• Title/Summary/Keyword: IT Coding Education

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Complete Mitochondrial Genome of the Chagas Disease Vector, Triatoma rubrofasciata

  • Dong, Li;Ma, Xiaoling;Wang, Mengfei;Zhu, Dan;Feng, Yuebiao;Zhang, Yi;Wang, Jingwen
    • Parasites, Hosts and Diseases
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    • v.56 no.5
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    • pp.515-519
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    • 2018
  • Triatoma rubrofasciata is a wide-spread vector of Chagas disease in Americas. In this study, we completed the mitochondrial genome sequencing of T. rubrofasciata. The total length of T. rubrofasciata mitochondrial genome was 17,150 bp with the base composition of 40.4% A, 11.6% G, 29.4% T and 18.6% C. It included 13 protein-coding genes, 22 tRNA genes, 2 rRNA genes and one control region. We constructed a phylogenetic tree on the 13 protein-coding genes of T. rubrofasciata and other 13 closely related species to show their phylogenic relationship. The determination of T. rubrofasciata mitogenome would play an important role in understanding the genetic diversity and evolution of triatomine bugs.

Applied Practices on Codification Through Mapping Design Thinking Mechanism with Software Development Process (소프트웨어개발 프로세스와 디자인씽킹 메커니즘의 접목을 통한 코딩화 적용 사례)

  • Seo, Chae Yun;Kim, Jang Hwan;Kim, R.Young Chul
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.4
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    • pp.107-116
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    • 2021
  • In the 4th Industrial Revolution situation it is essential to need the high quality of software in diverse industrial areas. In particular current software centered schools attempt to educate the creative thinking based coding to non-major students and beginners of computer. But the problem is insufficient on the definition and idea of the creative thinking based software. In addition in a aspect of coding education for non-major and new students we recognize to have no relationship between creative thinking methods and coding. In other words we should give them how to practically code and design through learning the creative thinking. To solve this problem we propose the codification of design thinking mechanism without the knowledge of software engineering through mapping creative thinking with software development process. With this mechanism we may expect for students to have some coding ability with the creative design.

The effect of recognition of rubrics on the learning effect of coding education (루브릭의 인지여부가 코딩교육의 학습효과에 미치는 영향)

  • Lee, Aeri;Kim, Changhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.201-211
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    • 2017
  • This study provided a rubric prior to the performance of a task in a coding class and aimed to verify its effect. As for the research contents, this study redesigned the rubric developed in the preceding studies for the purpose of this study, presented that to the students and conducted a verification of its effects on the computer efficacy and academic achievement of the students who participated in the experiment, conducting a class. For this purpose, with 41 students in an experimental group, to which the rubric was presented to conduct the class and 39 students in a control group to which the rubric was not presented to conduct the class, this study conducted a six-week class and conducted a survey on their self-efficacy in the computer and a test to measure their academic achievement before and after the experiment. As a result, there were more positive effects on both computer efficacy and academic achievement in the group to which a rubric was presented and in which a rubric evaluation was conducted than in the control group. Through the result of this study, it was noted that the evaluation method presenting more specific and more detailed standards for performance and the level of the standards would have positive impacts on the learners' learning.

The Improvement Effectiveness of Computational Thinking through Scratch Education

  • Shin, Soo-Bum
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.191-197
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    • 2015
  • Recently, it has been activated the software education or coding education for the improvement of the Computational Thinking (CT) ability at home and abroad. Also the CT has influence on courses of Computer Science in the college levels. It has been introduced and the number of cases of using it to general K12 education has increased. However, the research on the software education's influence on the CT was still lacking. So In this paper, we proposed this study has been conducted on how Scratch education in the elementary school level influenced the ability of the CT. And we proposed software education can improve the ability of CT. First, we provided the theoretical base of the software education and evaluation process through analysis of computational thinking ability. A core analysis content of the CT is broader than algorithmic thinking and can be achieved without using computer. It includes abstract, algorithmic, logical, and measurable thinking. Second, we made efforts to improve the characteristics of the software education with categorization. Finally, we have managed the software education using Picoboard with Scratch and flowchart within 15 weeks based on these theocratical research. An examination of the effectiveness was committed to understand, analyze, and develop strategies of problem solving. It is designed as a strategy of problem solving before and after the software lesson. The result of the software education has improved authentically in all areas without the need to design a strategy for problem solving.

