• Title/Summary/Keyword: storytelling coding education

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A Study on the Mixed Reality (MR) Based Storytelling Convergence Coding Education (혼합현실(MR)기반 스토리텔링형 융합 코딩교육에 관한 연구)

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of Internet of Things and Convergence
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    • v.5 no.2
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    • pp.27-32
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    • 2019
  • Recently, the introduction of the elementary and middle school software education essential courses in 2018, the emergence of educational solutions, and the need for digital content for software education rather than simple coding. In addition, in the case of current coding education, it is necessary to study how to induce interest in elementary, middle and high school students. In this study, we included the interactive (UX / UI) function using MR(Mixed Reality) and induced interest in coding education, and it was possible to cultivate logical thinking by applying storytelling coding rather than injection education. Suggested way. As a result of research, elementary, middle, and high school students easily proposed logical thinking education beyond the existing injection education method using mixed reality(MR) technology, and will break away from the injection coding education which is a problem of the school and school.

The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Development and Application of Horticultural Kit for Children's Horticulture Education

  • Kwack, Hye Ran
    • Journal of People, Plants, and Environment
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    • v.24 no.6
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    • pp.595-608
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    • 2021
  • Background and objective: For effective horticultural education, it is required to develop kits for practice. In this study, we developed a horticultural kit for germination that introduces storytelling, characterization, and assembly, and investigated the educational effects of using it to study its educational differentiation and usefulness. Methods: First, we developed a seed germination kit for learning. It consists of three components: the kit main frame for hydroponics, the activity sheet for storytelling, and the instruction manual. It is made into an acrylic assembly in consideration of the ease of delivery for contactless learning. Second, we developed two programs, each using a germination kit for horticultural education (experimental group) and a general germination kit program (control group). At this time, the class consists of pre-questionnaire, the 1st and 2nd classes, observation log writing (total six times for two weeks), the 3rd class, and post-questionnaire. The experimental group and control group were separately executed. Third, the application results were compared and analyzed before and after class. As a quantification questionnaire, the effects before and after class were compared through t-test with a questionnaire on program satisfaction and attitude change toward plants. The quantitative results were analyzed through observation activity sheets and effects before and after the class were analyzed through t-test with quantification and language coding. Results: The effect of horticulture education using the developed kit was estimated by a quantification questionnaire. Both the program satisfaction and the change in attitude toward plants showed high in the experimental group, and this difference was statistically significant (p < .05). As a result of analyzing the observation paper with a qualitative questionnaire, various cognitive and affective expressions appeared in the experimental group as well as the contents of the observation paper. The number of syllables and various qualitative expressions appeared, and these differences were also statistically significant (p < .05). Conclusion: Compared to general germination activities, it was found that the germination activities using storytelling-based horticultural kits would be effective for contactless classes in the post-COVID-19 era and in increasing the educational effect of horticultural activities.

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.

Development of SW Education Model based on HVC Learning Strategy for Improving Computational Thinking (컴퓨팅 사고 함양을 위한 HVC 학습전략 기반 SW교육모델 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.583-593
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    • 2017
  • In order to overcome the difficulties of programming education for beginners, various research strategies such as UMC(Use-Modify-Create), design based learning, discovery learning and play learning are applied. In this study, we developed a HVC(History-VR Coding-Collaboration) learning strategy model for the improvement of learner's computational thinking. The HVC model is composed of a combination module of block type. We developed a 12th session storytelling - based virtual reality programming curriculum. As a result, HVC model and SW education program showed significant difference in improvement of learner's computational thinking.

Analysis of Information Education Related Theses Using R Program (R을 활용한 정보교육관련 논문 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.57-66
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    • 2017
  • Lately, academic interests in big data analysis and social network has been prominently raised. Various academic fields are involved in this social network based research trend, which is, social network has been actively used as the research topic in social science field as well as in natural science field. Accordingly, this paper focuses on the text analysis and the following social network analysis with the Master's and Doctor's dissertations. The result indicates that certain words had a high frequency throughout the entire period and some words had fluctuating frequencies in different period. In detail, the words with a high frequency had a higher betweenness centrality and each period seems to have a distinctive research flow. Therefore, it was found that the subjects of the Master's and Doctor's dissertations were changed sensitively to the development of IT technology and changes in information curriculum of elementary, middle and high school. It is predicted that researches related to smart, mobile, smartphone, SNS, application, storytelling, multicultural, and STEAM, which had an increased frequency in period 4, would be continuously conducted. Moreover, the topics of robots, programming, coding, algorithms, creativity, interaction, and privacy will also be studied steadily.