• Title/Summary/Keyword: computer science education

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Development of Artificial Intelligence Educational program for Elementary students Based on Productive Failure (생산적 실패 기반 초등학교 인공지능 교육 프로그램 개발)

  • Dagyeom Lee;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.217-218
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    • 2023
  • 인공지능은 디지털 대전환 시대의 핵심적인 기술로 사회 전반에 변화를 주도하였다. 우리나라는 인공지능을 이해하고 이를 활용하는 역량을 길러주기 위해 전 국민을 대상으로 교육을 진행하고 있다. 그러나 초등학생 대상 인공지능 교육 프로그램은 체험 및 놀이 실습으로 한정되어 교육적 효과에 한계가 있다. 그러므로 본 연구에서는 생산적 실패를 활용하여 인공지능에 대한 개념적 이해 및 실생활 전이를 촉진하는 교육 프로그램을 개발하였다. 연구 대상은 초등학교 5~6학년이며 2022 개정 교육과정에서 강조하는 자기 주도적 학습 역량과 실생활 연계 교육을 반영하여 설계한 6차시 분량의 프로그램이다. 본 연구에서 개발한 교육 프로그램은 향후 타당성 및 신뢰도 검증을 거쳐 현장에 적용하는 후속 연구로 이어질 것이다.

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Analysing data literacy levels in DigComp (DigComp의 데이터 리터러시 수준 분석)

  • Hyunwoo Moon;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.469-470
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    • 2024
  • 본 논문에서는 DigComp를 분석하여 데이터 리터러시 수준을 분석하고자 하였다. 이를 위해 DigComp의 구성요소인 데이터 리터러시, 소통 및 협업, 디지털 콘텐츠 제작, 보안, 문제해결 중 데이터 리러터시 영역의 세부 요소를 살펴보았다. 데이터 리터러시는 탐색·검색·필터링, 평가, 관리 3가지로 세분되어 있었고, 각각은 수준에 따라 기초, 중급, 고급, 전문가의 4단계로 구분되어 있었다. 그리고 3가지 영역의 수준을 분석하여 각 수준을 대표하는 핵심 단어를 추출하였다. 향후 이를 바탕으로 한 구체적 적용방안에 관한 연구가 이뤄지길 기대한다.

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Research about senior citizen IT start-up education linking the IoT (IoT(사물인터넷)를 연계한 고령층IT창업 교육에 관한 연구)

  • Kim, Ki-hyuk;Ahn, Gwi-Im;Lim, Hwan-Seob;Jung, Deok-Gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.11
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    • pp.2710-2716
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    • 2015
  • Startup in the aging society is much harder than finding employment. However, we did an experimental research that the elderly are able to develop in the field of IoT via this education. Through this IT startup education, those people who can do develop and implement and they are able to start new business by develop new item. Installing education between hardware and software about Arduino and Scratch's methods have great effect on IT startup education for the elderly before solving problem which have existing programming education. While the IT startup education through IoT is more difficult subject compared to general education subject, this paper shows an easily accessible research outcome for the elderly through startup education. This paper proved that practical uses through the results.

A Study on the Content Framework of the Computer Operating System in Primary and Middle Schools (초.중학교에서 운영체제교육을 위한 내용체계 연구)

  • Jeong, Young-Sik;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.307-316
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    • 2014
  • In this study, we analyzed he computer operating system curriculum in primary and middle schools and suggested the content framework for them through review of previous research. After surveying primary and middle school teachers, we developed the framework based on the spiral curriculum. Through these surveys, we were able to determine when and how students should be introduced to the as curriculum. The content framework focuses on two areas: understanding and practicing computer OS. Each area has 4 levels which are based on the students' grade. We suggested developing textbooks and materials about computer OS; establishing Information Science as a part of the primary school curriculum: and offering lectures about computer OS to student teachers at the National Universities of Education.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

A Study of Educational Computer Games for Computer Literacy (컴퓨터 소양 능력 신장을 위한 교육용 컴퓨터 게임에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.397-402
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    • 2004
  • In this paper, via analysis a education method of chapter for computer basic knowledge, whether educational computer game one of various education methods is able to extend computer basic knowledge, we taught and analyzed applied result, then we wanted to find possibility that educational computer games is possible to be contributed in computer education of elementary school. For extending of computer literacy of student, we did computer class with educational game. As a result, we could got a more effective outcome that student felt a fun and participated in class more active than normal class. Therefore, If we will use educational computer games to aim to raise abilities of computer literacy and problem solving that will be contributed in education which is coincided with knowledge basis society of informational period.

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Analysis on the Usage of Internet Games for Children with Decision Tree Rules (의사결정규칙을 이용한 아동의 교육용 인터넷 게임 활용실태 분석)

  • Kim, Yong-Dae;Jung, Hui-Suk;Choi, Eun-Jeong;Park, Byung-Sun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.389-400
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    • 2001
  • The Internet Game is widespreaded quickly on web, and there are many kinds of funny games for users to use easily, so that can be applied to ICT(Information Communication Technology)education. In this paper, we provide the analysis on the usage of Internet games for children and teachers that is conducted by the decision tree algorithm, which is one of the popular data mining techniques. The results show the pattern of children's and teachers' usages of Internet games.

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An Analysis of the Information Curriculum of the University-affiliated Science Gifted Education Center (대학부설 과학영재교육원의 정보영역 교육과정 분석)

  • Lee, Jaeho;Jang, Junhyung;Jeong, Hongwon
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.891-898
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    • 2021
  • The purpose of this study is to analyze the curriculum of the University-affiliated Science Gifted Education Center from 2018 to 2020 to analyze the proportion of the information area in the total class and the contents of the class, thereby confirming the trend change in the information area. After analyzing the number of hours that information education occupies in the total number of class hours, information education was classified into three categories: computer use education, SW coding education, and SW convergence education, and the curriculum was analyzed in detail. The analysis results are summarized as follows. First, the proportion of information education in total education is gradually increasing compared to 2018. Second, the proportion of computer utilization education in information education is relatively decreasing, and SW coding education and SW convergence education are expanding. Considering that the field of information education has been expanded in various forms, more systematic information education will be provided to students in the future and its usefulness will increase rapidly.

Development and Analysis of Creativity·Personality-integrated Programming Education Model for Nurturing Holistic IT Human Resources (전인적 IT인재 육성을 위한 창의성·인성 통합 프로그래밍 교육 모형 개발 및 효과 분석)

  • Seo, Jeong Hyun;Kim, Yoon Young;Kim, Ji Sun;Jeong, Bok Moon;Kim, Young Sik
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.79-91
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    • 2015
  • Future society demands a personal who is equipped with personality as well as creativity. In this study is developed an creativity personality-integrated programing education model combining CPS(Creative Problem Solving) method for creativity and narrative approach for personality. The developed model was applied to the 5th, 6th grade students in elementary school. As a result, there were effects of improvement in cultivating both personality as well as creativity. The result may offer implications in developing a creativity personality-integrated education model and curriculums in computer science education.