Proposal Self-Assessment System of AI Experience Way Education

  • Lee, Kibbm;Moon, Seok-Jae;Lee, Jong-Yong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.274-281
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    • 2021
  • In the field of artificial intelligence education, discussions on the direction of artificial intelligence education are actively underway, and it is necessary to establish a foundation for future information education. It is necessary to design a creative convergence teaching-learning and evaluation method. Although AI experience coding education has been applied, the evaluation stage is insufficient. In this paper, we propose an evaluation system that can verify the validity of the proposed education model to find a way to supplement the existing learning module. The core components of this proposed system are Assessment-Factor, Self-Diagnosis, Item Bank, and Evaluation Result modules, which are designed to enable system access according to the roles of administrator, instructors and learners. This system enables individualized learning through online and offline connection.

Implementation of a Scheme Mobile Programming Application and Performance Evaluation of the Interpreter (Scheme 프로그래밍 모바일 앱 구현과 인터프리터 성능 평가)

  • Dongseob Kim;Sangkon Han;Gyun Woo
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.3
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    • pp.122-129
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    • 2024
  • Though programming education has been stressed recently, the elementary, middle, and high school students are having trouble in programming education. Most programming environments for them are based on block coding, which hinders them from moving to text coding. The traditional PC environment has also troubles such as maintenance problems. In this situation, mobile applications can be considered as alternative programming environments. This paper addresses the design and implementation of coding applications for mobile devices. As a prototype, a Scheme interpreter mobile app is proposed, where Scheme is used for programming courses at MIT since it supports multi-paradigm programming. The implementation has the advantage of not consuming the network bandwidth since it is designed as a standalone application. According to the benchmark result, the execution time on Android devices, relative to that on a desktop, was 131% for the Derivative and 157% for the Tak. Further, the maximum execution times for the benchmark programs on the Android device were 19.8ms for the Derivative and 131.15ms for the Tak benchmark. This confirms that when selecting an Android device for programming education purposes, there are no significant constraints for training.

Visualisation of the Mathematical Process: Boolean Algebra and Graph Theory with TI-83/89

  • Gashkov, Igor
    • Research in Mathematical Education
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    • v.11 no.2
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    • pp.143-151
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    • 2007
  • Nowadays there are practically no mathematical courses in which Computer Algebra Systems (CAS) programs, such as MATHEMATlCA, Maple, and TI-89/92, are not used to some extent. However, generally the usage of these programs is reduced to illustration of computing processes: calculation of integrals, differentiation, solution of various equations, etc. This is obtained by usage of standard command of type: Solve [...] in MATHEMATICA. At the same time the main difficulties arise at teaching nonconventional mathematical courses such as coding theory, discrete mathematics, cryptography, Scientific computing, which are gaining the increasing popularity now. Now it is impossible to imagine a modern engineer not having basic knowledge in discrete mathematics, Cryptography, coding theory. Digital processing of signals (digital sound, digital TV) has been introduced in our lives.

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Joint BLAST-STTC for MIMO-OFDM System

  • Niyizamwiyitira, Christine;Kang, Chul-Gyu;Oh, Chang-Heon
    • Journal of information and communication convergence engineering
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    • v.8 no.4
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    • pp.387-392
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    • 2010
  • This study focuses on improving MIMO-OFDM systems by combining a wireless communication architecture known as vertical BLAST(bell laboratories layered space-time) or V-BLAST and STTC(space time trellis coding). In this paper, the combination is done by introducing STTC in each V-BLAST layer. Moreover, this architecture uses multiple antennas that are grouped into small number of antennas which makes it less complex to decode by decoding every group. Whereas, in traditional V-BLAST, all the antennas form one group and they are decoded together at the receiver, therefore, this increases the complexity as the number of antennas is getting high. We compare the bit error rate performance of this system with MIMO-OFDM that uses convolutional coding instead of STTC. Under the same spectral efficiency, the simulation results prove that joining V-BLAST with STTC improves MIMO-OFDM systems performance.

Teaching and Learning of University Calculus with Python-based Coding Education (파이썬(Python) 기반의 코딩교육을 적용한 대학 미적분학의 교수·학습)

  • Park, Kyung-Eun;Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.163-180
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    • 2019
  • This study introduces a development of calculus contents which makes to understand the main concepts of calculus in a short period of time and to enhance problem solving and computational thinking for complex problems encountered in the real world for college freshmen with diverse backgrounds. As a concrete measure, we developed 'Teaching and Learning' contents and Python-based code for Calculus I and II which was used in actual classroom. In other words, the entire process of teaching and learning, action plan, and evaluation method for calculus class with Python based coding are reported and shared. In anytime and anywhere, our students were able to freely practice and effectively exercise calculus problems. By using the given code, students could gain meaningful understanding of calculus contents and were able to expand their computational thinking skills. In addition, we share a way that it motivated student activities, and evaluated students fairly based on data which they generated, but still instructor's work load is less than before. Therefore, it can be a teaching and learning model for college mathematics which shows a possibility to cover calculus concepts and computational thinking at once in a innovative way for the 21st century.

Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.