• Title/Summary/Keyword: Education of Programming

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Measuring and Applying the Self-efficacy in Computer Programming Education (컴퓨터 프로그래밍 언어 교육에서 자기 효능감 척도 개발 및 적용)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.111-120
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    • 2014
  • Information and knowledge society in the 21st century computer education is very important. Until now, much research on computer applications in education and training in computer literacy are a lot of self-efficacy scales have been developed. However, the development of students' creativity and reasoning to computer literacy education is more important than education is a computer programming language. And self-efficacy for teaching computer programming language developed measures insufficient. Therefore, in this study, self-efficacy for teaching computer programming language developed scale. This measure is a computer that can be programmed to target elementary school students were investigated. The results of computer programming education for elementary school children who are higher in the self-efficacy. The results of this study are that elementary school students when teaching computer programming that is very reasonable results.

A Study on the Programming Education using Diki-3000 for Elementary School (디키-3000을 활용한 초등학교 프로그래밍 교육방안)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.627-635
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    • 2010
  • This study analysed the programming attitude and degree of achievement as the 6 types of learning styles which is suggested by Grasha and Reichmann(1974) after a performance of the programming education using the Diki-3000 which is the teaching tools of the specific manipulative activities, in order to prepare the programming education method according to the characteristics of elementary school learners. As the result of the study, the programming attitude according to the 6 types of the learning styles has indicated more positiveness in the independence type than in the dependence type, in the competition type than in the cooperation type, in the participation type than in the avoidance type. In the side of the degree of the achievement, the independent, competition, and participation types indicated more positive than the other types. Also, as the result of an structured interview with learners, which was conducted for deep understanding, there was an understanding of differences of requests to the programming learning classified by the learning styles, and suggestion of a plan for improvement of the Diki-3000 programming in the aspect of an educational environment, teaching tools, teaching contents, and teaching methods in this study.

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Development of Algorithm Design Worksheets using Algorithmic Thinking-based Problem Model in Programming Education for Elementary School Students (초등학생의 프로그래밍 학습을 위한 알고리즘적 사고 문제 모델 기반의 활동지 개발 및 적용)

  • Kim, Yongcheon;Choi, Jiyoung;Kwon, Daiyoung;Lee, Wongyu
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.233-242
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    • 2013
  • "Problem-solving methods and procedures" sections in the 2009 revised informatics curriculum emphasized active use of algorithmic thinking to solve problems. And it is proposed to solve the various problems of real life using programming language for the implementation of the algorithm. Recently, various Educational Programming Language has been developed for elementary programming activity and many researches showed that students' cognitive burden was reduced in learning programming language with Educational Programming Languages. However implementation of the algorithm is difficult for novice programmer. For the reason, effective way is required for elementary students to connect design of the algorithm and implementation of the algorithm. Therefore, in this study propose the algorithm design worksheets that it is possible to create an algorithm to describe the content needed to implementation in programming education. And this study proved the effect of the algorithm design learning tools through experiment.

Development and implementation of STEAM Program based on Scratch Programming (스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.49-57
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    • 2014
  • As growing more and more interested in programming education, we need to concerned how to teach programming in school. We are presented the STEAM program based on scratch programming as a way of programming education for elementary students. We were developed STEAM program that do digital storytelling using scratch about selected science topic in order to raise interests about science and educate programming. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and post-test about GALT, TTCT of experimental group and comparison group is comprised of 6th grade elementary students. In the analysis results, the education program we developed affected positive impacts on creativity, logical thinking of elementary school students.

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The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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Saesark: A Korean Object-Oriented Programming Language for Beginners (새싹: 초보자를 위한 한글 객체 지향 프로그래밍 언어)

  • Cheon, Junseok;Woo, Gyun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.288-295
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    • 2016
  • As the computer becomes pervasive in everyday life, the programming arises as an essential technique. To support the education of programming, Republic of Korea has launched a plan to develop the official courses of programming by 2018. However, the programming education in Korea tends to be difficult and the students easily lose their concentration since most of programming languages are based on English. This paper proposes a Korean programming language called Saesark to promote the effective programming education for Korean students. Saesark has been developed based on Java, which supports the object-oriented programming and the lambda expressions. In order to evaluate the educational suitability of Saesark, we compared it with other Korean programming languages in three respects: syntactic features, IDE support, and error messages in Korean. According to the comparison, Saesark is revealed more suitable than other languages. Specifically, the IDE features and the error messages in Korean are expected to be mostly valuable in educating novice programmers.

Development and Implementation of STEAM Program based on Programming using Kodu (Kodu를 이용한 프로그래밍 중심 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Yang, Young-Hoon;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.5
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    • pp.1020-1030
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    • 2013
  • The purpose of this study was to develop the STEAM educational program based on the computer programming. STEAM education has been recently attracted to a lot of people. We had a focus of computer science in STEM fields. We used the programming language f or learning KODU. We selected appropriate topics for STEAM education and learning programming. We developed the educational program of 30 hours about selected topics and had classes for 4th and 5th grade elementary students. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and posttest about GALT(Group Assessment of Logical Thinking), TTCT(Torrance Tests of Creative Thinking), science-related affective domain, and mathematical interests and attitudes tests. In the analysis results, the education program we developed had positive impacts on creativity, logical thinking, and science-related affective domain of elementary school students.

A Web-based Tool for Teaching Computer Programming

  • Cho, Sehyeong
    • Journal of Engineering Education Research
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    • v.17 no.4
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    • pp.58-61
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    • 2014
  • This paper introduces a tool for effective teaching of introductory computer programming. In order for the class to be effective, we try to attain attention, relevance, confidence, and satisfaction based on Keller's ARCS model. A web-based tool is developed to help both the students and the instructors.

Development of Elementary Robot Programming Problems using Algorithmic Thinking-based Problem Model (알고리즘적 사고 문제 모델을 이용한 초등로봇 프로그래밍 문제 개발 및 적용)

  • Lee, Joung-Hun;Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.189-197
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    • 2010
  • This paper proposes elementary robot programming problems using the algorithmic thinking-based problem model with material factors in the elementary robot programming. And this paper proves the validity of developed robot programming problems in defining them as algorithmic thinking-based problems through experiments. The experimental results are analyzed in views of variety and effectiveness evaluation of answer algorithms and suitability of allocating degrees of difficulties to the developed robot programming problems. As a result of the experiment, we find that the developed problems has various answer algorithms and suitable degrees of difficulties for elementary school students.

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A Study on the Determination of Programming Language for Software Basic Education of Non-majors (비전공자 소프트웨어 기초교육을 위한 프로그래밍 언어 결정에 관한 연구)

  • Park, So Hyun
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.403-424
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    • 2019
  • Purpose The objective of this study is to determine the programming language for improving algorithmic thinking of basic software education for non-majors, which has recently been receiving attention to nurture talents needed in the era of the Fourth Industrial Revolution. Design/methodology/approach In this study, Delphi method was used to select the suitable programming language for the features of each of five departments for basic software education for non-majors in order to develop the capability of algorithmic thinking. The survey was conducted three times to 21 experts, and the results were analyzed using quantitative analysis (CVR) values and stability. Findings For the most suitable programming language for each department determined in this study, App Inventor was selected for humanities department, RUR-PLE for natural science department, App Inventor for social science department, Python for engineering department, and Scratch for fine arts department. This is expected to be used as the basis for determining the direction of curriculum and operation of universities starting basic software education through programming language by department proposed in this study.