• Title/Summary/Keyword: 메타논리프로그래밍

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The Effect of EPL Programming Loaming on Logical Thinking Ability by the Meta-Cognition Level (메타인지 수준에 따른 EPL 프로그래밍 학습이 논리적 사고에 미치는 영향)

  • Hong, Jae-Un;Lee, Soo-Jung
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.498-507
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    • 2009
  • There has been insufficient studies on the effect of programming language learning on logical thinking ability. Each study result on the improvement degree and items of logical thinking ability is different according to the object of the study, its method, and the learning subject, which makes the generalization process difficult. Moreover, the necessity of programming language learning seems not proved, because it is not apparent whether the improvement of logical thinking ability is due to the advancement of knowledge or programming language learning. In this study, we instructed educational programming languages to elementary students in 6th grade for 7 hours, investigated its effect on logical-thinking ability by the meta-cognition level, and compared the result with that of computer skill learning. As a result, for Dolittle, LOGO, and Powerpoint learning groups, the logical-thinking ability of high meta-cognition level students has increased with significance, but that of low meta-cognition level students has significantly increased for Dolittle and LOGO groups only. However, regardless of meta-cognition levels, there was no significant difference of logical-thinking ability between all three groups.

The Analysis of Children's Logical Thinking Improvements with Dolittle Programming Learning (Dolittle 프로그래밍 학습을 통한 초등학생의 논리적 사고력 신장에 관한 분석)

  • Hong, Jae-Un;Lee, Soo-Jung
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.201-206
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    • 2007
  • 현재 컴퓨터 교육은 흥미와 실용위주의 컴퓨터 활용교육과 컴퓨터 소양교육에 치우쳐 있어 컴퓨터의 작동원리 등의 컴퓨터 과학을 이해하기에는 부족함이 많다. 특히 컴퓨터과학 분야 중 문제해결력, 논리적 사고력을 향상시키기 위한 프로그래밍 기초 교육은 보다 강조해야 한다. 본 연구에서는 객체지향형 교육용프로그래밍언어 두리틀을 초등학생들에게 프로그래밍을 지도할 수 있는 최적의 언어로 선정하고 다른 프로그래밍 언어와 비교 분석해 보았다. 그리고 자기 자신의 학습상황을 감독 관리하는 능력인 메타인지 수준에 따라 학습자를 분류한 후, 두리틀 프로그래밍 학습 후 논리적 사고와 그 하위논리의 효과, 그리고 메타인지 수준에 따른 논리적 사고와 그 하위 논리별로 미치는 영향을 분석하였다.

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Effects on Metacognition and GALT Logical Thinking Ability in Programming Educations using Squeak e-toy (스퀵 e-toy 프로그래밍 교육을 통한 메타인지 및 GALT 논리 사고력 향상 효과 분석)

  • Jong, You-Rim;Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.199-207
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    • 2010
  • This paper is proposed to present elementary algorithmic thinking-based Squeak E-toy programming problems for flowchart-based programming educations without programming languages in elementary programming educations. Furthermore, this paper proves the validity and effects of developed Squeak E-toy programming problems through measurement analyses of metacognition and GALT logical thinking ability experiments by comparing with the language-based traditional programming education.

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Constraint Directed Course Scheduling in Meta-Programming (메타프로그래밍 제어를 통한 제약 중심의 코스 스케줄링에 관한 연구)

