• Title/Summary/Keyword: Coding Education Process

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Design of Learning Process with Code Reconstruction Principle for Non-computer Majors

  • Hye-Wuk, Jung
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.175-180
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    • 2022
  • To develop computational thinking skills, university students are learning how to solve problems with algorithms, program commands and grammar, and program writing. Because non-computer majors have difficulty with computer programming-related content, they need a learning method to acquire coding knowledge from the process of understanding, interpreting, changing, and improving source codes by themselves. This study explored clone coding, refactoring coding, and coding methods using reconstruction tools, which are practical and effective learning methods for improving coding skills for students who are accustomed to coding. A coding learning process with the code reconstruction principle was designed to help non-computer majors use it to understand coding technology and develop their problem-solving ability and applied the coding technology learning method used in programmer education.

Design and Implementation of Physical Computing Education Content based on Augmented Reality

  • Kim, So-Young;Jung, Eunmi;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.198-205
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    • 2022
  • Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.

A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

Design and Development of Robot Command Card for Coding Learning

  • Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.1
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    • pp.49-55
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    • 2018
  • In this paper, we propose a design and development of instructional cards to understand the grammar of coding, solving the problems and extending the computational thinking in the robot-driven environment. First, we designed the input/output module of the robot to process the coding grammar through the function analysis of the robot. And we designed the module of command card to learn coding grammar using color sensors. We have proven the validity of the designed instruction card by examining the experts to see if it is suitable for coding grammar learning. Designed robot and command card were developed with 28 cards and sensor robot. After applying the developed robot and command card to the elementary school students, the questionnaire showed that students grow the understanding and confidence of coding. In addition, students showed an increased need for programming learning.

On the Effect of a Pilot Coding Education Support System for Complex Problem Solving Tasks

  • Jeon, Inseong;Song, Ki-Sang
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.128-137
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    • 2018
  • In the programming education, there is a great need of a teaching support system that can support the learner in the programming process regardless of the computer language due to instructor's difficulty of checking the progress of learners in real-time. Its importance is especially important in lower grade coding classes such as in K-12 education because they are not used to coding and so simple problems can be regarded as complex problems. For this, a pilot coding education support system based on Levenshtein distance algorithm which shows learners' progress to given solution in real-time was developed in order to help learners to solve complex problems easily, and the learners' motivation and self-efficacy was measured for estimating the usefulness of developed system targeting elementary school students. When the learners use the developed system, it was found that a statistically significant difference appears in the sub-factors of learning motivation compared with traditional class teaching environments. Among the sub-factors of self-efficacy, the efficacy dimension showed statistically significant difference too.

An analysis of the Impact of AI Maker Coding Education on Improving Computing Thinking (AI 메이커 코딩 교육이 컴퓨팅 사고력 향상에 미치는 영향 분석)

  • Lee, Jaeho;Kim, Daehyun;Lee, Seunghun
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.779-790
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    • 2021
  • This study analyzed the effect of AI maker coding education on improving students' computational thinking. The subjects of the study were 10 students at H Elementary School in Ansan, and a total of 8 AI maker coding education using the Instructional Model for Maker Education based on SW Coding was applied to students to find out the degree of improvement of computational thinking. Students who participated in the class performed a process of solving real-life problems through coding and making activities, measured the degree of improvement in computing thinking before and after education through a computing thinking test paper, and observed students' thinking processes related to computing thinking components through interviews. As a result, it was confirmed that the average score of all students' computational thinking skills was improved, and the deviation of scores between students decreased. Through the interview, it was found that students actively utilize their thinking skills related to computational thinking skills in the problem-solving process. Through this, it was confirmed that AI maker coding education can have a positive effect on improving students' computing thinking skills.

A Study on Coding Education for Non-Computer Majors Using Programming Error List

  • Jung, Hye-Wuk
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.203-209
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    • 2021
  • When carrying out computer programming, the process of checking and correcting errors in the source code is essential work for the completion of the program. Non-computer majors who are learning programming for the first time receive feedback from instructors to correct errors that occur when writing the source code. However, in a learning environment where the time for the learner to practice alone is long, such as an online learning environment, the learner starts to feel many difficulties in solving program errors by himself/herself. Therefore, training on how to check and correct errors after writing the program source code is necessary. In this paper, various types of errors that can occur in a Python program were described, the errors were classified into simple errors and complex errors according to the characteristics of the errors, and the distributions of errors by Python grammar category were analyzed. In addition, a coding learning process to refer error lists was designed to present a coding learning method that enables learners to solve program errors by themselves.

Development of Block Coding Educational Game Reflecting School Curriculum (학교 교육 과정을 반영한 블록 코딩 교육용 게임 개발)

  • Jin-Seo Yang;Bo-Mi Kang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.229-234
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    • 2024
  • This study aims to develop an educational game that combines block coding and metacognitive education to help students learn coding effectively, given the increasing importance of coding education in the Fourth Industrial Revolution era. By utilizing the advantages of block coding, the study aims to facilitate natural coding learning and apply metacognitive elements to improve the learning process and student competence. Future plans include incorporating feedback from middle school student interviews to expand and supplement the study's findings. The game developed in this study is expected to be used as an actual coding education tool and as an auxiliary educational material for textbooks both inside and outside the school.

Performative Writing of Coding Game (코딩 교육용 게임에 나타난 수행적 글쓰기 - 를 중심으로)

  • Yun, Hyun-Jung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.51-62
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    • 2016
  • This study tries to present a new perspective for the coding and coding education. Therefore, this study analyzes coding game as performative writing. First, coding as writing process has the mechanism of serial expansion and circulation by utilizing basic code blocks. And coding as writing process produces a meaning as unit operation that generate an emergent game play. Second, coding as performative writing displays the speaking and writing at the same time and is embodied in game play. Also, absence of failure and correction makes possible users to explore the problem area and to strengthen the problem-solving ability.

A Case Study on Block Coding and Physical Computing Education for University of Education Students (교육대학생을 대상으로 한 블록 코딩 및 피지컬 컴퓨팅 교육 사례)

  • Han, Kyujung
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.307-317
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    • 2019
  • This study is an example of the education of block coding and physical computing teaching tool for preservice teachers at the college of education. The students were familiar with coding and improved their coding skills in solving various problems through 'Entry' that support block coding. In addition, the students configured the computing system with various input / output devices of the physical computing teaching tool and controlled things through programming and produced the educational portfolio to experience the whole process of problem analysis, design, implementation, and testing in coding. We applied Flow based coding and Pair programming as the teaching methods, and the results of the survey to measure the effectiveness of the study show that students have a good understanding of the entry and physical computing teaching tool and using the combination of the entry and physical computing teaching tool were more effective in learning than the Entry-only coding. In addition, it was confirmed that the effect of Pair programming applied in the physical computing teaching tool.