• Title/Summary/Keyword: 프로그래밍언어 교육

Search Result 444, Processing Time 0.027 seconds

The Development of Problem Solving Oriented Java Programming Online Course Contents (문제해결 중심의 자바프로그래밍 온라인 강의 교안 개발)

  • Lee Sang-Gon
    • Journal of Engineering Education Research
    • /
    • v.5 no.2
    • /
    • pp.10-21
    • /
    • 2002
  • In the knowledge based society, the development of creative human resources is one of the core factors for securing a national competition power. Especially in the software industries, the development of human resources who can solve a problem creatively by applying object oriented programming technique which is a update Programming technology is required. In this paper, we designed a lecture plan and produced it into a course contents which could be run on a online learning system. The teaching focuses of the developed course are the development of problem solving ability and object oriented design and programming ability through Java.

Implementation of Physical Computing Module of AI Block Python Coding Platform (인공지능 블록 파이썬 코딩 플랫폼의 피지컬 컴퓨팅 모듈 구현)

  • Lee, Se-hoon;Nam, Ji-won;Kim, Gwan-pil;Jeon, Woo-jin;Kim, Ki-Tae
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.453-454
    • /
    • 2021
  • 본 논문에서는 딥아이(DIY) 블록 프로그래밍과 라즈베리파이의 피지컬 컴퓨팅을 활용해 엑츄에이터와 센서를 제어하고 센서를 통해 수집한 데이터를 전처리해 인공지능에 활용함으로써 효율적인 인공지능 교육 방식을 제안한다. 해당 방식은 블록코딩 방식을 사용함으로써 문자코딩 대비 오타을 줄이고 문법 구애율을 낮춤으로써 프로그래밍 입문자의 구문적 어려움을 최소화하고 개념과 전략적 학습을 극대화한다. 블록프로그래밍 사용언어로 파이썬을 채택해 입문자의 편의를 도모하고 파일처리, 크롤링, csv데이터 추출을 통해 인공지능 교육에 활용한다.

  • PDF

Comparison of Unplugged Activities at Home and Abroad using Semantic Network Analysis (시맨틱 네트워크 분석을 이용한 국내외 언플러그드 활동 관련 연구 비교)

  • Kang, Doo Bong
    • The Journal of Korean Association of Computer Education
    • /
    • v.22 no.4
    • /
    • pp.21-34
    • /
    • 2019
  • SW education is being implemented in all the school due to the application of the 2015 Curriculum. The purpose of SW education is to improve Computational Thinking by using Unplugged Activities, Educational Programming Language, and Physical Computing. Among them, 73 domestic and 85 overseas researches related to 'Unplugged Activities' were compared and analyzed using semantic network analysis techniques. As a result, the research on 'Unplugged Activities' has been started from 1998, and the research has started in Korea since 2006. As the CT is recognized as a core competence for the future society in line with the 4th Industrial Revolution, researches have been rapidly increasing in both the domestic and overseas countries since 2016. In Korean studies, it was analyzed that many main words related to the elemental factors such as 'unplugged activity', 'robot utilization', 'educational programming language' were found. This suggests that future research should move toward research for the promotion of 'CT' which is the purpose of computer science.

Design and Implementation of Preprocessor for Educational Hangul C Programming Language (교육용 한글 C 프로그래밍 언어 사전처리기의 설계 및 구현)

  • 김창희;이상락;홍성수;심재홍
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.18 no.2
    • /
    • pp.239-249
    • /
    • 1993
  • In this paper, we present a design and implementation of Hangul C Programming language corresponding to Turbo C. The instruction of Hangul C were selected to be easily understood by elementary middle, high school students, and DOS commands and error message were translated into the Hangul.

  • PDF

Design and Implementation of Korean based Interpreter Language for Learning Games (학습용 게임을 위한 한국어 인터프리터 언어의 설계 및 구현)

  • Yoon, Kyung Seob;Jo, Kang Hyeon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.467-470
    • /
    • 2022
  • 코딩교육과 게임을 활용한 교육에 대한 관심이 증가하고 있다. 그러나, 코딩 교육 도구는 블록형 코딩 도구에 치우쳐져 있어, 교육과 실제 프로그래밍 언어 사이에는 큰 차이가 발생하게 된다. 이 차이를 좁히기 위해 이 논문에서는 한국어 인터프리터 언어를 사용한 학습용 게임의 설계 및 구현 방법을 제공하며, 한국어 인터프리터를 사용한 코딩 교육용 게임의 장점과 기존 코딩 학습 방법과의 차이점을 제시한다. 이를 통해 자발적이고 효과적인 코딩 교육을 기대할 수 있을 것이다.

