DOI QR코드

DOI QR Code

Gender Differences in Computational Thinking, Creativity, and Academic Interest on Elementary SW Education

초등 SW교육에서 성별에 따른 컴퓨팅 사고력, 창의성, 학습흥미의 차이

  • Lee, Jeongmin (Ewha Womans University, Dept. of Educational Technology) ;
  • Jung, Yeonji (Ewha Womans University, Dept. of Educational Technology) ;
  • Park, HyeonKyeong (Ewha Womans University, Dept. of Educational Technology)
  • 이정민 (이화여자대학교 교육공학과) ;
  • 정연지 (이화여자대학교 교육공학과) ;
  • 박현경 (이화여자대학교 교육공학과)
  • Received : 2017.05.23
  • Accepted : 2017.07.04
  • Published : 2017.08.31

Abstract

The purpose of this study was to propose instructional-learning strategies for designing effective software education investigating gender differences in computational thinking, creativity and academic interest on elementary SW education. 86 elementary school students who had SW education for 4 months, consisting of 49 boys (57%) and 37 girls (43%), participated for this study. They responded surveys regarding computational thinking, creativity, and academic interest. With the use of independent t-tests, this study found that there was significant differences in creativity and academic interest between boys and girls at elementary SW education. The mean of creativity of girls was higher than that of boys. however, the mean of academic interest of males was higher than that of girls. On the other hand, there was no difference in computational thinking between boys and girls. In conclusion, this study suggests design and implementation of successful SW education class considering gender.

본 연구는 초등 SW교육에서 성별에 따른 컴퓨팅 사고력, 창의성, 학습흥미의 차이를 검증함으로써 효과적인 SW수업 설계를 위한 교수-학습 전략을 제안하고자 하였다. 이를 위해 1년간 SW교육을 받은 A초등학교 5학년 86명을 대상으로 설문조사를 실시하였으며, 연구대상은 남학생 49명(57%) 및 여학생 37명(43%)으로 구성되었다. 성별에 따른 컴퓨팅 사고력, 창의성, 학습흥미의 차이를 검증하기 위해 독립표본 t-검증을 실행한 결과, 초등학교 SW교육에서 성별에 따라 창의성과 학습흥미에 유의한 차이가 있음이 확인되었다. 남학생에 비해 여학생의 창의성 평균이 더 높았지만, 남학생은 여학생에 비해 학습흥미 평균이 높은 것으로 나타났다. 반면, 성별에 따른 컴퓨팅 사고력의 차이는 유의하지 않았다. 본 연구는 최근 확산되고 있는 SW교육에서 효과적인 수업의 설계 및 적용을 위하여 성별의 차이를 고려해야 함을 규명하고, 이를 위한 기초자료를 제시하였다는 점에서 의의를 지닌다.

