• Title/Summary/Keyword: 프로그래밍언어 교육

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The Analysis on Utilization Trend of the Technology in Secondary Mathematics Textbooks Based on the $6^{th}$, $7^{th}$ and 2007 Revised Curriculum in Korea (교육과정에 따른 중등 수학과 교과서에서 공학 도구 활용의 변화 분석)

  • Kim, Mi Hwa;Son, Hong Chan
    • School Mathematics
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    • v.15 no.4
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    • pp.975-994
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    • 2013
  • In this paper, we analyzed the utilization trend of technology in the secondary mathematics textbooks based on the 6th, 7th and 2007 revised mathematics curriculums in Korea. We analyzed 30, 60 and 90 mathematics books based on the 6th, 7th and 2007 revised mathematics curriculums respectively. The analysis focused on three aspects of using technology, i.e., contents areas in which technology used, technological tools and programs used, and methods of using technology in teaching and learning mathematics. The results shows that the frequency of using technology in mathematics books has been increased as mathematics curriculum has been revised. In the mathematics books based on th 6th curriculum, only 25 scenes were found, but in 7th and 2007 revised curriculum 248 and 355 scenes were found. In the 6th curriculum, calculators and graphing calculators were used mainly, but in the 7th and 2007 revised curriculum many kinds of technological tools and softwares were used including CAS, dynamic geometry software, spreadsheets, programming language, and the Internet. Especially the internet was used frequently in the 7th curriculum. And the methods of using technology has been diversified as time passed. In the 6th curriculum, the technology mainly used for introducing technology and simple calculation, but in the 7th and 2007 revised curriculum the technologies and software were also used for understanding mathematical laws, principles and concepts and students-centered exploring the mathematical properties.

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Case Studies for Consulting of Elementary Mathematics teaching based on Flanders's Interaction Analysis Category System (Flanders 언어상호작용 분석법에 기초한 초등수학과 수업 컨설팅 실천 사례 연구)

  • Kim, Soo Mi;Kim, Mi Hwan
    • Education of Primary School Mathematics
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    • v.16 no.3
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    • pp.211-227
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    • 2013
  • This study is designed to help pre-service teachers to improve their teaching skills in elementary math class. For this, the consulting program with 5-steps was planned and applied to three elementary pre-service teachers. Each class the teachers performed was analyzed by both Flanders's Interaction Analysis Category System and participant observation. As results of consulting, the common characteristics of three pre-service teachers are shown. Firstly their teaching style is non directive, but they fail to induce their students spontaneously respond. They often ignore or don't use their students' respond they think incorrect to develop the next ideas. Simply saying, their classes are typically teacher-oriented but they are not authoritative. It is proved that consulting program is effective for improving developing non directive teaching skills, but is not much effective decreasing teachers' comment and increasing students' rolls in a math class.

Analysis of Changes in Sociality of Gifted Elementary Students Depending on LT Cooperative Learning (LT 협동학습에 따른 초등 정보영재의 사회성 변화 분석)

  • Kang, Oh-Han
    • The Journal of Korean Association of Computer Education
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    • v.21 no.1
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    • pp.23-30
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    • 2018
  • In this paper, the elementary students from the Information class of the Science Education Institute for the Gifted were divided into the experimental and control groups. The two groups took Scratch programming classes and the changes in their sociality were analyzed. The experimental group used the Scratch remix function, an educational programming language, to perform the LT cooperative learning. The control group took general instructor-led classes. The experimental group carried out a team project in which learners should cooperate with each other to produce certain results using the remix function. Twelve 3-hour lessons were taken by the experimental and control groups consisting of 30 and 30 students respectively to verify changes depending on remix-based cooperative learning. According to t-test using the survey results, the experimental group that performed cooperative learning using the Scratch remix function showed more improved sociality than the control group did. There was a statistically significant difference as well.

Analysis of "Understanding of Information Processing" Area in the ICT Textbooks for Elementary Schools (초등학교 정보통신기술 교과서의 "정보 처리의 이해" 영역의 내용 분석 연구)

  • Jeong, In-Kee
    • The Journal of Korean Association of Computer Education
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    • v.13 no.2
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    • pp.35-43
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    • 2010
  • The "Information and Communication Technology Education Guidelines" was revised in December, 2005. However, students are still not taught the contents in the "Information and Communication Technology Education Guidelines Rev." and are not taught the contents in the "Understanding of the Information Processing" area among them in particular. Therefore, we analyzed the contents in the "Understanding of the Information Processing" area of the elementary ICT textbooks published on and after June 2006. In the result, the contents of many textbooks are not based on the "Information and Communication Technology Education Revised Guidelines" and programming languages using elementary school are too many. The revision of the elementary ICT textbooks must be settled without delay and the certification systems of elementary ICT textbooks must be improved.

