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단계적 블라인드 프로그래밍 실습과정을 적용한 소프트웨어 기초교육에 관한 연구

A study on basic software education applying a step-by-step blinded programming practice

  • 정혜욱 (경기대학교 융합교양대학 교양학부)
  • Jung, Hye-Wuk (Division of Information Communication, College of Liberal Arts and Interdisciplinary Studies, Kyonggi University)
  • 투고 : 2019.01.14
  • 심사 : 2019.03.20
  • 발행 : 2019.03.28

초록

최근 대학에서는 4차 산업혁명 시대에 활약할 수 있게 소프트웨어 기초교육을 강화하고 있다. 비전공 학생들의 경우 프로그래밍에 대한 기본지식이나 전공과목과의 연계성이 낮기 때문에 이들의 이해를 돕기 위한 다양한 교수법이 필요하다. 따라서 본 논문에서는 비전공자를 대상으로 하는 소프트웨어 기초교육의 개선 방안을 제언하고자 한다. 이를 위해, 시연중심모델을 기반으로 단계적 블라인드 처리된 프로그래밍 실습과정을 적용한 학습모델을 설계하여 실제 수업에 적용하고, 학습자들의 문제해결 능력을 분석한 결과, 주차가 진행될수록 학습자 스스로 문제를 해결하는 비율이 상승되는 것을 확인하였다. 제안하는 방법을 통해, 비전공자에게 프로그래밍 과목에 친숙해질 수 있는 기회를 제공하고 지속적인 학습동기를 부여할 수 있다. 후속 연구에서는 보다 다양한 측면에서 학습자들의 학습성과를 분석하고 학습내용의 난이도에 따른 효율적인 교수법에 대한 연구가 필요할 것으로 사료된다.

Recently, universities have been strengthening software basic education to be active in the era of the fourth industrial revolution. Non-majored students need a variety of teaching methods because they have low knowledge of programming or a lack of connectivity with major courses. Therefore, in this paper, a learning model applying the step-by-step blind programming practice based on the Demonstration Modeling Making model was designed and applied to the actual lecture. As a result of analyzing the problem solving ability of the learner, it was confirmed that the learner's self - solving ratio increased as parking progressed. In the following study, it is necessary to analyze the learner's learning results in various aspects and to study effective teaching methods according to the difficulty of the learning contents.

키워드

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Fig. 1. Learning model

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Fig. 2. Example of applied question in Step 1

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Fig. 3. Distribution of applied problem solving with/without professor's feedback

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Fig. 4. Example of the executed project result

Table 1. Practice contents of blinded programming step-by-step

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Table 2. Student's Major and distribution of the first semester in 2018

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Table 3. A survey result of programing experience

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Table 4. Scope and curriculum of Python programming lecture

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Table 5. Results of applied problem solving with(w/)/without(w/o) professor's feedback, Num of Person(%)

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Table 6. Subjects of performed projects

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Table 7. Examples of what you felt after you performed the project

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