  • 정종진;조근식
    • Journal of Intelligence and Information Systems
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    • v.1 no.1
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    • pp.111-122
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    • 1995
  • 전통적으로 스케줄링 문제를 해결하기 위해 LP(Linear Programming) 기법이 주로 적용되어 왔으나, 스케줄링 문제의 많은 자원과 지식, 제약조건의 복잡한 상관 관계를 LPrl법으로 표현하고 처리하기가 쉽지 않다. 따라서 최근에는 AI 기법을 스케줄링 문제에 많이 적용하고 있고, AI 기법은 지식 표현 및 휴리스틱을 다루기에 효과적이므로 문제를 모델링하고 해결하는데 용이하다 할 수 있다. 본 논문에서는 AI 기법을 기반으로 하여 스케줄링에 적합한 휴리스틱 및, 탐색기법, 지식표현 방법등을 연구하고, 이를 바탕으로 코스 스케줄링 시스템을 구현하였다. 먼저 시스템은 전체적으로 메타프로그래밍을 통하여 초기 스케줄링(initial scheduling)과 동적스케줄링 (reactive scheduling)을 수행하도록 하였다. 메타프로그램이 초기 스케줄링을 수행할때에는 휴리스틱과 자체적인 도메인 여과기법을 적용하여 탐색 공간의 불일치 요소(inconsistency)를 제거시킴으로써 백트랙킹의 발생을 최소화시켰다. 또한 초기 스케줄링의 결과를 가지고 메타프로그래밍이 동적 재스케줄링을 수행할때에는 제약조건을 통한 휴리스틱을 이용하여 초기해에 대한 조정을 최소화할 수 있는 메카니즘을 제시하였다. 이에 대한 적용 결과는 실험을 통하여 기존의 논리 언어가 제공하는 탐색 알고리즘과 비교하고 분석하였다.

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A Study on Programming Concepts of Programming Education Experts through Delphi and Conceptual Metaphor Analysis

  • Kim, Dong-Man;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.277-286
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    • 2020
  • In this paper, we propose a new educational approach to help learners form concepts by identifying the properties of programming concepts targeting a group of experts in programming education. Therefore, we confirmed the typical properties of concepts by programming education experts for programming learning elements through conceptual metaphor analysis, which is a qualitative research method, and confirmed the validity through the delphi method. As a result of this study, we identified 17 typical properties of programming concepts that learners should form in programming education. The conclusions of this study are that need to compose the educational content more specifically for the conceptualization of learners' programming as follows: 1)the concept of a variable is to understand how to store data, how to set a name, what an address has, how to change a value, various types of variables, and the meaning of the size of a variable, 2)the concept of operator is to understand how to operate the four rules, how to deal with it logically, how to connect according to priority, meaning of operation symbols, and how to compare, 3)the concept of the control structure is to understand how to control the execution flow, how to make a logical judgment, how to set an execution rule, meaning of sequential execution, and how to repeat executing.

A Meta-Analysis on the Effects of Educational Programming Language (교육용프로그래밍언어의 효과에 관한 메타분석)

  • Jin, Young-Hak;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.25-36
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    • 2011
  • The purpose of this study was to analyze the effects of educational programming language(EPL) using the meta-analysis method. In order to achieve the purpose of this study, t-test and F-test were performed for the effect size differences between the variables. The results of the study were as follows: First, EPL turned out to be highly effective in improving learning effects. The total mean of effect size was as big as 1.01 and the value of $U_3$ was 84.38%. EPL increased the learning effect by 34.38% compared with the control group. Second, the moderator variables such as subject, publication type, and learner's school age there was no statistically significant differences. By designing the experiment nonequivalent control group pretest-posttest design showed statistically significant effect size compared with single group pretest-posttest design. Third, the mean effect sizes of the dependent variables were as follows: Creativity 1.90, problem solving ability 1.25, logical thinking ability 1.18, learning motivation 0.81, and achievement 0.59. EPL showed positive effect than traditional teaching and learning method comprehensively.

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Achieving and Reasoning about Common Beliefs based on Social Networking Services: on the Group Chatting Model of KakaoTalk (소셜 네트워크에서 공통믿음의 형성과 추론: 카카오톡 채팅방을 중심으로)

  • Kim, Koono
    • Journal of the Korean Institute of Intelligent Systems
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    • v.27 no.1
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    • pp.7-14
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    • 2017
  • Theoretically, it is known that common beliefs and/or common knowledge cannot be attained in asynchronously distributed multiagent environments, however, it show that some propositions with deadlines can be attained as common beliefs among a set of fully trusted agents even when they communicate to each other asynchronously. Generally, in the multiagent environment, the attainment of common beliefs is approached as a problem of communication, and for the common beliefs paradox that the common beliefs is not attained on a system without communication time restriction is applied to loose coarser granularity and it prove that forming common beliefs is possible by relaxing necessary requirements through the KakaoTalk chatting model. I also experimented with the reasoning function that confirms the common beliefs by inquiring about the common belief generated by implementing the inference function in each agent of the KakaoTalk chatting model. Through utilizing metalogic programming, a formalization of the presentation and reasoning of common beliefs has been achieved, and the group chatting model of KakaoTalk was adopted in experiments to show that common beliefs can be formed among distributed agents using asynchronous communication.

