• Title/Summary/Keyword: 프로그래밍 개념

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Study on Course-Embedded Learning Achievement Evaluation and Adaptive Feedback (교과기반 학습성취 평가 및 적응형 피드백 시스템 설계)

  • Chung, Hyun-Sook;Kim, Jung-Min
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.553-560
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    • 2022
  • The research of course-embedded learning evaluation method, which can be used to measure the competency of learners by evaluation of learning outcomes, has been performed for competency-based education in the university. In this paper, we propose an learning evaluation and adaptive feedback model based on learning outcomes, learning subjects, learning concepts graph, and an evaluation matrix. Firstly, we define the layered learning outcomes, a graph of learning subjects and concepts, and two association matric. Secondly, we define algorithms to calculate the level of learning achievement and the learning feedback to learners. We applied the proposed method to a specific course, "Java Programing", to validate the effectiveness of our method. The experimental results show that our proposed method can be useful to measure the learning achievement of learners and provide adaptive feedbacks to them.

Developed Type in the Managed Structured System Programming of Hybrid Web in .NET Framework Environment-Centric of Smart Web (.net Framework 환경에서 하이브리드 웹 기반의 매니지드 구조화 시스템 프로그래밍 개발방식-스마트 웹 중심으로)

  • Jang, Seung-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.141-152
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    • 2013
  • The current web implementation largely falls into process-oriented and object-oriented methods. Both ways implement the programs to be used for simple design of external outfit and auxiliary function of hybrid webs and it might lead to cost problems arising from waste of time and man-power to develop with it. Therefore, managed structural system programming which can be applied under .NET framework is suggested in a bid to solve these problems. The structural system design method under .NET environment by applying CS concept prefers to adopting the optimized design configuration suited to proper interfaces of UI configuration, which offers the environment to maintain the inheritance relationship by taking form of the balanced class allotment by domain, and continue to keep the connectivity between UX and UI which leads to application of interface of UX objects as form of objects through connection with objects in class design process. This development method enables programs to be implemented focused on representation methods of UI and UX, and helps relieve much of the burden on development costs.

Design of Teaching Method for SW Education Based On Python and Team-Shared Mental Model (파이썬과 팀 공유정신모형을 활용한 SW교육 방법의 설계)

  • Lee, Hakkyung;Park, Phanwoo;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.1-10
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    • 2020
  • According to the Fourth Industrial Revolution, SW education is emphasized around the world to educate student with new abilities. Following to these global trends, SW education has become mandatory in Korea's 2015 revised curriculum. However, Korean elementary SW education is focused on the use of block-based programming languages. In addition, the point of view of selecting goals and organizing content of SW Education, the affective domain is ignored and focused only on the cognitive and psychomotor domains. So, this study explored method of SW education using the concept of Team-Shared Mental Model for develop of community capacity and Python, which is textual programming language gaining popularity recently. As a result of performing the post test t-test on two groups with similar Team-Shared Mental Model formation, we found that it was effective in forming a Team-Shared Mental Model of the group applying the SW teaching method suggested in the study.

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.

A Study of the Connection between Achievement Criteria and Computational Thinking in the Areas of Algorithms, Programming and Robotics, and Computing (알고리즘, 프로그래밍, 로봇과 컴퓨팅 영역의 성취 기준과 컴퓨팅 사고력의 관련성 연구)

  • Jeong, Youngsik;Shin, Soobum;Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.105-114
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    • 2017
  • Because the concepts and components of computational thinking included in the Information Education Curriculum and the Software Education Guidelines are different, it has been difficult to establish computational thinking-based software education in schools. Therefore, this study, which is based on the Delphi survey results from 39 experts, we defined computational thinking as 'computing thinking' and separated the components of computational thinking into five main categories: (1) problem definition, (2) data analysis, (3) abstraction, (4) automation, and (5) generalization. In addition, we selected software areas that are strongly related to computational thinking in the KAIE's information Curriculum Standard Model and surveyed experts to decide which computing thinking components are related to the achievement criteria of the software areas.

