• Title/Summary/Keyword: Computer programming

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Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.

A Case Study of VisualBasic Programming Learning based on Problem-Based Learning (문제중심학습(Problem-Based Learning)을 적용한 비주얼베이식(VisualBasic) 프로그래밍 학습의 사례 연구)

  • Son, Kyung-A
    • The Journal of Korean Association of Computer Education
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    • v.5 no.1
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    • pp.17-25
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    • 2002
  • The purpose of this study is to utilize new way of learning, Problem-Based Learning, for learning of VisualBasic programming. Providing authentic problems is a critical factor for programming learning because the skill may be not such a simple command learning but includes a variety of complexity. The objective of the learning is to develop quiz using VisualBasic programming. With programming skill, students was expected to solve the problem through peer collaboration activities as well as evaluation by peer and group composites. According to descriptive survey, it is concluded that students figure out their own learning status clearly. Furthermore, improvement of learning attitude and participation affect satisfaction and self-confidence.

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Development and Application of Teaching-learning Strategies PBL based Physical Computing Programming using Reflective Journal and Feedback (성찰저널과 피드백을 적용한 PBL 기반의 피지컬 컴퓨팅 프로그래밍 교수·학습 전략 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.49-62
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    • 2018
  • This study we developed teaching and learning strategy applying PBL based physical computing programming using reflection journal and feedback, and verified its effectiveness. For the analysis, the survey with 18 sections study contents was performed for 6 weeks by dividing 91 students in 5th grade of elementary school into experimental group and control group respectively. As a result, this study proved that the students who made the structured reflections journals and receiving the feedback at the same time showed the improvement in logical thinking ability in the physical computing based programming learning situation with PBL applied. Based on the results of this study, the sophisticated teaching and learning strategy that can enhance the programming learning effect based on physical computing was developed and its applicability was proved.

Effectiveness Analysis of Programming Education for College of Education Student Based on Information Processing Theory Applied DEVS Methodology (DEVS 형식론 기반의 정보처리학습이론을 적용한 사범대생 대상 프로그래밍교육의 효과성 분석)

  • Han, Youngshin
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1191-1200
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    • 2020
  • In this paper, we proposed DEVS based programming education model that based on the cognitive information processing theory, not a grammatical programming education, and studied effectiveness analysis using computer thinking patterns. By creating a small range of patterns in the grammar which underlies the programming language and solving various examples through combinations, this paper shows an education method to develop problem-solving skills based on algorithmic thinking. The purpose of this study is to facilitate non-majors learn programming languages and understand patterned program structures when writing programs by patterning of control statements which the most important in learning programming.

Development of User-Based Robot Simulation using VRML and Open Architecture (VRML 과 개방형구조를 이용한 사용자 기반의 로봇 시뮬레이션 개발)

  • Kim, Chang-Sei;Hong, Keum-Shik;Kim, Soo-Ho
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.1201-1206
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    • 2007
  • Robot simulation technique is essential not only for robot developers to design robotic systems but also for robot operators to predict robot motion, configure system layout, and increase robot ability. However, commercial robot simulation software such as ROBCAD, IGRIP, and so on are expensive and sometimes they are difficult to customize into industrial purpose programming for users. Therefore, user-based simulation programming is required to magnify the efficiency of robot system. In this paper, we show the methodology of developing user-based robot simulation programming using PC(personal computer), Open-Inventor, and Windows Programming. The developed programming has been successfully applied to welding robot systems of a shipbuilding industry. Also, the methodology presented here can be easily extended to simulate manipulators of other typed mechanism on user's PC.

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FUZZY GOAL PROGRAMMING FOR MULTIOBJECTIVE TRANSPORTATION PROBLEMS

  • Zangiabadi, M.;Maleki, H.R.
    • Journal of applied mathematics & informatics
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    • v.24 no.1_2
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    • pp.449-460
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    • 2007
  • Several fuzzy approaches can be considered for solving multi-objective transportation problem. This paper presents a fuzzy goal programming approach to determine an optimal compromise solution for the multiobjective transportation problem. We assume that each objective function has a fuzzy goal. Also we assign a special type of nonlinear (hyperbolic) membership function to each objective function to describe each fuzzy goal. The approach focuses on minimizing the negative deviation variables from 1 to obtain a compromise solution of the multiobjective transportation problem. We show that the proposed method and the fuzzy programming method are equivalent. In addition, the proposed approach can be applied to solve other multiobjective mathematical programming problems. A numerical example is given to illustrate the efficiency of the proposed approach.

