• Title/Summary/Keyword: 텍스트 기반 프로그래밍 언어

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Assessment Process Design for Python Programming Learning (파이선(Python) 학습을 위한 평가 프로세스 설계)

  • Ko, Eunji;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.117-129
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    • 2020
  • The purpose of this paper is to explore ways to assess computational thinking from a formative perspective and to design a process for assessing programming learning using Python. Therefore, this study explored the computational thinking domain and analyzed research related to assessment design. Also, this study identified the areas of Python programming learning that beginners learn and the areas of computational thinking ability that can be obtained through Python learning. Through this, we designed an assessment method that provides feedback by analyzing syntax corresponding to computational thinking ability. Besides, self-assessment is possible through reflective thinking by using the flow-chart and pseudo-code to express ideas, and peer feedback is designed through code sharing and communication using community.

A Study on the Hierarchical Instructional System Design of Software Education by School System (학교 급별 연계성 있는 소프트웨어 교육 체제 설계를 위한 연구)

  • Shin, Seungki;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.533-544
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    • 2015
  • In this study, the direction for hierarchical curriculum organization about software education in Korea was suggested in terms of overall execution of software education. The international case studies especially was conducted in order to suggest the propel educational programming language for level of students in the programming activity. In terms of the international case studies, the type of programming language was examined, which is suggested to each school level as a part of required regular curriculum. Then, the direction was supposed to suggest the instructional system organization of software education for Korea through the result of case studies. The results of case studies indicated that elementary school use the block based programming language, and text based programming languages are used from middle school.

Developing XML Hub System based on SOAP (SOAP을 기반으로 한 XML Hub 시스템 개발)

  • 김용수;주경준;주경수
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.55-58
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    • 2002
  • SOAP(Simple Object Access Protocol)은 분산 환경에서의 정보 교환에 사용되는 분산 컴퓨팅 프로토콜로 분산 시스템간에 메시지를 전달하는 방법과 원격 프로시저 호출/응답을 처리하는 방법 등이 정의되어 있다. 이러한 SOAP는 텍스트 기반 XML을 프로토콜로 사용하고 있기 때문에 하드웨어 플렛폼과 운영체제 및 프로그래밍 언어에 독립적으로 사용할 수 있다. 따라서 전자상거래 표준을 위한 ebXML에서도 메시지 전송을 위해 SOAP을 사용하고 있다. 본 논문에서는 SOAP을 기반으로 XML Hub 시스템을 개발하였다. 이에 따라 본 XML Hub시스템을 기반으로 B2B 메시지 전송이 용이하게 되어, 보다 많은 비즈니스 파트너를 효과적으로 통합 관리할 수 있을 것이다.

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Developing Message Broker System based on SOAP (SOAP 기반의 메시지 Broker 시스템 개발)

  • 김용수;주경수
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10e
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    • pp.241-243
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    • 2002
  • SOAP(Simple Object Access Protocol)은 분산 환경에서의 정보 교환에 사용되는 분산 컴퓨팅 프로토콜로 분산 시스템간에 메시지를 전달하는 방법, 원격 프로시저 호출/응답을 처리하는 방법이 정의하고 있다. 이러한 SOAP 는 텍스트 기반 XML을 프로토콜로 사용하고 있기 때문에 하드웨어 플렛폼, 운영체제, 프로그래밍 언어에 독립적으로 사용할 수 있다. 이러한 이유 때문에 전자상거래 표준인 ebXML 에서도 메시지 전송을 위해 SOAP을사용하고 있다. 본 논문에서 SOAP을 기반으로 한 메지지 Broker 시스템을 구현하였다. Broker 시스템을 통한 메시지 전송으로 많은 비즈니스 파트너를 통합관리 할 수 있을 것이다.

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A Visual Concurrent Programming Based on Extended State Transition Graph (확장 상태 전이 그래프에 기반을 둔 시각 병렬 프로그래밍)

  • Chung, Won-Ho;Hur, Hye-Jung
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.8
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    • pp.2430-2441
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    • 2000
  • A visual concurrent programming environment, called ESTGVP is designed and implemented, which is easy to understand, highly portable, and can represent parallel behaviors. For our purpose, a conventional state transition graph is extended so as to enable both of synchronous and asynchronous parallel operations. We call it extended state transition graph (ESTG). ESTGVP uses the ESTG and texts for programming, and makes it easy programming sequential and parallel behaviors. Also, it is easy to understand the control structure of a program because ESTGVP is a visual programming environment based on the graph. ESTGVP is written in Tel language and thus it is highly portable on various operating systems. It consists of three major components; edition, transformation and execution. If necessary, ESTG can be transformed into C or Tel language, and its execution is based on Tel.

