4차 산업혁명 시대 창의융합형 인재 양성을 : 북윈도
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4차 산업혁명 시대 창의융합형 인재 양성을 요약정보 및 구매

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출판사 교육과학사
저자 신재한 , 박민황, 나영동, 장준익, 김건호
ISBN 9788925413174 (8925413175)
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SW중심사회는 소프트웨어(SW)가 혁신과 성장, 가치창출의 중심이 되고 개인·기업·국가의 경쟁력을 좌우하는 사회이다. SW교육의 핵심은 컴퓨팅 사고력이다. 즉 컴퓨터가 생각하는 방식으로 논리력, 알고리즘 등을 학습하여 창의적 문제 해결 능력을 키우는 것이다. SW가 중심인 사회, SW가 세상을 바꾸는 시대, 즉 SW중심사회로 한 단계 더 도약하기 위해서는 컴퓨팅 사고력을 가지고 세상을 이끄는 창의·융합인재 양성이 필요하고 그를 위해 시행하는 것이 SW교육이다. 본 저서는 컴퓨팅 사고력을 신장하기 위하여 SW교육을 처음 접해보는 이도 쉽게 적용 가능한 SW교육 이론과 실제로 내용을 구성하였으므로, 학부모, 교사, 학생, 교육전문가 등에게 매우 유용할 뿐만 아니라, 실제 사례를 중심으로 구성되어 있어 누구든지 쉽게 이해할 수 있다.

목차
머리말 / 3

Ⅰ. 소프트웨어 교육 개론 ··························································9
1. 소프트웨어 교육과 정보과학적 사고력 ·······································11
2. 우리나라의 정보 교육과정 분석 ···············································20
3. 외국의 정보 교육과정 분석 ····················································26
4. SW 교육의 목표 및 내용 체계 ···············································37
5. SW 교육 학교급별 성취 기준 ·················································46
6. SW 교육 교수ㆍ학습방법 ······················································66
7. SW 교육 교과별 활용 방안 예시 ·············································74
8. 교육용 프로그래밍 언어(EPL) 이해 ···········································82
9. 피지컬 컴퓨팅의 이해 ···························································89
10. SW교육 선도학교의 이해 ·····················································95

Ⅱ. 놀이와 체험 위주의 언플러그드 SW교육 ···························105
11. 언플러그드 SW교육?컴퓨팅과학 개념 ·····································107
12. 언플러그드 SW교육?알고리즘 ··············································116
13. 소프트웨어교육 보드게임 ····················································124

Ⅲ. 교육용프로그래밍언어(EPL) SW교육 ·································135
14. 교육용 프로그래밍 언어(EPL) 소개 ········································137
15. 교육용 프로그래밍 언어 기초1 ·············································148
16. 교육용 프로그래밍 언어 기초2 ·············································159
17. 교육용 프로그래밍 언어 활용1 ·············································171
18. 교육용 프로그래밍 언어 활용2 ·············································181
19. 교육용 프로그래밍 언어 활용3 ·············································189
20. 앱인벤터 ········································································200

Ⅳ. 피지컬 컴퓨팅을 활용한 SW교육 ······································211
21. 아두이노 ········································································213
22. 메이키메이키 ···································································221
23. 비트브릭 ········································································230
24. 햄스터로봇 ······································································238
25. 레고 마인드스톰 ·······························································247

Ⅴ. 세상을 바꾸는 SW교육 ·····················································255
26. 소프트웨어교육은 세상을 바꾸는 힘이다 ·································257
27. 세상을 바꾸는 프로그래밍 예제1 ··········································263
28. 세상을 바꾸는 프로그래밍 예제2 ··········································272
29. 세상을 바꾸는 프로그래밍 예제3 ··········································282
30. SW교육 우수사례 소개 ······················································287

ㆍ 참고문헌 ············································································295
상품 정보 고시
도서명 4차 산업혁명 시대 창의융합형 인재 양성을
저자 신재한 , 박민황, 나영동, 장준익, 김건호
출판사 교육과학사
ISBN 9788925413174 (8925413175)
쪽수 302
출간일 2018-09-10
사이즈 192 * 257 * 15 mm /657g
목차 또는 책소개 머리말 / 3

Ⅰ. 소프트웨어 교육 개론 ··························································9
1. 소프트웨어 교육과 정보과학적 사고력 ·······································11
2. 우리나라의 정보 교육과정 분석 ···············································20
3. 외국의 정보 교육과정 분석 ····················································26
4. SW 교육의 목표 및 내용 체계 ···············································37
5. SW 교육 학교급별 성취 기준 ·················································46
6. SW 교육 교수ㆍ학습방법 ······················································66
7. SW 교육 교과별 활용 방안 예시 ·············································74
8. 교육용 프로그래밍 언어(EPL) 이해 ···········································82
9. 피지컬 컴퓨팅의 이해 ···························································89
10. SW교육 선도학교의 이해 ·····················································95

Ⅱ. 놀이와 체험 위주의 언플러그드 SW교육 ···························105
11. 언플러그드 SW교육?컴퓨팅과학 개념 ·····································107
12. 언플러그드 SW교육?알고리즘 ··············································116
13. 소프트웨어교육 보드게임 ····················································124

Ⅲ. 교육용프로그래밍언어(EPL) SW교육 ·································135
14. 교육용 프로그래밍 언어(EPL) 소개 ········································137
15. 교육용 프로그래밍 언어 기초1 ·············································148
16. 교육용 프로그래밍 언어 기초2 ·············································159
17. 교육용 프로그래밍 언어 활용1 ·············································171
18. 교육용 프로그래밍 언어 활용2 ·············································181
19. 교육용 프로그래밍 언어 활용3 ·············································189
20. 앱인벤터 ········································································200

Ⅳ. 피지컬 컴퓨팅을 활용한 SW교육 ······································211
21. 아두이노 ········································································213
22. 메이키메이키 ···································································221
23. 비트브릭 ········································································230
24. 햄스터로봇 ······································································238
25. 레고 마인드스톰 ·······························································247

Ⅴ. 세상을 바꾸는 SW교육 ·····················································255
26. 소프트웨어교육은 세상을 바꾸는 힘이다 ·································257
27. 세상을 바꾸는 프로그래밍 예제1 ··········································263
28. 세상을 바꾸는 프로그래밍 예제2 ··········································272
29. 세상을 바꾸는 프로그래밍 예제3 ··········································282
30. SW교육 우수사례 소개 ······················································287

ㆍ 참고문헌 ············································································295
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