Approximate Dynamic Programming Strategies and Their Applicability for Process Control: A Review and Future Directions

  • Lee, Jong-Min;Lee, Jay H.
    • International Journal of Control, Automation, and Systems
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    • v.2 no.3
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    • pp.263-278
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    • 2004
  • This paper reviews dynamic programming (DP), surveys approximate solution methods for it, and considers their applicability to process control problems. Reinforcement Learning (RL) and Neuro-Dynamic Programming (NDP), which can be viewed as approximate DP techniques, are already established techniques for solving difficult multi-stage decision problems in the fields of operations research, computer science, and robotics. Owing to the significant disparity of problem formulations and objective, however, the algorithms and techniques available from these fields are not directly applicable to process control problems, and reformulations based on accurate understanding of these techniques are needed. We categorize the currently available approximate solution techniques fur dynamic programming and identify those most suitable for process control problems. Several open issues are also identified and discussed.

Performance Comparison of Parallel Programming Frameworks in Digital Image Transformation

  • Shin, Woochang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.1-7
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    • 2019
  • Previously, parallel computing was mainly used in areas requiring high computing performance, but nowadays, multicore CPUs and GPUs have become widespread, and parallel programming advantages can be obtained even in a PC environment. Various parallel programming frameworks using multicore CPUs such as OpenMP and PPL have been announced. Nvidia and AMD have developed parallel programming platforms and APIs for program developers to take advantage of multicore GPUs on their graphics cards. In this paper, we develop digital image transformation programs that runs on each of the major parallel programming frameworks, and measure the execution time. We analyze the characteristics of each framework through the execution time comparison. Also a constant K indicating the ratio of program execution time between different parallel computing environments is presented. Using this, it is possible to predict rough execution time without implementing a parallel program.

An Analysis of Learning Comprehension in Computer Programming Classes Based on Flipped Learning (플립러닝에 기반한 컴퓨터 프로그래밍 수업의 학습 이해도 분석)

  • Ahn, You Jung;Kim, Kyong Ah;Kim, Ji Sim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.597-599
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    • 2020
  • 실시간 온라인 형태의 프로그래밍 수업을 진행할 경우 교수자가 대면수업에서와 같이 학습자들의 학습 상태를 일일이 파악하고 개별 지도를 하는 데에는 한계가 있다. 특히 소극적인 성향의 학습자들이나 수업에 관심이 없는 학습자들의 경우 다른 곳에 주의를 빼앗기기 쉬운 것이 현실이다. 본 연구에서는 실시간 온라인 프로그래밍 수업에서 학습자들 스스로가 예습과 복습을 통해 학습에 적극적으로 참여할 수 있도록 하기 위한 방안으로 플립러닝을 적용하였다. 학기말에는 대상 학습자들에게 플립러닝 형태의 수업 운영을 통해 얻은 학습 이해도가 어느 정도인지를 설문하고 그 결과를 분석해보았다.

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Data Preprocessing block for Education Programming Language based Deep aI Yourself Hands-on Platform (교육용 프로그래밍 언어 기반 Deep aI Yourself 실습 플랫폼을 위한 데이터 전처리 블록)

  • Lee, Se-Hoon;Kim, Ki-Tae;Baek, Min-Ju;Yoo, Chae-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.297-298
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    • 2020
  • 본 논문에서는 머신러닝 학습에 있어 데이터 전처리의 중요성과 기존 데이터 전처리 기능을 가진 교육용 실습 플랫폼 서비스의 단점은 개선할 수 있는 데이터 전처리 학습을 위한 교육용 블록코딩 기반 실습 플랫폼을 제안한다. 머신러닝 모델의 학습데이터는 데이터 전처리에 따라 모델의 정확도에 큰 영향을 미치므로 데이터를 다양하게 활용하기 위해서는 전처리의 필요성을 깨닫고 과정을 정확하게 이해해야 한다. 따라서 데이터를 처리하는 과정을 이해하고 전처리를 직접 실행해 볼 수 있는 교육용 프로그래밍 언어 기반 D.I.Y 실습 플랫폼을 구현한다.

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