A Visual Programming Tool for Constructing Object-Oriented C++ Class (객체 지향 C++클래스 생성을 위한 시각 프로그래밍 도구)

  • Ha, Su-Cheol
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.1
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    • pp.23-33
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    • 1995
  • This paper describes a visual programming tool which provides novice programmer as well expert with the abilites to capture real physical world of problem domain and to manipulate it user-friendly using icons and symbols. Therefore, novice can understand object-oriented features of C++ incrementally and construct classes easily. For this, we introduce some visual metaphors which are displayed as tables. The tables can not only represent objects and classes, but also be considered themselves as icons. We have named these tables as table-icons. Three levels of table-icons(i.e., Super Table-Icons, Intermediate Table-Icons and Detailed Table-Icons) are proposed to follow up appropriate evolution of object-oriented concepts. Table-icons are not simple pictographs but are activated and expanded to table forms. And then, developer can inset necessary entities into table body and delete useless entities from it. These table-icons are applied to a diagramming technique, C++gram[18], which is suggested for designing and implementing C++ programs.

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프로그램 언어 과정에서의 Personal Software Process(PSP) 교육

  • 윤영현
    • Journal of the Korea Computer Industry Society
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    • v.4 no.12
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    • pp.999-1012
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    • 2003
  • To produce quality software products, engineers must feel personally responsible for the qualify of products. Superior products are not produced by mistake; engineers must strive to do quality work. Every engineer is different and has own process improvement method. To be most effective, engineers must plan their work and they must base their plans on their own personal data. To consistently improve their performance, engineers must personally use well-defined and measured processes. The Personal Software Process(PSP) is a self-improvement process designed to help software engineers control, manage, and improve the way they work. It is a structured framework of forms, guidelines, and procedures for developing software. Properly used, the PSP provides the historical data you need to better make and meet commitments and it makes the routine elements of your job more predictable and more efficient. Then, PSP is the very useful tool to train the students in Programming Language Course. This paper is to provide the concept of PSP/TSP and the sample curriculums for Program Language Training Courses. Personal Software Process(PSP) to train students of Programming Language Courses

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TTL : An automatic door lock system utilizing time and applications (TTL : 시간과 어플리케이션을 활용한 자동 도어락 시스템)

  • Jung, Jin-young;Moon, Sangook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.900-902
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    • 2015
  • Doors are to be the most basics of our lives from opening, closing and even keeping our property. Hence, doors have been innovated to blend in and make our daily lives more convenient. However, we find it difficult to open and close the doors manually of offices or tour zones, where they open and close at a precise time everyday. To solve this, we added a dimension of time to previous Door Locks. By this, every door with this specific door lock will open and close at a certain time we want them to open or close. Also, through the application you can control the time or use it to open and close the doors remotely. In order to do this, we systemed the door lock time system based on Java Programing language to make it easy to communicate and open or close the doors through smart phone applications, with the C programming language for the ATmega128 which will open and close the doors.

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Design and Application of Math Class with Robot (로봇 활용 수학수업의 설계 및 적용)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.43-52
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    • 2013
  • As a tool of programming education, a robot is effective in creative problem solving abilities and logical thinking skills. It also provides practical, operational learning experience to learners, when using as a tool of learning, it can help learners' specific understanding for the contents of education and lead to an active participation in learning. This research focuses on the robot's instrumental use in the mathematics class. So the lesson activities with relation to the fourth grade math curriculum were developed after the functional analysis of the robot and the extraction of educational utilization with function. The result shows that there wasn't a significant difference in achievement test but there was a positive response in the most of the survey items. It shows that robots lead to an active participation in class, to be interested in math class and were helpful to understand math concepts. There was also a positive response in the result of learner interviews such as dynamic, collaborative communication, experiential, practical lessons that are rare sights in normal math class.

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Implementation of Software Product-Line Variabiliy Applying Aspect-Oriented Programming (AOP를 적용한 프로덕트 라인 가변기능의 구현)

  • Heo Seung-Hyun;Choi Eun-Man
    • The KIPS Transactions:PartD
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    • v.13D no.4 s.107
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    • pp.593-602
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    • 2006
  • Software development methodology has been developed for satisfying goals of improvement in productivity and reduction in time-to-market through the reuse of software assets. The current methods that implement software product-line, one of software development methodologies, interfere massively with the core assets, which require high cost in assembly level reducing the effectiveness. In this paper, we introduce Aspect-Oriented Programming (AOP) as a method for improving assembly process in software product-line. The method that assembles core assets and variabilities is described by grammar elements such as Join point, pointcut and advice without code-change. We analyze requirements of a mini-system as an example adapting AOP and design using UML. Our study implements the variabilities, which are from design stage, using an Aspect-Oriented Programming Language, AspectJ and prove usability and practicality by implementing the proposed idea using an Aspect-Oriented Programming Language, AspectJ.