• Title/Summary/Keyword: Entry Programming

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Programming Education for Digital Transformation - What to Teach and How? (디지털 트랜스포메이션을 위한 프로그래밍 교육 - 무엇을 어떻게 가르쳐야 하는가?)

  • Soojin Park
    • Journal of Technology Innovation
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    • v.31 no.2
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    • pp.237-262
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    • 2023
  • Digital transformation demands significant and foundational alterations in an organization's structure, processes, business strategy, and communication from a managerial perspective. However, one of the crucial prerequisites for a successful transition is the digital proficiency of its members. Students studying Management of Technology without a prior background in engineering face the difficult challenge of improving both their business management skills and digital competency within a limited time frame. For this reason, effective IT competency education methods are emerging as one of the educational issues in technology management. This paper showcases the IT-focused curriculum revision process of Sogang University's Graduate School of Management of Technology, along with the outcomes of its implementation thus far, as a demonstration of addressing the questions of "what to teach" and "how to teach" for students who could potentially become leaders in guiding the digital transformation. The purpose of this paper, specifically, is to offer a prior reference for the operation direction of effective programming education for students in Management of Technology graduate schools through a discussion on the feedback results of the required fundamental programming course which acts as both the starting point and entry hurdle.

Multibody Elastic Contact Analysis by Modified Linear Programming (수정된 선형계획법을 이용한 다물체 탄성 접촉 문제 해석)

  • 이대희;전범준;최동훈;임장근;윤갑영
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.13 no.1
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    • pp.1-8
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    • 1989
  • A general and efficient algorithm is proposed for the analyses of multibody elastic contact problems. It is presumed that there exists negligible friction between the bodies. It utilizes a simplex type algorithm with a modified entry rule and incoporates finite element method to obtain flexibility matrices for arbitrarily shaped bodies. The multibody contact problem of a vehicle support on an elastic foundation is considered first to show the effictiveness of the suggested algorithm. Its solution is compared favorably with the existing solution. A contact problem among inner race, rollers and outer race is analyzed and the distribution of load, rigid body movements and contact pressure distributions are obtained. The trend of contact characteristics is compared with that of the idealized Hertzian solutions for two separate two-body contact problems. The numerical results obtained by directly treating a multibody contact are believed to be more exact than the Hertzian solution for the idealized two separate two-body contact problems.

An Adaptive Algorithm for Plagiarism Detection in a Controlled Program Source Set (제한된 프로그램 소스 집합에서 표절 탐색을 위한 적응적 알고리즘)

  • Ji, Jeong-Hoon;Woo, Gyun;Cho, Hwan-Gue
    • Journal of KIISE:Software and Applications
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    • v.33 no.12
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    • pp.1090-1102
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    • 2006
  • This paper suggests a new algorithm for detecting the plagiarism among a set of source codes, constrained to be functionally equivalent, such are submitted for a programming assignment or for a programming contest problem. The typical algorithms largely exploited up to now are based on Greedy-String Tiling, which seeks for a perfect match of substrings, and analysis of similarity between strings based on the local alignment of the two strings. This paper introduces a new method for detecting the similar interval of the given programs based on an adaptive similarity matrix, each entry of which is the logarithm of the probabilities of the keywords based on the frequencies of them in the given set of programs. We experimented this method using a set of programs submitted for more than 10 real programming contests. According to the experimental results, we can find several advantages of this method compared to the previous one which uses fixed similarity matrix(+1 for match, -1 for mismatch, -2 for gap) and also can find that the adaptive similarity matrix can be used for detecting various plagiarism cases.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

How to apply flowchart for block programming language learning: solve entry missions (블록형 프로그래밍 언어 학습을 위한 순서도 적용 방안: 엔트리 미션 해결하기)

  • Kim, Eur-Ji;Lee, Tae-Wuk
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.21-24
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    • 2017
  • 본 논문에서는 초동학생의 기초 알고리즘 개념 습득 및 프로그래밍 능력 함양을 위한 순서도 적용 방안을 제안한다. 컴퓨팅 사고력 함양을 위해서는 프로그래밍 전에 알고리즘을 설계하는 단계가 포함되어야 하며, 초등학생의 프로그래밍 교육은 블록형 프로그래밍 언어를 사용할 것을 권장한다. 알고리즘 설계에 순서도를 활용하는 것이 효과적이나, 블록형 프로그래밍 언어의 특성상 순서도의 기본 기호로만 블록을 표현하기에는 어려운 부분이 있다. 따라서 본 연구에서 반복구조와 선택구조를 중심으로 블록을 순서도로 표현하는 방법을 제안하고자 한다.

