• Title/Summary/Keyword: Coding Program

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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.

A Study on the Development of Coding Education Program based on Arduino (아두이노 기반 코딩 교육 프로그램 개발 연구)

  • Cha, Jae Gwan
    • Smart Media Journal
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    • v.6 no.4
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    • pp.72-78
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    • 2017
  • The purpose of this study is to enhance the creative activity of youth through coding programs on the subject of Arduino. In order to achieve the purpose of the research, it studies the development of coding education based on Arduino, which is cheaper and generally available for universal use. In addition, in order to verify the program, it applies to the 12 schools in Gwangju Jeonnam and produces the improvements. The results of the study are as follows : first, the coding education program centered on Arduino was developed from a fusion perspective through a procedural model(plan - design - action - evaluation - improvement) and applied to a pilot class. Second, the effectiveness of the student satisfaction survey and the interviews of teachers were analyzed. Third, the improvement of the coding education program is accepted and applied to the next program.

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.

Development of Python Education Program for Block Coding Learners (블록코딩 선행학습자를 위한 Python 교육 프로그램 개발)

  • Kim, Taeryeong;Han, Sungwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.53-60
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    • 2018
  • In this study we have developed a Python education program that can be applied to students who have studied block-based coding. We have developed a Python education program based on the extracted the learners' level of block-based coding by analyzing the programs and the textbooks. We extracted the grammar of the block-based coding and constructed the curriculum. Then, the Python education program was composed by 16 hours. After reviewing the appropriateness of the education program through expert validation, it was concluded that the developed Python education program is suitable for applying to learners of block-based coding. We expect that proposed program will be effectively applied as basic resources to learn script coding in class.

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.

Effect of coding integrated mathematics program on affective mathematics engagement

  • Yujin Lee;Ali Bicer;Ji Hyun Park
    • Research in Mathematical Education
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    • v.27 no.2
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    • pp.223-239
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    • 2024
  • The integration of coding and mathematics education, known as coding-integrated mathematics education, has received much attention due to the strength of Artificial Intelligence-based Science, Technology, Engineering, Arts, and Mathematics (AI-based STEAM) education in improving students' affective domain. The present study investigated the effectiveness of coding-integrated mathematics education on students' development of affective mathematics engagement. Participants in this study were 86 middle and high school students who attended the coding-integrated mathematics program. Surveys of students' affective mathematics engagement were administered before and after the intervention period. The results showed that students' affective mathematics engagement was statistically significantly improved through coding-integrated mathematics education. In particular, students exhibited increased positive affective mathematics engagement in terms of mathematical attitude, emotion, and value. These findings indicate the positive influence of coding-integrated mathematics education on students' learning in mathematics.

The Development and Application of the SW-STEAM Program by Utilizing Ozobot Coding for Elementary Science Class (초등과학 수업에서 오조봇 코딩을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.234-243
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    • 2019
  • The purpose of this study is to investigate the effects of the SW-STEAM program by utilizing ozobot coding for elementary science class. The developed SW-STEAM program was applied to $5^{th}$ grade students of S elementary school located in B city. The participants were divided into an experimental group which is consisted of 22 students and a comparative group comprised 22 students. And they were engaged in different teaching and learning methods during 11 class hours. The experimental group participated in the SW-STEAM program, the comparative group was taught by using a traditional instruction. The main results of this study are like followings. The SW-STEAM program had a positive effect on elementary school students' basic science process skill, science learning motive, science achievement. Therefore, the SW-STEAM program by utilizing ozobot coding could be meaningful works to encourage students' basic science process skill, science learning motive and science achievement, and more studies on developing SW-STEAM program are needed.

Zerotree Entropy Based Coding of Stereo Video Sequences

  • Thanapirom, S.;Fernando, W.A.C.;Edirisinghe, E.A.
    • Proceedings of the IEEK Conference
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    • 2002.07b
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    • pp.908-911
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    • 2002
  • Over the past 30 years, many efficient 2D video coding techniques have been presented and developed from many research centers for commercialization. However, direct application of these monocular compression schemes is not optimal for stereo video coding. In this paper, we present a new technique for coding stereo video sequences based on Discrete Wavelet Transform (DWT). The proposed technique exploits Zerotree Entropy Coding (ZTE) that makes use of the wavelet block concept to achieve low bit rate stereo video coding. The one of two image streams, called main stream, is independently coded by modified MPEG-4 encoder and the other stream, called auxiliary stream, is coded by predicting from its corresponding image, its previous image or its follow image.

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A Study on the Change of the Perception of Students' Computational Thinking and Scientific Attitudes in Earth Science Classes Using a Block-based Coding (블록형 코딩프로그램을 활용한 지구과학 수업에서 학생들의 컴퓨팅 사고력에 대한 인식 및 과학적 태도 변화 연구)

  • Han, Shin;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.2
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    • pp.131-140
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    • 2019
  • In this study, a block-base coding that could develop computing thinking was applied to Earth science teaching and learning to identify how the perception of computational thinking and scientific attitude was changed as part of creativity education. Based on the results of the study, the conclusions are as follows: First, an Earth science education program was developed using a block-based coding for elementary school students. The 12-hour program was designed for inquiry activities to encourage students to engage in various thinking by providing them with activity-oriented problems. Second, the Earth science education program using a block-based coding showed significant results in confidence in the use of a computer program, integrated learning with a computer, computational thinking, and problem-solving factors with computational thinking. Third, the Earth science education program using block-based coding showed significant differences in the categories of curiosity, criticism, cooperation, persistence, and creativity. It could be judged that it was effective for students in the process of questioning and trying to solve the problem themselves.

Component-based Convergence Development Method of Software using SETL (SETL을 이용한 소프트웨어의 컴포넌트 기반 융복합 개발 방법)

  • Yoo, Hong-Jun;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.165-175
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    • 2015
  • Methods to design programs which implement IT systems have been developed in various forms from flowchart to activity diagram of UML. However, program design tools and methods developed so far have not been efficient comparing to program coding tools and methods. In addition, Program design methods and tools developed until now have been difficult to support the bidirectional conversion between program design and coding, and the improvement of development productivity and maintainability. Therefore, in this study, we propose Convergence Development Method to enable working with wide bandwidth through fusing the program design and coding phase by using SOC and supporting tool named SETL which automatizes the convergence of design and coding. Thus, by using SETL, it is expected that the efficiency gap between the program design and coding phase is reduced, and development productivity and maintainability is increased. key words.