• Title/Summary/Keyword: Jigsaw

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Implementation and Experimentation of StyleJigsaw for Programming Beginners (프로그래밍 초보자를 위한 스타일직소의 구현과 실험)

  • Lee, Yun-Jung;Jung, In-Joon;Woo, Gyun
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.19-31
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    • 2013
  • Since the high readable source codes help us to understand and modify the program, it is much easy to maintain them. The readability of source code is not only affected by the complexity of algorithms such as control structures but also affected by the coding styles such as naming and indentation. Although various coding standards have been presented for promoting the readability of source codes, it has been usually lost or ignored in a programming course. One of the reasons is that the coding standard is not a hard-and-false rule since it does not contribute to the performance of software. In this paper, we propose a simple automatic system, namely StyleJigsaw, which checks the style of the source codes written by C/C++ or Java. In this system, the coding style score is calculated and visualized as a jigsaw puzzle. To measure the educational effectiveness of StyleJigsaw, several experiments have been conducted on a class students in C++ programming course. According to the experimental results, the coding style score increased about 8.0 points(10.9%) on average using StyleJigsaw. Further, according to a questionnaire survey targeting the students who attended the programming course, about 88.5% of the students responded that StyleJigsaw was of help to learn the coding standards. We expect that the StyleJigsaw can be effectively used to encourage the students to obey the coding standards, resulting in high readable programs.

The Effects of the Space Perception Ability and Creative Personality 'Source of Season Change' Using Small Inquiry Method (소집단 탐구기법을 활용한 '계절의 변화 원인' 학습이 공간지각 개념 및 창의적 인성에 미치는 효과)

  • Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.3
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    • pp.307-315
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    • 2012
  • The purpose of this study was to examine the effects of small inquiry method on space perception ability and creative personality. Testees of this research are 36 elementary pre-service teachers taking an astronomical observation class. Doing inquiry activity after 36 elementary pre-service teachers are classified into 6 Jigsaw small inquiry. Learning activity was split into two groups, expert group and a population. To find out research outcome, pre-test was executed space perception ability test, creative personality test. Analysis of test result was accomplished with statistical package SPSS 18.0 paired t testing hypothesis. The results of this study are as follows. First, 'source of season change' class using Jigsaw small inquiry method has effect on space perception ability improvement. This was interpreted that space perception ability improvement was effective because characteristic of Jigsaw small inquiry is made up of lots of semin Second, 'source of season change' class using Jigsaw small inquiry method has no effect on creative personality. This was interpreted that experiment and discussion activity getting accomplished in a short time has no effect on qualitative characterizing Creative Personality improvement.

Jigsaw class participation experience

  • Jungae Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.227-233
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    • 2024
  • This study was conducted to understand the essential structure and meaning of the experience of participating in the Jigsaw class designed to achieve the learning goals for nursing students with different basic learning abilities, and to prepare a plan for each individual to learn as a collaborator rather than a competition with each other. As a study based on Giorgi's phenomenological research method and in-depth interviews, data collection was collected from 10 study participants from December 1, 2023 to December 20, 2023. The main question used in the interview was "What impressed you after participating in Jigsaw teaching meathod?" The transcribed data were analyzed through the stages of overall recognition, classification of semantic units, transformation of semantic units into psychological expressions, and integration into general structures according to Giorgi's qualitative analysis method. As a result, a total of 89 semantic units, 35 essential psychological meanings, 13 sub-components, and 6 components were derived. The six components include 'good communication', 'difference appear in material preparation', 'easy to understand', 'finding team members who form a learning atmosphere well', 'A talkative class', and 'Unprepared team members are uncomfortable'. Based on the above results, it is expected that students in a passive position in class will become teachers themselves, take responsibility for preparing for learning, and provide useful basic data for developing programs that cooperate among students.

The Effects of Cooperative Learning Applying Jigsaw II on Learner's Self-Regulated Learning, Achievement, Self-Esteem & Cooperation (협동학습이 학습자의 자기조절학습능력, 학업성취도, 자아존중감 및 협동심에 미치는 영향)

  • Yoon, Hyun-Sang;Kim, Sam-Kon
    • Journal of Fisheries and Marine Sciences Education
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    • v.13 no.2
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    • pp.194-211
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    • 2001
  • This study was conducted to investigate the effects of cooperative learning applying Jigsaw II on learner's self-regulated learning ability, achievements, self-esteem & cooperation. 12 graders were assigned to experimental group(applying Jigsaw II treatment) & control group(applying traditional instructional treatment). Experimental group was trained to ask comprehension & thought-provoking questions on the material when in tutor role & to explain material to group members when acting as tutee. Tutorial sessions followed over 8-week treatment. As a results, Experimental group outperformed control group on ability to construct learner's self-regulated learning ability, achievements, self-esteem & cooperation both during their tutorial interaction & on written measures.

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2D Adjacency Matrix Generation using DCT for UWV contents

  • Li, Xiaorui;Lee, Euisang;Kang, Dongjin;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.39-42
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    • 2016
  • Since a display device such as TV or signage is getting larger, the types of media is getting changed into wider view one such as UHD, panoramic and jigsaw-like media. Especially, panoramic and jigsaw-like media is realized by stitching video clips, which are captured by different camera or devices. In order to stich those video clips, it is required to find out 2D Adjacency Matrix, which tells spatial relationships among those video clips. Discrete Cosine Transform (DCT), which is used as a compression transform method, can convert the each frame of video source from the spatial domain (2D) into frequency domain. Based on the aforementioned compressed features, 2D adjacency Matrix of images could be found that we can efficiently make the spatial map of the images by using DCT. This paper proposes a new method of generating 2D adjacency matrix by using DCT for producing a panoramic and jigsaw-like media through various individual video clips.

