DOI QR코드

DOI QR Code

Analysis on Creativity and Solving-Problem Ability with Hackathon-based Elementary SW Education

해커톤 기반 초등 SW교육이 창의성과 문제해결력에 미치는 효과성 분석

  • Lee, Si-Hoon (Mansu Elementary School) ;
  • Han, Jeong-Hye (Department of Computer Education, Cheongju National University of Education)
  • 이시훈 (청주교육대학교 대학원 로봇교육전공, 만수초등학교) ;
  • 한정혜 (청주교육대학교 컴퓨터교육과)
  • Received : 2017.08.21
  • Accepted : 2017.08.31
  • Published : 2017.08.31

Abstract

The purpose of this study is to analyze the educational effect on creativity and solving-problem ability based on hackathon of elementary SW education. We divided into control and experimental groups with activities of physical computing or robots. The control groups conducted by traditional project based learning collaboratively and the experimental group in hackathon. The outcomes from students were evaluated to by elementary teachers with questionnaire and analyzed to the creativity and solving-problem ability of physical computing or robot productions. As a result, a group of hackathon showed significant positive results in the accuracy on creativity and solving-problem skills statistically. We concluded that the free atmosphere of hackathon for communication and consultation have been attributed to various ideas of students.

이 연구에서는 SW교육에서 초등학생을 대상으로 해커톤 기반의 SW교육이 창의성과 문제해결력에 미치는 효과에 대해 연구하고자 하였다. 이를 위하여 학교에서 이루어지는 일반적인 프로젝트 학습과 비교하여 프로젝트의 결과물을 교사들에게 평가하게 하였으며, 피지컬 컴퓨팅 또는 로봇 작품에 대한 창의성과 문제해결력에 대해 분석하였다. 적용 결과 해커톤 기반 SW교육을 받은 집단이 작품의 창의성과 문제해결력에 있어서 긍정적인 효과가 나타났다. 특히 창의성 중 정교성과 문제해결력의 효과는 통계적으로 유의한 것으로 나타났으며, 그 이유는 해커톤의 자유로운 분위기와 자유로운 의사소통과 협의를 통한 다양한 아이디어 산출에 있었던 것으로 분석된다.

Keywords

References

  1. I. H. Bae, Jeonghye Han, "Does taller robot-assisted teacher have more authority on children? ", Journal of Digital Contents Society 18(8): pp. 151-159, 2017. https://doi.org/10.9728/dcs.2016.17.6.531
  2. J. H. Han, "Analysis on Children Robot Interaction with Dramatic Playes for Better Augmented Reality", Journal of Digital Contents Society 17(6): pp. 531-536, 2016. https://doi.org/10.9728/dcs.2016.17.6.531
  3. B. J. Kim et,al., "A Study of IT Convergence Desired Talent Based on Computation Thinking, Korean Association Of Information Education, Vol 18, No 1, pp.27-33, 2015.
  4. Helle et al., Project-based learning in post-secondary education-theory, practice and rubber sling shots. Higher education. 51, pp.287-314, 2006. https://doi.org/10.1007/s10734-004-6386-5
  5. Jabu Mtsweni & Hanifa Abdul, "Stimulating and maintaining students' interest in Computer Science using the hackathon mode", The Independent Journal of Teaching and Learning, Volume 10, Issue 1, Jan 2015, pp.85-97, 2015.
  6. Güulbahar, Y. & Tinmaz, H., "Implementing project-based learning and e-portfolio assessment in an undergraduate course", Journal of Research on Technology in education, Vol 38, No.3, pp.309-327, 2006. https://doi.org/10.1080/15391523.2006.10782462
  7. Briscoe, G., "Digital innovation: The hackathon phenomenon", 2014.
  8. J. W. You, "Effects of Team Climate and Shared Mental Model on Team Project-based Learning Outcomes", Journal of Lifelong society, Vol 10, No4, pp.193-215, 2014. https://doi.org/10.26857/JLLS.2014.11.10.4.193