• Title/Summary/Keyword: 프로그래밍 성취도

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Design of Mutant-based Practical Test Problem Generator for Programming Education (프로그래밍 학습을 위한 뮤턴트 기반의 실습 문항 생성기의 구조 설계)

  • Kwak, Yong-Sub;Lee, Sunghee;Lee, Woo Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.649-652
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    • 2017
  • 프로그래밍 교육에서 실습교육은 소스 코드를 직접 작성해보는 과정을 통해 이론적인 지식을 보완할 수 있는 매우 중요한 과정이다. 따라서 대부분의 프로그래밍 교과과정은 실습교육을 포함하고 있다. 그러나 실습교육을 통해 학습 성취도를 평가하는 일은 시간과 비용이 많이 소모되는 작업이다. 그래서 많은 교육기관에서는 평가를 효율적으로 하기 위해 자동 평가 시스템을 운용하고 있다. 자동 평가 시스템은 학생들의 실습 결과를 정확하고 신속하게 평가하는데 효과적이다. 그러나 실습교육에 필요한 실습문항은 대부분의 경우 교사가 수작업으로 생성하며 이 과정에서 많은 인적 시간적 비용이 발생하게 된다. 이러한 문제를 해결하기 위해서 문항 생성을 자동화하려는 연구가 진행되고 있으나 아직까지 초기 단계이며 새로운 문항을 생성하지 못하는 등의 제약 사항이 많아 적용하기에 무리가 있다. 따라서 본 논문에서는 하나의 문항으로부터 다양한 문항들을 변형하여 생성할 수 있는 방법을 제안하고 이를 지원하는 프로그래밍 실습용 문항 생성기의 구조를 설계한다.

The Effects of Pair Programming on Achievement and Motivated Strategies in Programming Course (Pair Programming이 학업성취도와 학습동기전략에 미치는 영향)

  • Han, Keun-Woo;Lee, Eun-Kyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.19-28
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    • 2006
  • A programming language is very important subject in computer science. But it is difficult for many students to learn programming language. New pedagogical methods and techniques to help students to learn programming are needed. In this paper, we investigated the effects of Pair Programming, and we proposed a Pair programming strategy to improve programming skills. This paper examined the proposed Pair programming strategy. A empirical study showed the proposed teaching and learning strategy has positive effects on achievement and motivated strategies in programming course. Four factors - critical thinking, metacognitive reflection, effort regulation, and peer learning - have positive effects in learning strategies. The proposed Pair Programming strategy improves programming learning and motivated strategies.

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A Study on Learner's Characteristics and Programming Skill in Computational Literacy Education - Focus on learning style and multiple intelligence - (Computational Literacy 교육에서 프로그래밍 능력과 학습자 특성에 관한 연구 - 학습스타일과 다중지능을 중심으로 -)

  • Kim, Soo-Hwan;Han, Seon-Kwan;Kim, Hyeon-Cheol
    • The Journal of Korean Association of Computer Education
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    • v.13 no.2
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    • pp.15-23
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    • 2010
  • Computational Literacy education is being required in current digital age, but the educational strategy of it is lacking. In traditional education, instructors have been teaching by considering learners' characteristics for effective learning. It is necessary to investigate their characteristics for applying this method to computational literacy education. Therefore, we taught programming that is main area on computational literacy, and analyzed learners' characteristics focused on Felder's learning style and multiple intelligence. That is, we taught 194 university students computational literacy with scratch that was one of the popular educational programming languages, and analyzed the relation among learning style, multiple intelligence and the students' programming performance. Also, we found considerations through comparing students' characteristics with experts' ones.

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The Effect of a Programming WBI Based on the Flow Theory on Flow Level and Academic Achievement (몰입이론을 적용한 프로그래밍 WBI가 학습자의 몰입수준과 학업성취도에 미치는 영향)

  • Chae, Yu-Mi;Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.15-22
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    • 2009
  • Computer programming language learning has an educational effect on improving the high level abilities such as a logical thinking ability and a problem solving ability as well as on understanding a computer working process through the process of programming and debugging tasks. In this study, the Flow Theory is applied for the students to have inner learning motive and continue their learning in the programming language learning. For this, we developed teaching-learning strategies applied by Flow elements, and designed to the WBI. We also applied to the actual teaching-learning field designed WBI and verified the effects on the changes in the learner's Flow level and academic achievement. The result of verification, WBI learning applied by Flow Theory is effective on improving Flow level, making the students have the learning goal and spirit of challenging, forming feedbacks. Also Flow experiences have effect on improving academic achievement(programming ability) through the positive effects on the results of the learning.