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Effect of Cooperative Learning Applying Jigsaw Model in Simulation-Based Infection Control Education on Perception of Infection Control, Intrinsic Motive and Learning Satisfaction (시뮬레이션기반 감염관리교육에서 직소(Jigsaw)모형을 응용한 협동학습이 감염관리 인식도, 내적동기, 학습만족도에 미치는 효과)

  • Cho, Hye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2647-2655
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    • 2015
  • This study has the purpose to evaluate the effects of cooperative learning applying Jigsaw model in simulation based infection control education by comparing perception of infection control, intrinsic motive and learning satisfaction, 54 first-year health related students. It is composed of 27 students of the experimental group and 27 students of the control group. In order to evaluate the homogeneity between the two groups, it surveyed in advance perception of infection control, intrinsic motive and learning satisfaction. There was no significant difference between the two groups, The education program composed cooperative learning applying Jigsaw Model, simulation practice and debriefing to the experimental group was performed twice for 2 weeks and lecture and skill training, simulation practice and debriefing were performed to the control group. After two-week education, perception of infection control, intrinsic motive and learning satisfaction of the participants the research were surveyed. As a result of this study, the Jigsow Model indicated the perception of infection control and learning satisfaction experimental group was significantly high in statistic. Based on this research result, I suggests that utilization of cooperative learning applying the Jigsaw Model as a strategy to improve the scholatic achievement and learning satisfaction of students in the variable simulation based education.

Eco-Fashion Industry Trend and Creative Fashion Design Technic for Zero-Waste (친환경 패션산업 동향과 쓰레기 발생 감량화(Zero Waste)를 위한 실험적 디자인 사례 연구)

  • Park, Hye-Won
    • Journal of Fashion Business
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    • v.16 no.4
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    • pp.29-45
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    • 2012
  • The purpose of this study is for providing not only the latest design technique trend for zero waste fashion, but information about creative fashion design education through eco-fashion industry trend in globally and domestic which is focusing on eco-fashion labelling. The research were processed with literature related eco, sustainable, green fashion books, former articles, newspapers, and web sites. The results as follows; The certification about eco-fashion product is moving to 'Life Cycle Assessment' from focused on primary process like material, finishing, dyeing. Especially simplicity of process means reducing the wastes. And fabric wastage for adult outwear was estimated 15% percent of total fabric used in general design studios. Three cases for Zero waste fashion were as follows; First, Jigsaw puzzle by Timo Rissane and Mark Liu were different zero waste methods, but the result was same. Rissene's method was based on traditional cutting like 'cut and sew' but traditional cutting can lead to design that have an abundance of fabric and drape. Jigsaw of Rissene was approached with description a pattern-cutting technique in which all piece interlock with each other generating no waste from design production. Another Jigsaw by Liu was related with innovative textile design. DTP makes the possibilities for zero waste garment production almost endless. The dress intricately cut from 10 pieces, wastes none of the fabric required to make it. Second, Subtraction Cutting by Julian Roberts provides unexpected fluid, organic forms and zero waste fabric. Utilizing Roberts plug(tunnel) technique enables any part of the garment that is removed for fit or aesthetics to be reincorporated into the design of garment. Third was 'Bio Couture' by Suzanne Lee. She has created garments from cellulose bacteria which grow in a bathtub using only green methods addressing in such as way ecological issues and exploring the future of fashion design in conjunction with technology.

Effectiveness of Cooperative Learning on Nursing Students' Performance and Experience (협동학습이 간호학생의 학습성과와 수업경험의 질에 미치는 효과)

  • Park, Jeong-Hye
    • The Journal of Korean Academic Society of Nursing Education
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    • v.16 no.2
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    • pp.202-212
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    • 2010
  • Purpose: The purpose of this study was to identify the effectiveness of the JigsawⅣ cooperative learning in a facilitative communication class of nursing students. Achievement, communication skill, self-directed learning and experience during the class were measured. Method: This study was a pretest and posttest design with two subject groups. 43 students were in experimental (JigsawⅣ) group and 47 ones were in control (general small discussion) group. Classes were conducted over a 6-week period. The collected data was analyzed by the SPSS 12.0 program. Result: After taking part in the educational program, the experimental group had significantly more improvement in communication skill (F=6.81, p=.002) and self-directed learning (F=11.81, p=.000). In addition, the experimental group showed significantly higher scores for concentration in the class (t=2.26, p=.27), positive emotional state (t=3.01, p=.003) and active participation (t=2.78, p=.007) compared to the control group. However, the achievement between the two groups was not significantly different (F=3.29, p=.073). Conclusion: The findings of this study show that JigsawⅣ cooperative learning has positive effects in improvement of communication skill and self-directed learning. Also, students were excited and interested in the class during cooperative learning. Based on these findings, the author suggests developing additional educational programs focusing on nursing students.

Sudoku Algorithm (스도쿠 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.207-215
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    • 2015
  • This paper proposes a solution-yielding linear time algorithm to NP-complete Sudoku, to which no polynomial time algorithm has been proposed. The proposed algorithm is performed on blocks in the descending order of the number of clues they contain. It firstly determines all numbers that could possibly occur in the blank rows and columns of each block. By deriving an intersecting value of corresponding rows and columns, it assigns the final number for each blank. When tested on the traditional $9{\times}9$ Sudoku, the proposed algorithm has succeeded in obtaining the solution through performance of 9 times, the exact number of the blocks. Test results on modified Jigsaw Sudoku (9 blocks) and Hypersudoku (13 blocks) also show its success in deriving the solutions by execuring 9 and 13 times respectively. Accordingly, this paper proves that the Sudoku problem is in fact P-problem.