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Ȩ Ȩ > ¿¬±¸¹®Çå > Çмú´ëȸ ÇÁ·Î½Ãµù > Çѱ¹Á¤º¸Åë½ÅÇÐȸ Çмú´ëȸ > 2019³â Ãá°èÇмú´ëȸ

2019³â Ãá°èÇмú´ëȸ

Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) ÄÄÇ»Æà »ç°í·Â Çâ»óÀ» À§ÇÑ ¸ð¹ÙÀÏ Ç÷§Æû ¾Û °³¹ß ±³¼ö¡¤ÇнÀ ¹æ¹ý ¿¬±¸
¿µ¹®Á¦¸ñ(English Title) A Study on the Teaching Method of Mobile Platform App Development for Improving Computing Thinking
ÀúÀÚ(Author) Àü¹Ì¿¬   ±èÀÇÁ¤   °­½Åõ   ±èâ¼®   Á¤Á¾ÀΠ  Mi-Yeon Jeon   Eui-Jeong Kim   Shin-Cheon Kang   Chang-Suk Kim   Jong-In Chung  
¿ø¹®¼ö·Ïó(Citation) VOL 23 NO. 01 PP. 0190 ~ 0192 (2019. 05)
Çѱ۳»¿ë
(Korean Abstract)
ÄÄÇ»ÅÍ°úÇÐÀ» Àü°øÇÏ´Â ÇнÀÀÚ»Ó¸¸ ¾Æ´Ï¶ó ºñÀü°ø ÇнÀÀÚµµ ½Ç»ýÈ° ¹®Á¦¸¦ ÅëÇØ ÀÚ½ÅÀÇ ¾ÆÀ̵ð¾î¸¦ ¾ÛÀ¸·Î ±¸ÇöÇϱ⸦ ¿øÇÑ´Ù. ÀÌ¿¡ ¾Û Á¦ÀÛ °æÇèÀÌ °ÅÀÇ ¾ø´Â ´ëÇб³ 2Çгâ ÇлýÀ» ´ë»óÀ¸·Î ÄÄÇ»Æà »ç°í·Â Çâ»óÀ» À§ÇÑ ¸ð¹ÙÀÏ Ç÷§Æû ¾Û °³¹ß ±³¼ö¡¤ÇнÀ ¹æ¹ýÀ» ¿¬±¸ÇÏ¿´´Ù. ¼ÒÇÁÆ®¿þ¾î ±³¼ö¡¤ÇнÀ ¸ðµ¨ Áß °³¹ß Á᫐ ¸ðµ¨(Discovery-Design-Development)ÀÇ ±³¼ö¡¤ÇнÀ ÀýÂ÷¸¦ Àû¿ëÇÏ°í °³¹ß µµ±¸·Î´Â Android Studio ÅëÇÕ °³¹ß ȯ°æ(IDE)À» »ç¿ëÇÏ¿© ¸ð¹ÙÀÏ Ç÷§Æû ¾Û °³¹ß ±³¼ö¡¤ÇнÀ ÇÁ·ÎÁ§Æ®¸¦ ¼³°èÇÏ°í ÄÄÇ»Æà »ç°í·Â Çâ»ó¿¡ µµ¿òÀ» ÁÖ¾ú´ÂÁö Æò°¡ÇÏ¿´´Ù. ¼³°èµÈ ±³¼ö¡¤ÇнÀ ¹æ¹ýÀ» Àû¿ëÇÑ °á°ú ÇнÀÀÚµéÀº ÇÁ·ÎÁ§Æ® »êÃâ¹°ÀÌ emulator¸¦ ÅëÇØ ¾ÛÀ¸·Î ±¸ÇöµÇ¾î ¼ö¾÷ÀÇ Èï¹Ì ¹× ¸¸Á·µµ°¡ ³ô¾Ò°í ÄÄÇ»Æà »ç°í·Â Çâ»ó¿¡ È¿°ú°¡ ÀÖ´Â °ÍÀ¸·Î ³ªÅ¸³µ´Ù.
¿µ¹®³»¿ë
(English Abstract)
Not only learners majoring in computer science, but also non-engineered learners want to implement their ideas as apps through real-life problems. In response, first-year university students with little experience in creating apps studied how to develop mobile platform apps to improve computing thinking skills. We applied the teaching and learning procedures of the Discovery-Design-Development among the software teaching and learning models, and used Android Studio Unified Development Environment (IDE) as a development tool to design mobile platform app development projects and assess whether they helped improve computing thinking skills. The application of the designed teaching and learning method found that the project output was implemented as an app through emulator, which gave students high interest in class and satisfaction, and was effective in improving their computing thinking ability.
Å°¿öµå(Keyword) ÄÄÇ»Æà »ç°í·Â(Computational Thinking)   ±³¼ö¡¤ÇнÀ ¹æ¹ý(Teaching and learning methods)  
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