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An Analysis of Differences in Learning Participation and Presence according to Academic Achievement in the Flipped Learning-based Non-Face-To-Face Classes (플립러닝 기반 비대면 수업에서 학업성취도에 따른 학습참여 및 실재감 차이 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.139-140
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    • 2022
  • 코로나 팬더믹의 장기화에 따른 비대면 환경에서 대면 수업의 실재감을 제공하는 다양한 교수·학습 방법에 대한 시도가 이루어지고 있다. 실제 수업 현장에서는 대면수업과 다른 환경에서 학습자의 수준과 특성에 맞는 수업 설계의 필요성 또한 대두되고 있다. 본 연구에서는 플립러닝을 기반으로 한 비대면 프로그래밍 수업에서 학업성취도에 따른 학습 참여 수준과 실재감의 차이를 분석하여, 맞춤형 학습역량 강화를 위한 교수 방안을 모색하는 데 그 목적이 있다. 강의 동영상 수업과 상호작용을 포함한 플립러닝 기반 실시간 수업을 혼합하여 수업한 후 설문을 통해 학업성취도에 따른 학습자들의 학습 참여 수준, 교수 실재감과 학습 실재감을 조사한 결과, 학업성취도 가장 높은 학습자일수록 학습 참여도 높고, 다음 수준의 학습자들이 교수 실재감과 학습 실재감은 가장 높은 것으로 조사·분석되었다. 이를 통해 학업성취도에 기반하여 학습자별 맞춤형 교수방안을 제시하였다.

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A Study on the Programming Education Using Robots for Elementary School (로봇을 활용한 초등학교 프로그래밍 교육 방안)

  • Yoo, In-Hwan;Chae, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.293-302
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    • 2008
  • Since 2008, it has been stipulated to conduct programming education for grade 5 and 6 elementary school student. However, it is the reality that the plans and studies for this are seriously lacking until now. The objective of this study is to propose a programming education utilizing robots as a plan to overcome limitations of existing programming education, find the problems through developing and applying education program for general elementary school students. As a result of experimental application of the developed program, since the gap of academic accomplishment for the robot programming is large for each student, it is necessary to develop education program to enable individual studies of each level and operate program with the focus on programming education rather than the robot. Moreover, it is pointed that the difficult and unnecessary elements in the robot programming course must be improved or reduced, it is better to exercise it on the grade 6 program for concentration on the programming education, and there should be improvement on equipment, environment for robot programming.

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A Comparative Study of the Effect of Dolittle and Robot Programming Education on Creativity (두리틀과 로봇 프로그래밍 교육이 창의성에 미치는 효과 비교 연구)

  • Park, Kyoung-Jae;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.619-626
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    • 2010
  • In this study, we performed experimental studies on the educational programming languages of Dolittle and Robot to compare and analyze their effect on improving creativity. We formed three sixth grade classes, totaling 99 students, into a Robot class, a Dolittle class, and a general class that served as a neutral. The Dolittle class and the Robot class took ten programming lessons with specific hand-in operations, as well as feedback and discussion, during ten weeks. The experiment results showed that student creativity in the two programming classes improved more than that of students in the general class. Especially creativity of the students in the Robot class improved the most. Moreover, the mean creativity of the lower academic achievement group was slightly better than that of the higher group. This implies that there is no positive correlation between academic achievement and creativity.

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Difficulty Analysis of an Introductory Computer Programming Course for non-Major Students (비전공자 대상의 컴퓨터 프로그래밍 입문 교양 수업에서의 학습자의 어려움 분석)

  • Kim, Jaekyung;Sohn, Eisung
    • Journal of Creative Information Culture
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    • v.7 no.2
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    • pp.69-77
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    • 2021
  • In the past, computer programming was a course taken by students of computing domain majors. With the advent of the fourth industrial revolution, students in all major fields are taking it as the general required course. However, students have difficulties in learning new subject such as unfamiliar computational problem solving approach and general purposed programming language, which can lead to negative phenomena such as learning effectiveness, confidence, and decreased interest. In this paper, the causes of difficulties experienced by non-majors students while learning programming language are analyzed and identified through qualitative and quantitative research on questionnaires, journals, and achievements. Thus, we suggest that designing an educational plan that minimizes difficulties.

A Study on the Achievement Goals of Computer Programming for Elementary students (초등학생들을 위한 컴퓨터 프로그래밍의 성취 기준에 관한 연구)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.255-264
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    • 2014
  • Information and knowledge society in the 21st century creativeness education is very important. The core of creativity education is software education that is to make something based on the creative thinking. Each country has already emphasizes software education. And Software education for elementary school students reflect the curriculum. Software education can be divided into four areas which are information, problem solving, algorithms, and programming. In this study, I propose criteria for the achievement of a computer program for elementary school students. The proposed criteria of programming education are fulfilled in other subjects curriculum of korea and other national software curriculum. This study is analyzed by the validity of the Delphi analysis of primary school teachers. The result of this study is that elementary school students when teaching computer programming that is very reasonable results.

Development and Application of Storytelling Based Education Model for the Enhancement of the Motivation of Programming Learning (프로그래밍 학습동기 증진을 위한 스토리텔링기반 교육 모형에 관한 연구)

  • Park, Jung-Ho;Gu, Jung-Mo;Song, Jeong-Beom;Bae, Young-Kwon;An, Sung-Hun;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.50-59
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    • 2009
  • This research pursued improvement of learning motives and accomplishment of study by developing storytelling based education model and applying them to field for elementary students study of programming. As a result of inspection on study motives, two groups showed statistically significant different with experiment group showing higher average than comparison group. As a result of inspection on study accomplishment, both groups showed improved average points over previous inspection, and particularly experiment group showed higher average than that of comparison group The results of this research showed that storytelling strategy has direct relation with improvement of programming study motives and study accomplishment

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