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Enhancement Method of the Procedural Thinking Ability through Universal Programming Language Utilizing Entry (엔트리를 이용한 보편적 프로그래밍 언어 개발로 절차적 사고력 향상 방안)

  • Kim, Dong-Man;Lee, Tae-Wuk
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.131-134
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    • 2017
  • 이 연구에서 엔트리 명령 블록을 이용하여 보편적 프로그래밍 언어를 개발하고 검증하였다. 그래서 이 연구를 통해 블록형 프로그래밍 언어의 접근 수월성을 이용하여 절차적 사고력 향상을 위한 아이디어를 제공하고자 하였다. 새로운 프로그래밍 언어를 만들어 알고리즘을 적용하여 함수화된 사칙연산 프로그램을 만들면서, 다양한 알고리즘을 적용하면 엔트리에서 제시하는 모든 명령 블록을 만들 수 있음을 증명하였다. 이 연구를 통해 1)프로그래밍 언어에 포함된 다양한 기능의 명령어들도 함수화되어 있음을 증명하고 재생산 가능함을 경험할 수 있는 아이디어를 제공하고, 2)초보 프로그래머들이 프로그래밍 언어 개발에 대한 흥미와 관심을 갖게 되는 방안을 제시하며, 3)알고리즘을 경험하면서 절차적 사고력을 향상시킬 수 있는 다른 방향의 SW 교수 학습 방법과, 4)프로그래밍 언어를 미시적으로 탐구하면서 SW 교육 관점을 다양화하는 방법을 제시하였다. 이 연구에서 제시한 방안으로 학생들이 절차적 사고력 향상과 프로그래밍 언어의 다양성 인식, 프로그램을 심층적으로 분석하는 태도 등의 SW 교육에 대한 긍정적 변화를 기대한다.

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Design of Game Programming Classes for Improving Computational Thinking in Elementary School Students (초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업 설계)

  • Kim, Eun Ji;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.265-268
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    • 2018
  • 컴퓨팅 사고력의 함양을 위해서는 알고리즘을 설계하는 단계가 선행되어야 한다. 그러나 알고리즘 설계와 프로그래밍 구현 활동으로 이루어지는 소프트웨어 교육에서 구체적 조작기에 해당하는 초등학생들에게 추상적인 개념을 필요로 하는 알고리즘은 어려울 수밖에 없다. 학습자들의 흥미를 유도하기 위한 전략 중 하나로 게임 프로그래밍을 활용할 수 있다. 게임 프로그래밍은 또한 문제해결력, 학업성취도, 자기효능감을 향상시킨다. 따라서 본 연구에서는 엔트리와 자연어 알고리즘을 활용하여 초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업을 설계하고자 한다.

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DeepBlock: Web-based Deep Learning Education Platform (딥블록: 웹 기반 딥러닝 교육용 플랫폼)

  • Cho, Jinsung;Kim, Geunmo;Go, Hyunmin;Kim, Sungmin;Kim, Jisub;Kim, Bongjae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.43-50
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    • 2021
  • Recently, researches and projects of companies based on artificial intelligence have been actively carried out. Various services and systems are being grafted with artificial intelligence technology. They become more intelligent. Accordingly, interest in deep learning, one of the techniques of artificial intelligence, and people who want to learn it have increased. In order to learn deep learning, deep learning theory with a lot of knowledge such as computer programming and mathematics is required. That is a high barrier to entry to beginners. Therefore, in this study, we designed and implemented a web-based deep learning platform called DeepBlock, which enables beginners to implement basic models of deep learning such as DNN and CNN without considering programming and mathematics. The proposed DeepBlock can be used for the education of students or beginners interested in deep learning.

Research on the current state of practical applications and limitations of quantum computing technology

  • Jaehyung, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.1-9
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    • 2023
  • In this paper, we identify the factors that hinder the application of quantum computing technology to solve meaningful real-world problems, and suggest related research trends and directions. To this end, we summarize the basic knowledge of quantum mechanics from the perspective of computer science, which is necessary to understand the difficulties in applying quantum computing technology, and analyze the currently commercialized quantum computers and quantum programming layers from the literature. Through an analysis of the current status and utilization of cloud-based commercial quantum computing services, we identify four factors that currently hinder the practical application of quantum computing: high barriers to entry for quantum computer programming, constraints on noisy intermediate-scale quantum computers, a still-growing open source ecosystem, and difficulties in simulating realistic problem sizes, and suggest trends and directions for related research. In doing so, it is expected to contribute to laying the groundwork for practical applications of quantum computing technology.

Robot-based Coding Education System with Step by Step Software Training

  • Lee, Jun;Seo, Yong-Ho
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.147-153
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    • 2019
  • Recently, the perception of software education, which had been considered as a field of education for programmers in this field, is changing in response to recent changes with the trend of 4th industrial revolution. Major counties competitively invest in software education and the target age group for software education is also on the decline. However, the traditional text-based programing languages such as JAVA and Python, have a high entry barrier. To address the shortcoming, a variety of methods have been recently proposed for the effective software education for kindergarten and elementary school student. In this paper, we propose a robot-based coding education system with steps for coding education for effective software education. The proposed method is divided into three stages, depending on the level of the student being trained in the software coding education to interact with robots. The proposed stages consists of unplugged coding using a remote control, coding using a graphic-based programming language and text- based coding. We conducted an experiment with performing separate missions while providing propoer tutorials for each stage to verify the effectiveness of the proposed software education system.