Keywords

References

  1. Bae, Y. (2007). A study of the robot programming instructional strategies considered gender differences. The Journal of Korean Association of Computer Education, 10(4), 27-37.
  2. Busan Metropolitan Office of Education (2016). 2016 final report of SW education core school 2016: the case of youngdo middle school.
  3. Cathart, W. G. (1990). Effects of logo instruction on cognitive style. Journal of Education Computing Research, 6(2), 231-242. https://doi.org/10.2190/XNFC-RC25-FA6M-B33N
  4. Gillebaart, M., Forster, J., Rotteveel, M., & Jehle, A. C. M. (2013). Unraveling effects of novelty on creativity. Creativity Research Journal, 25(3), 280-285. https://doi.org/10.1080/10400419.2013.813781
  5. Han, K., Lee, E., & Lee, Y. (2006). Computer education curriculum and instruction : The effects of a peer agent on achievement and self-efficacy in programming education. The Journal of Korean Association of Computer Education, 10(5), 43-51.
  6. Hayes, R. J. (1989). Cognitive process in creativity. edited by A. J. Glover, R. R. Ronning, and Reynolds. Handbook of creativity. NY: Pleum.
  7. Hwang, S., Choi, J., & Lee, Y. (2014). Development of education plan of using App Inventor for improving informatics gifted elementary students’ learning flow. The Journal of Korean Association of Computer Education, 18(2), 185-190. https://doi.org/10.14352/jkaie.2014.18.1.185
  8. Hwang, Y., Myn, K., & Park, Y. (2016). Study of perception on programming and computational thinking and attitude toward science learning of high school students through software inquiry activity: Focus on using Scratch and physical computing materials. Journal of the Korean Association for Research in Science Education, 36(2), 325-335. https://doi.org/10.14697/jkase.2016.36.2.0325
  9. Jeon, S., & Han, S. (2016). Development of UMC teaching and learning strategy for computational thinking. Journal of The Korean Association of Information Education, 20(2), 131-138. https://doi.org/10.14352/jkaie.20.2.131
  10. Kim, D. (2016). Analyses of the region and gender differences in creativity, problem solving and flow of robot-based programming learning in elementary school daycare program environments. Unpublished doctoral dissertation, Konkuk University..
  11. Kim, H., Ko, Y., Kim, H., & Kim, C. (2015). Effects of PSA programming learning on problem solving ability and logical thinking ability: In the case of high school students. The Journal of Korean Association of Computer Education, 17(5), 1-13.
  12. Kim, J., & Kim, D. (2016). Development of physical computing curriculum in elementary schools for computational thinking. Journal of the Korean Association of Information Education, 20(1), 69-82. https://doi.org/10.14352/jkaie.2016.20.1.69
  13. Kim, J., & Lee, W. (2014). Controversial issues in knowledge and problem solving skills of information subjects observed after amending the curriculum in the U.K. The Journal of Korean Association of Computer Education, 17(3), 54-64.
  14. Kim, K., & Lee, J. (2016). Analysis of the effectiveness of computational thinking-based programming learning. The Journal of Korean Association of Computer Education, 19(1), 27-39.
  15. Kim, Y., & Kim, J. (2015). Development and application of software education program of App Inventor utilization for improvement of elementary school girls' computational thinking. Journal of the Korean Association of Information Education, 19(1), 31-44. https://doi.org/10.14352/jkaie.2015.19.1.31
  16. Korea Foundation for the Advancement of Science and Creativity (2014). Fundamental research for introducing computational thinking at elementary and secondary level.
  17. Lee, H., Han, J., & Jo, M. (2013). Effect analysis of learning with a robot for improving creativity in the regular curriculum of elementary school. The Journal of Child Education, 22(2), 19-35.
  18. Lee, K. (2011). Development of curriculum using ROBOTIC-based LEGO MINDSTORMS NXT and analysis of its educational effects. Journal of information processing systems, 18(5). 165-176.
  19. Park, J. (2015). Effects of storytelling based software education on computational thinking. Journal of the Korean Association of Information Education, 19(1), 57-68. https://doi.org/10.14352/jkaie.2015.19.1.57
  20. Park, J., & Kim, C. (2011). The effects of the robot based art instruction on the creativity in elementary school, Journal of The Korean Association of Information Education, 15(2), 277-285.
  21. Park, K., & Lee, S. (2010). A comparative study of the effect of dolittle and robot programming education on creativity. Journal of The Korean Association of Information Education, 14(4), 619-626.
  22. Park, S., & Park, J. (1998). Sexual difference analysis on application level of computer programming language. Journal of Gender Equality Studies, 2, 47-68.
  23. Seo, Y., Yeom, M., & Kim, J. (2016). Analysis of effect that pair programming develop of computational thinking and creativity in elementary software education. Journal of the Korean Association of Information Education, 20(3), 219-234. https://doi.org/10.14352/jkaie.20.3.219
  24. Shim, K., Lee, S., & Suh, T. (2014). Development and evaluation of a STEAM curriculum utilizing arduino. The Journal of Korean Association of Computer Education, 17(4), 23-32.
  25. Shim, J., Kim, H., & Lee, W. (2016). A study on gender differences in programming attitude and achievements on physical computing education in informatics curriculum revised 2015. The Journal of Korean Association of Computer Education, 19(4), 1-9.
  26. Son, J., & Han, K. (2016). Validation of the korean version of Wallach & Kogan creativity test. The Journal of Creativity Education, 16(2), 81-105.
  27. Song, J., Cho, S., & Lee, T. (2008). The effect of learning scratch programming on students' motivation and problem solving ability. Journal of The Korean Association of Information Education, 12(3), 323-332.
  28. Song, J., Paik, S., & Lee, T. (2009). The effect of robot programming learning considered gender differences on female middle school student's flow level and problem solving ability. The Journal of Korean Association of Computer Education, 12(1), 45-55.
  29. Sung, Y. (2015). The effects of STEAM-based storytelling robotics education on learning attitudes of elementary school girls. Journal of The Korean Association of Information Education, 19(1), 87-98. https://doi.org/10.14352/jkaie.2015.19.1.87
  30. The Korean Ministry of Education (2015). The guidelines for managing software education.
  31. The Korean Ministry of Education (2014). The plans to activate SW education in elementary and middle schools.
  32. The Korean Ministry of Science, ICT and Future Planning (2014). The needs and direction towards SW education.
  33. The Korean Ministry of Science, ICT and Future Planning (2015). Information culture forum 2015 research report.
  34. Wallach, M .A., & Kogan, N. (1965). Modes of thinking in young children: A study of the creativity- intelligence distinction. New York: Holt, Rinehart & Winston.
  35. Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35. https://doi.org/10.1145/1118178.1118215
  36. Wing. J. M. (2008). Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society, 366(1881), 3717-3725. https://doi.org/10.1098/rsta.2008.0118
  37. You, I. (2014). Design a plan of robot programming education using tools of web 2.0. Journal of The Korean Association of Information Education, 18(4), 499-508. https://doi.org/10.14352/jkaie.2014.18.4.499
  38. You, I., & Kim, T. (2006). The effects of MINDSTORMS programming instruction on the creativity. The Journal of Korean Association of Computer Education, 9(1), 1-11.
  39. Yu, B., Kim, J., & Lee, W. (2012). Analysis on the relation between programming achievement and problem solving according to gender. The Journal of Korean Association of Computer Education, 15(6), 1-10.