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Development of Python Education Program with Computational Thinking

  • Lee, Min-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.315-323
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    • 2022
  • In this paper, we propose a python education program that applies computational thinking for non-majors and programming beginners. In this study, we focus on the basics of program logic, breaking away from the difficult grammar and memorization-oriented programming education. And by applying the problem-solving procedure of computational thinking, we propose an educational program that allows non-majors and programming beginners to learn programming easily. In this paper, an 8-week educational program was applied to middle school students with little text coding experience. and through a post-satisfaction survey, it was found that their confidence in programming increased, and they were able to apply computational thinking could be applied to life and other subjects. Although the importance of programming education is being emphasized, it is expected that it will be used as a useful educational program when composing program education for non-majors and beginners in programming for learners who still find it difficult to learn programming.

A Study of Programming Language Class with Lego NXT Robot for University of Education Students - Centered on Maze Problem - (레고 NXT 로봇을 활용한 예비교사의 프로그래밍 언어 수업 방안 - 미로 찾기 문제를 중심으로 -)

  • Hong, Ki-Cheon
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.69-76
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    • 2009
  • This paper proposes a teaching plan of programming language class for university of education students amusingly with LEGO Mindstorms NXT robot. The goal of class is not fragmentary knowledge acquirement but problem-solving of maze. This robot communicates with GUI named NXT-G installed in computer via USB. GUI is not text-based but icon-based programming tool. This paper designs a semester with 3 steps such as beginner, intermediate, high-rank. Beginner step is consists of learning of basic functions such as GUI usage and several sensors of robot. Intermediate step is consists of solving of maze problem with low complexity. High-rank step is consists of solving maze problem with medium and high complexity. All maze problem-solving have 3 process with algorithm, flowchart, and programming with stack.

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Design and Implementation of Self-Directed Courseware to Study Web Programming (웹 프로그래밍 학습을 위한 자기주도적 코스웨어의 설계 및 구현)

  • Chung, Yoo-Jin;Park, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.453-461
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    • 2009
  • In this paper, we design and implement a web-based courseware where learners can do self-directed learning to study Web programming languages such as Html, CSS, JavaScript and Dhtml. Each section consists of text class, movie class, practice class, formative assessment, laboratory and bulletin board. And our courseware makes teachers to teach, assess and give scores to learners on Web. In our Web courseware, learners can play a movie class and practice Web programming codes in one screen simultaneously, and execute codes and confirm a results in the same screen also. Therefore, learners can understand Web programming languages efficiently, which are hard to understand immediately by text.

The Application and Analysis of the Embedded Programming Education Based on UML and LabVIEW OOP (UML과 LabVIEW OOP를 기반으로 한 내장형 프로그래밍 교육의 적용 방안 및 분석)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.708-714
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    • 2015
  • The students who learn the computer languages think it very difficult to program using the text-based programming languages and also to learn the object-oriented programming. Therefore, we introduce the object-oriented visual programming into the programming education. And, to solve the this problem in the programming education, in this paper, we introduce the UML to support the object-oriented modeling and to teach the students using the LabVIEW OOP that supports the object-oriented visual programming. And, we propose to apply it on the embedded programming education. Also, we analyze the educational effect of the proposed education methodology of programming based on the student survey.

A Statistical Model for Korean Text Segmentation Using Syllable-Level Bigrams (음절단위 bigram정보를 이용한 한국어 단어인식모델)

  • Shin, Joong-Ho;Park, Hyuk-Ro
    • Annual Conference on Human and Language Technology
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    • 1997.10a
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    • pp.255-260
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    • 1997
  • 일반적으로 한국어는 띄어쓰기 단위인 어절이 형태소 분석의 입력 단위로 쓰이고 있다. 그러나 실제 영역(real domain)에서 사용되는 텍스트에서는 띄어쓰기 오류와 같은 비문법적인 형태도 빈번히 쓰이고 있다. 따라서 형태소 분석 과정에 선행하여 적합한 형태소 분석의 단위를 인식하는 과정이 이루어져야 한다. 본 연구에서는 한국어의 음절 특성을 이용한 형태소분석을 위한 어절 인식 방법을 제안한다. 제안하는 방법은 사전에 기반하지 않고 원형코퍼스(raw corpus)로부터의 필요한 음절 정보 및 어휘정보를 추출하는 방법을 취하므로 오류가 포함된 문장에 대하여 견고한 분석이 가능하고 많은 시간과 노력이 요구되는 사전구축 및 관리 작업을 필요로 하지 않는다는 장점이 있다. 한국어 어절 인식을 위하여 본 논문에서는 세가지 확률 모텔과 동적 프로그래밍에 기반한 인식 알고리즘을 제안한다. 제안하는 모델들을 띄어쓰기 오류문제와 한국어 복합명사 분석 문제에 적용하여 실험한 결과 82-85%정도의 인식 정확도를 보였다.

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