• Title/Summary/Keyword: 프로그래밍언어 교육

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Operating System Education Using Java Thread (자바스레드를 이용한 운영체제 교육)

  • Kim, II-Min
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.19-26
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    • 2001
  • As Operating System is a course about computer system resource management, it is very important to the computer related major students. Asynchronous concurrent processes in a Operating System class is rather difficult to understand. Because most students are not able to understands the part with the explanation and the pseudo code in a text, they need to execute the concurrent programs which are implementing the pseudo code. In this paper, we implemented executable programs using Java thread for the code and proposed those programs to apply to the Operating System education.

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Convergence Education Content Development Utilizing S4A (S4A를 이용한 융합형 교육용 콘텐츠 개발)

  • kim, Hye-Sung;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.693-697
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    • 2016
  • Recent Software education topic is GUI programing language 'Scratch' and the open source computing platform plus microcontroller boards 'Arduino'. S4A means a program that controls the Arduino to the scratch. In this paper, development for education content that using S4A and combination the Arduino sensors. and we developed the game in the form of training content by using a variety of tools.

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Developing Lessons and Rubrics to Promote Computational Thinking (Computational Thinking역량 계발을 위한 수업 설계 및 평가 루브릭 개발)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.57-64
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    • 2014
  • This study aims to suggest lesson plans and evaluation methods for primary pre-service teachers by reviewing the concept of computational thinking(CT) skills and its sub components. To pursue this goal, a literature review has been conducted in regards to CT and the effectiveness of programming courses. In addition, the Scratch educational programming functions were analyzed yielding six CT elements(data representation, problem decomposition, abstraction, algorithm & procedures, parallelization, simulation). With these six elements, one semester lesson plans for 15 weeks that represent the connections with six CT elements were designed. Based on the PECT(Progression of Early Computational Thinking) model and the CT framework a rubric to evaluate learners' proficiency levels(basic, developing, proficient) revealed in their final projects was developed as well. Upon a follow-up empirical study, the lesson plans and the rubric suggested in the current study are expected to be utilized in teachers' colleges.

A Study on the Development of a Problem Bank in an Automated Assessment Module for Data Visualization Based on Public Data

  • HakNeung Go;Sangsu Jeong;Youngjun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.203-211
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    • 2024
  • Utilizing programming languages for data visualization can enhance the efficiency and effectiveness in handling data volume, processing time, and flexibility. However, practice is required to become proficient in programming. Therefore public data-based the problem bank was developed to practice data visualization in a programming automatic assessment system. Public data were collected based on topics suggested in the curriculum and were preprocessed to make it suitable for users to visualize. The problem bank was associated with the mathematics curriculum to learn various data visualization methods. The developed problems were reviewed to expert and pilot testing, which validated the level of the questions and the potential of integrating data visualization in math education. However, feedback indicated a lack of student interest in the topics, leading us to develop additional questions using student-center data. The developed problem bank is expected to be used when students who have learned Python in primary school information gifted or middle school or higher learn data visualization.

On the Direction of the Computer Algorithm Education Based on Conceptual Algorithms (개념적 알고리즘에 기반 한 컴퓨터 알고리즘 교육의 방향)

  • Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.29-38
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    • 2007
  • Computer programming in computer education draws much attention recently. Encouraged by the increased tendency of acquiring logical ability and creativity through learning, various attempts have been made to develop them through learning computer programming in the area of computer education as well. The fact that a computer program is the representation of a computer algorithm expressed in a computer language makes us realize that the devise of a logical method for a solution - i.e., the design of an algorithm - is the key to the solution of a problem. Recognizing the importance of computer algorithm would lead us to such a point that systematic investigations for directional establishment for algorithm education are necessary. We observe that researches on teaching computer algorithm have concentrated mostly on specific problems such as sorting and searching, which can be characterized as problem-dependent and individual. In this paper, the idea of conceptual algorithm is stated from the standpoint of conceptual types of problem-solving methods which are considered as problem-independent and collective. A novice approach to algorithm education based on the characteristics of types of conceptual algorithms is proposed for the purpose of developing systematic, problem-independent, algorithmic problem-solving capabilities of learners, which is widely different from the current methods of individual and problem-dependent algorithm education.

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A Case Study on the Development of Programming Subjects Using Flipped Learning (플립드러닝을 활용한 프로그래밍 교과목 개발 사례 연구)

  • Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.215-221
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    • 2023
  • If the C++ programming class, an object-oriented language capable of modeling similar to the real world, is developed as a curriculum that introduces the flipped learning model, students' active problem-solving skills can be cultivated. In this subject development case, it is significant that the flipped learning technique was applied to the programming class and was effective in improving students' active problem-solving skills. First, the lectures in the 4th session were divided into Pre-Class, In-Class, and Post-Class, and the class was conducted in a way that suggested class goals suitable for the subject and formed a team to discuss. At the end of the lecture, a follow-up survey was conducted to check whether the learners learned effectively.

A Study on a Computer Program Visualization Method Effective for the e-Learning Contents (이 러닝 콘텐츠에 효과적인 컴퓨터 프로그램 시각화 방안에 대한 연구)

  • Ha, Sang-Ho
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.109-124
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    • 2007
  • With the advance of the Internet and computing technologies, e-learning is now a hot issue worldwide for providing the effective learning on the cyber-space. However, most of existing e-learning contents have been developed mainly based on text, including simple multimedia elements such as images, animations, and voices. This paper suggests a method effective for the computer programming e-learning. The method is based on program visualization using flowcharts. It features the stepwise hierarchical program visualization on the level of statements, the flowchart based visualization for control constructs of languages, visualization over whole programs, visualization compared with source codes, and interaction with users. Finally, we implement a system to realize the suggested method, and execute it for an example program.

Analysis of Non-Computer Majors' Difficulties in Computational Thinking Education (Computational Thinking 교육에서 나타난 컴퓨터 비전공 학습자들의 어려움 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.49-57
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    • 2015
  • The purpose of this study is to provide considerations through investigation and analysis about non-computer major learners' difficulties in computational thinking education. In recent, the importance of human resources development in convergence based on computational thinking is increasing internationally and a Korean university is selecting CT as a mandatory subject. I taught CT with Scratch at C university in Seoul for two semesters in 2014 and investigated and analyzed what difficulties non-Computer majors felt in the process of CT education. The result showed they felt the following some difficulties in order: the concept of variable and list; to think a idea and implement it; which commands should be selected. The pleasure and the interest can be apply to decrease difficulty, because they affect self-programming ability and self-CT capability each other statistically. Although Scratch is an easy and an intuitive programming language, it is needed to consider to provide appropriate learning time to student for using and applying commands.

Development of Educational Contents for a Coding Instructor Training Program to Foster 4C Talent (4C 인재육성을 위한 코딩 강사 양성과정 교육콘텐츠 개발)

  • Lim, Dongkyun;Lee, Ji-Eun;Moon, Dosik
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.777-782
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    • 2020
  • As the demand for the talented with computing thinking and programming skills increases the importance of coding education is increasing. Although various coding instructor training programs have been implemented nationwide, little research has been conducted analyzing the current status and contents of coding instructor training programs. Therefore, this thesis presents the design, development process and managing strategies of the 'Coding Instructor Training Courses for 4C Talent Development'. The training program consists of introductory courses and practical coding courses. In the introductory courses, learners acquires the basic knowledge required of coding instructors, and then proceeds to the practical courses to systematically learn the pedagogical knowledge and skills required to educate learners from kindergarten through high school. The case study introduced in this paper is expected to provide useful information to the educators planning and managing the coding instructor training program in the future.

Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.345-352
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    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.