  • PDF

Design of Embodiment-based Programming Education using Arduino for Middle School Students (중학생을 대상으로 한 아두이노를 활용한 체현 기반 프로그래밍 교육 설계)

  • Eom, Hyun-Young;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.471-476
    • /
    • 2020
  • We propose an practical embodiment-based programming training course for middle school students using Arduino and conduct survey before and after the curriculum. Arduino is an open source physical computing platform that integrates the IDE used in processing language. It is a low-cost, relatively simple I/O interface compared to other platforms, and because of its practical formability, it is educational material suitable for programming. Subsequent surveys will provide feedback on changes in cognition of programming needs and improvement in thinking skills. In this study, the program based on embody-based programming using Arduino was conducted for 8 weeks for each first grade, and 112 middle school students for two years from '16 to '17. Based on the theoretical and practical training, the training was based on the application of the ultrasonic sensor to the RC car and the preparation of the adduction quadrotor drone. The purpose of this study is to prove that the recognition, necessity, and programming education of middle school students are effective for the improvement of thinking ability through the program based on embody-based programming using Arduino.

A Survey on Personalized Voice Recognition Engine Using Raspberry Pi (라즈베리파이를 활용한 개인 맞춤형 음성인식 엔진조사)

  • Jang, Seo-Yeon;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.283-284
    • /
    • 2020
  • 라즈베리파이는 교육용 프로젝트의 일환으로 개발된 임베디드 보드로서 모듈 확장성이 용이하여 사용자가 원하는대로 용도를 변경하거나 기능을 확장할 수 있다. 현재 한국 소프트웨어 교육은 프로그래밍 언어와 이론 위주의 경향이 짙은데, 이는 초기 학생들의 프로그래밍에 대한 흥미를 저하시키는 데 가장 큰 걸림돌이 되고 있다. 본 논문에서는 라즈베리파이를 활용하여 사물인터넷의 대표적 입력수단으로 활용되고 있는 음성인식을 구현하는 방법에 대해 논한다. 또한 향후에는 TPU(Tensor Processing Unit)의 전용 소프트웨어를 사용하여 대용량의 실시간 음성인식을 GPU를 이용하여 구현함으로써 실제 물리적인 장치들을 프로그래밍으로 제어함으로써 소프트웨어의 현실 통제 가능성을 직접 체험하여 음성인식뿐만 아니라 동작 원리 및 기저 기술들에 대한 관심을 불러일으키는 하나의 좋은 교육 방법이 될 수 있다.

  • PDF

Exploration of the educational possibilities of one-stroke drawing problems of complex figure using programming (프로그래밍을 이용한 복잡한 도형의 한붓그리기 문제의 교육적 가능성 탐색 )

  • Cheong, Yong Wook
    • Communications of Mathematical Education
    • /
    • v.38 no.2
    • /
    • pp.247-261
    • /
    • 2024
  • This study propose the educational potential of an activity that solves the task of one-stroke drawing of complex figures using a drag-and-drop type educational programming language such as Scratch. The problem of determining whether a given shape is capable of one-stroke drawing is a separate problem from actually finding the path of one-stroke drawing and implementing it through programming. In particular, finding a path that allows one-stroke drawing of complex shapes with regularity and implementing it through programming requires problem-solving capabilities based on the convergence of various mathematical knowledge. Accordingly, in this study, problems related to one-stroke drawing concerning polygon-related shapes, tessellation-related shapes, and fractal shapes were presented, and the results of one-stroke drawing programming of the shapes were exemplified. In addition, the mathematical knowledge and computational thinking elements necessary for the solution of the illustrated problem were analyzed. This study is significant as a new example of the mathematics education that combines mathematics and information.

App Inventor 2 As a Tool for Enhancement of Computational Thinking (Computational Thinking 향상 도구로서의 App Inventor 2)

  • Lim, Byeongchoon
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.5
    • /
    • pp.519-526
    • /
    • 2016
  • MIT App Inventor 2, much like the other block-based programming languages such as Scratch and Alice, is a useful tool that can be utilized to improve the computational thinking skills for students. The coding and the execution of program are done mainly on the computer in Scratch programming, but in App Inventor 2 programming, the students can execute the program and get immediate feedback on the smart-phone in the middle of the programming. Therefore, we can expect better enhanced learning effect. In this study, it has been claimed that the learning of App Inventor2 can strengthen the computational thinking skills of our students by extracting four core concepts of the computational thinking and then showing how these concepts are applied through the learning of App Inventor 2.

The Application of the Scratch2.0 and the Sensor Board to the Programming Education of Elementary School (초등학교 프로그래밍 교육을 위한 스크래치2.0과 센서보드 활용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.1
    • /
    • pp.149-158
    • /
    • 2015
  • Programming education plays a very effective role in comprehensively learning problem analysis ability, logical thinking ability, procedural problem solving method, and imaginary problem solving method. Until recently, however, it is not applied to the elementary and the middle school in Korea, which is very different from the other IT centerd countries such as the U.S., etc., where coding class is actively implemented. Fortunately, Korean government recognized this reality and decided to implement programming education as a regular subject in the elementary school from 2017. In this situation, many researchers' programming education model research is urgently required for the students to learn in the elementary and the middle school. This research developed and suggested 17 sessions of programing education model connected with scratch language and sensor board, which is hardware, to be applied to the class of the 5th and 6th graders. As the result of implementing the joint class of 5th and 6th graders during the after-school class based on programming education process suggested to verify the suitability for elementary school programing education, satisfactory achievement was attained by the assessed students. The researcher plans to develop an optimum model proper for the elementary school students' intellectual capacity by more improving programming education model.