Cited by

  1. 컴퓨팅 사고력 평가를 위한 3가지 상호보완적 접근 방안 vol.21, pp.6, 2017, https://doi.org/10.14352/jkaie.2017.21.6.639
  2. 소프트웨어 교육에 대한 인식이 피지컬 컴퓨팅 교육에 대한 인식에 미치는 영향 vol.3, pp.1, 2017, https://doi.org/10.21186/ipr.2018.3.1.007
  3. 로봇 활용 SW교육이 초등학생의 컴퓨팅 사고력, 창의성, 학업흥미, 협업능력에 미치는 효과 vol.22, pp.1, 2018, https://doi.org/10.14352/jkaie.2018.22.1.9
  4. 코딩블록을 활용한 초등 과학영재 대상 피지컬 컴퓨팅수업의 교수·학습 과정 분석 vol.22, pp.6, 2017, https://doi.org/10.14352/jkaie.2018.22.6.613
  5. Trajectories of Developing Computational Thinking Competencies: Case Portraits of Korean Gifted Girls vol.29, pp.1, 2017, https://doi.org/10.1007/s40299-019-00459-z
  6. 로봇 활용 SW융합교육에서 SW효능감이 컴퓨팅 사고력, 융합인재소양에 미치는 영향: 흥미와 학습참여의 이중매개효과 vol.20, pp.11, 2017, https://doi.org/10.5392/jkca.2020.20.11.001
  7. The Associations Between Computational Thinking and Creativity: The Role of Personal Characteristics vol.58, pp.8, 2021, https://doi.org/10.1177/0735633120940954
  8. A comprehensive assessment of secondary school students’ computational thinking skills vol.52, pp.5, 2017, https://doi.org/10.1111/bjet.13092