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The Study on Development of Textbook for The Elementary Students' Final of Korea Olympiad in Informatics (한국정보올림피아드 초등부 본선 교재 개발 연구)

  • Kim, Byeong-Su;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.283-288
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    • 2010
  • 한국정보올림피아드 경시대회 초등부 전국대회를 준비하는 학생들을 위해 본 교재를 개발하고자 한다. 본 교재는 J.S.Bruner의 표상이론에 맞게 알고리즘의 진행 절차를 시각화하여 이해가 쉽고 빠르게 되도록 구성하였으며 이를 실제 코드로 작성하여 자신의 논리를 프로그래밍 언어로 표현할 수 있게 하였다. 또한 기출문제, 확인문제 등을 통하여 배운 알고리즘을 확실하게 익혔는지 확인한다. 이러한 교재 개발이 경시대회를 준비하는 초등학생들에게 관련 도서가 전무하여 기회를 놓치버리는 일 등이나 사교육비를 들여 학원에만 의존해야 하는 최근의 경향에 대한 대안으로 사용되기 바란다.

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Avatar Augmented Annotation Interface for e-Learning (E-Learning을 위한 아바타 기반 Annotation 인터페이스)

  • Kim, Jae-Kyung;Sohn, Won-Sung;Shon, Eui-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.209-212
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    • 2007
  • E-Learning 혹은 원격 강의 환경에서 아바타 애니메이션과 annotation을 이용한 강의 컨텐츠를 제작 하는 것은 많은 시간과 비용을 요구한다. 본 논문에서는 웹 환경에서 아바타 애니메이션과 디지털 잉크(Digital ink) 기능을 지원하는 강의 컨텐츠를 디자인하고 공유하기 위한 아바타 기반 Annotation(Avatar Augmented Annotation), 즉 AAA 인터페이스 기법을 제안한다. AAA를 이용하여 강사는 복잡한 프로그래밍 언어나 스크립트를 사용하지 않고도 필기형식의 펜 입력을 통해 애니메이션과 Annotation이 복합된 강의 컨텐츠를 디자인 할 수 있다. 입력된 정보는 AAA를 통하여 XML 형식의 스크립트로 표현되고 이것은 강의 컨텐츠에 적용되어 아바타와 Annotation이 결합된 생동감있는 컨텐츠를 만들어낸다. 실험을 통하여 AAA 시스템은 기존의 온라인 교육 컨텐츠에 비해 교육적으로 효과적임을 알 수 있었다.

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Design and Implementation of Performance Analysis Tool For User-Defined Performance Analysis (사용자 정의 성능 분석을 지원하는 성능 감시 도구의 설계 및 구현)

  • Ma, Dai-Sung;Kim, Byung-Ki
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.245-251
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    • 1998
  • This paper designs RDL/PAL interface and performance monitoring tool with providing the Event Expressions. RDL/PAL suggests interface of instrumentation layer and performance analysis layer so that it can extract event data from various trace formats. Also, the Event Expressions is similar to the normal program language, which make possible to obtain result of performance analysis. The programmer can analyze performance regardless of trace format by using the performance monitoring tool which has so much merits.

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A Study on Retrival Using Educational Visual C++ (교육용 Visual C++를 이용한 검색에 관한 연구)

  • 전근형;김광휘
    • Journal of the Korea Computer Industry Society
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    • v.3 no.1
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    • pp.1-8
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    • 2002
  • This study is discussed research on management of items in PC's GUI(Graphical User Interface) environment. A items are general knowledge data like books, musical CD, English CD, and game CD, which are the time when we don't seek the right items in the case of re-reading and re-listening the items. In this paper, We propose an example designed to be used in the management of a items. The proposed example is implemented by educational VC++(Visual C++) programming language. This program and discussions for management of a items will understand the development procedure of searching and storing data, which will provide some basics into designing large database systems.

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Development of SW Education Convergence Science Curriculum-linked Experimental Automation Teaching Tool (SW교육 융합 과학교과 연계형 실험 자동화 교구 개발)

  • Son, Min-Woo;Kim, Jin-ha;Ju, Yeong-Tae;Kim, Jong-Sil;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.967-972
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    • 2020
  • Most of the experimental tools currently used are applied to experiments in the physical field by utilizing sensors and only MBL that are suitable for specific experiments have been developed. However, There is no experimental design stage using SW fusion, and there is a limit to the application of various chemistry experiments in textbooks, and in the case of Arduino, it is difficult for students to learn and understand language when programming. In this paper, we designed and developed a SW education convergence science experiment apparatus including a learner's active experiment design process, overcoming the shortcomings of the existing microcomputer experiment and the limitations of software education.

An Internet-based Self-Learning Educational System for Efficient Learning of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim Dong-Sik;Lee Dong-Yeop
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.71-83
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    • 2005
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. Also, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Furthermore, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Also, a simple and useful Java compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally, repeated practice can make the learners to understand easily the key concepts of Java language. Simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. This assessment process is very essential to increase the learner's academic capability.