptance model, the perceived usefulness and ease of an educational tool are important variables that determine the acceptance of the tool (i.e., persistence of learning).

Development of software education contents based on unplugged and block coding for primary education (언플러그드와 블록코딩을 연계한 초등 소프트웨어 교육 콘텐츠 개발)

  • Park, Yoon-Jeong;Jang, Eun-Ju;Han, Ji-Eun;Ahn, Seul-Bi;Goo, Eun-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.341-344
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    • 2021
  • 현재 우리나라는 소프트웨어(SW)에 대한 관심 증가에도 불구하고 초등 소프트웨어 교육을 위한 표준 교육 계획이 마련되지 않아 체계적인 교육을 통한 컴퓨팅 사고력 배양이 어려운 상황이다. 따라서 본 논문에서는 언플러그드 활동을 통해 컴퓨팅 사고력을 증진시킨 후 이를 바탕으로 코딩 문제해결능력을 향상시킬 수 있는 교육 콘텐츠의 필요성에 대해 인식하였고, 언플러그드와 블록 코딩을 연계한 초등 소프트웨어 교육 계획을 제안한다. 교육 계획은 소프트웨어에 대한 접근, 언플러그드 교육을 통한 컴퓨팅 사고력 향상, 코딩 교육을 통한 문제 해결 능력 향상 과정 등 총 3단계로 구성되었다. 개발된 콘텐츠의 매 주제는 언플러그드 교육과 코딩 교육이 서로 연계되도록 구성하여, 코딩 개념 학습 및 이와 연관된 컴퓨팅 사고력 향상 후, 학습된 내용을 코딩 과정에서 실체화 하도록 하여 응용력이 배양될 수 있도록 하였다.

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Validation of the Unplugged Robot Education System Capable of Computerless Coding Education

  • Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.6
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    • pp.151-159
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    • 2015
  • In traditional programing education, computers were used as the main tool. Consequently, it was problematic to provide education in an environment without computers or for learners without computer skills. To address this problem, this study developed and validated an unplugged robot education system capable of computerless programming education. The key feature of the proposed system is that programing can be done only by connecting programming blocks in symbols of a flow chart with built-in commands. Validation of the system was performed by a specialist group. Validity was very high with values of content validity ratio (CVR) over 0.7 in all evaluation criteria except "Ease of error debugging" and "Linkages to educational curriculum," whose CVR values were each 0.6. Future directions include improvement in the two areas that scored lower than the others did by, respectively, system improvement to support debugging in error conditions that may occur during the programming process, and development of user guide to support linkages to educational curriculum.

A case study of understanding the embodied metaphors for AI education (인공지능 교육을 위한 체화된 메타포 이해 : 언플러그드 활동을 중심으로)

  • Ahn, Solmoe
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.419-424
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    • 2021
  • The purpose of this study is to understand the educational context including the actual learning process and learner perception using the embodied metaphor in AI education. To this end, a class was designed to utilize the embodied metaphor-based unplugged activity through a qualitative approach. Matrix analysis technique was used to analyze the data collected throughout the course of the class to analyze the experiences and perceptions according to the characteristics of the learner, and the learning context. The results of the study were: First, there was a difference according to the learner's prior experience in the effect on the representative knowledge and the subsequent practice process. Next, the embodied metaphor-based unplugged activity showed soft landing effects on practice and text coding. Finally, the organic integration of unplugged and plugged-in classes helped learners understand the potential of computational thinking.

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A Design of an UDDPAAP Competence Teaching-Learning Model to Improve Computational Thinking in College Students (대학생들의 컴퓨팅 사고력 향상을 위한 UDDPAAP 역량 교수·학습 모델 설계)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.327-331
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    • 2018
  • The purpose of this study was to design a competence teaching-learning model that could help college students improve their computational thinking among core competences in SW education. A competence teaching-learning model, UDDPAAP (Unplugged-Demonstration-Decomposition-Pattern Recognition-Abstraction-Algorithm-Programming), was designed by analyzing competences of learners with no experience in software coding, by reconstructing DMM, DDD, and DPAA among the five existing SW-based teaching-learning models, and by analyzing unplugged activity and the Bebras challenge computational thinking scale carefully. The unplugged activity partially adapted to instruction for college students and some items chosen from the Bebras challenge computational thinking scale were applied to the existing teaching-learning model. To determine the effects of the study, pretest was conducted in freshmen for computational thinking and self-confidence on the basis of the experience in SW and computer information literacy education, and posttest following instruction applying the UDDPAAP teaching-learning model. The students provided with SW education based on the UDDPAAP teaching-learning model saw their computational thinking competence improved.

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The Study on the Development of the Binary System Teaching Contents for the Characters (문자의 이진체계 교육 콘텐츠 개발에 관한 연구)

  • Go, Hyungchul;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.39-46
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    • 2016
  • Unplugged has been widely used as an instrument for teaching the basic principles of Computer Science. We'll present 'the binary system teaching contents for the characters' developed for the elementary. And they will successfully guide the student to understand the characters using in computer system. The activity-based learning is provided for describing characters with coding and decoding rules, and the using will be found out in everyday life. To check the adequacy of these materials they were tested to the elementary classroom, and the results showed effectively at Knowledge, Attitude, Generalization levels.