Scalable RDFS Reasoning using Logic Programming Approach in a Single Machine (단일머신 환경에서의 논리적 프로그래밍 방식 기반 대용량 RDFS 추론 기법)

  • Jagvaral, Batselem;Kim, Jemin;Lee, Wan-Gon;Park, Young-Tack
    • Journal of KIISE
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    • v.41 no.10
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    • pp.762-773
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    • 2014
  • As the web of data is increasingly producing large RDFS datasets, it becomes essential in building scalable reasoning engines over large triples. There have been many researches used expensive distributed framework, such as Hadoop, to reason over large RDFS triples. However, in many cases we are required to handle millions of triples. In such cases, it is not necessary to deploy expensive distributed systems because logic program based reasoners in a single machine can produce similar reasoning performances with that of distributed reasoner using Hadoop. In this paper, we propose a scalable RDFS reasoner using logical programming methods in a single machine and compare our empirical results with that of distributed systems. We show that our logic programming based reasoner using a single machine performs as similar as expensive distributed reasoner does up to 200 million RDFS triples. In addition, we designed a meta data structure by decomposing the ontology triples into separate sectors. Instead of loading all the triples into a single model, we selected an appropriate subset of the triples for each ontology reasoning rule. Unification makes it easy to handle conjunctive queries for RDFS schema reasoning, therefore, we have designed and implemented RDFS axioms using logic programming unifications and efficient conjunctive query handling mechanisms. The throughputs of our approach reached to 166K Triples/sec over LUBM1500 with 200 million triples. It is comparable to that of WebPIE, distributed reasoner using Hadoop and Map Reduce, which performs 185K Triples/sec. We show that it is unnecessary to use the distributed system up to 200 million triples and the performance of logic programming based reasoner in a single machine becomes comparable with that of expensive distributed reasoner which employs Hadoop framework.

A Negotiation Mechanism for BDI Agents in Distributed Cooperative Environments (협동적인 분산 환경에서 BDI 에이전트를 위한 협상 기법)

  • Lee, Myung-Jin;Kim, Jin-Sang
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.2
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    • pp.192-199
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    • 2003
  • Agents in multi-agent systems (MAS ) are required to achieve their own goals. An agent s goal, however, can conflict with others either when agents compete with each other to achieve a common goal or when they have to use a set of limited resources to accomplish agents divergent goals. In either case, agents need to be designed to reach a mutual acceptable state where they can avoid any goal conflicts through negotiation with others to achieve their goals. In this paper, we consider a BDI agent architecture where belief, desire, and intention are the three major components for agents mental attitudes and represent resource-bounded BDI agents in logic programming framework. We propose a negotiation algorithm for BDI agents solving their problems without goal conflicts in distributed cooperative environments. Finally, we describe a simple scenario to show the effectiveness of the negotiation algorithm implemented in a negotiation meta-language.

An SGML Document Authoring Tool (SGML 문서 저작 도구)

  • An, Bo-Hui;Yu, Jae-U;Song, Hu-Bong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.2
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    • pp.512-521
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    • 1999
  • SGML, defined as the ISO 8879, is a meta-language to define a document type, used as basic format for electronic documents. Since an SGML document is composed of a document type definition and a document instance conforms to the definition, it is necessary for SGML document authoring tools to compose and validate document type and document instance. In present, formal models and procedures for SGML documents are not defined, it's not easy to construct such tools. We propose a model of SGML authoring tool consists of SGML parser, document type definition editor, SGML document editor and style editor. We also introduce and implement formal procedure for each component. For user convenience, we adopted icon based visual programming method, and solved the HANGUL problems. The SGML authoring tool is implemented I Windows NT system using java and C++ programming language.

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