• Title/Summary/Keyword: Learning Programming Languages

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The Impacts of Examples On the Learning Process of Programming Languages (예제가 프로그래밍 언어의 학습과정에 미치는 영향)

  • 김진수;김진우
    • Korean Journal of Cognitive Science
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    • v.11 no.2
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    • pp.19-35
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    • 2000
  • Learning by examples has proven to be an efficient method in mastering various subjects including programming languages. This study hypothesizes that the number of examples and the type of examples are two significant dimensions that influence the performance of learning programming languages by examples. A set of experiments was conducted to investigate the impacts of the two dimensions in the domain of JAVA programming. The results showed that providing two examples is more effective than providing only one example even though significantly more explanations are attached to the single example. Among the 'two-example' groups, the group that was given functionally similar examples performed better than those with functionally dissimilar examples. Explanations for these results are provided in this paper based on the behavioral patterns of individual subjects in terms of time and frequency. This paper concludes with the implications of the study results for the development of effective tutoring systems for programming languages.

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A Concise Korean Programming Language "Sprout" (간결한 한글 프로그래밍 언어 "새싹")

  • Cheon, Junseok;Kang, Dohun;Kim, Gunwoo;Woo, Gyun
    • Journal of KIISE
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    • v.42 no.4
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    • pp.496-503
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    • 2015
  • Most programming languages are designed based on English. It becomes another barrier in learning programming languages in non-English speaking country. If a programming language is presented using a native language, the education cost of programming will be much cheaper and the programming itself can be much more fun. However, designing the programming languages based on native languages has not been much focused or published up to now. It is partly because the evolution of popular programming languages is so fast, and partly because the efficiency of programs is much stressed than the source code. But, the designing of programming languages based on native language is not a small issue, especially if we reflect on the education of programming. In fact, there have been significant efforts reported in the Korean programming languages so far, but it has not practically been used in the education. This paper introduces yet another Korean programming language, namely Sprout, which is concise and can be easily learned by beginners. To demonstrate the conciseness of Sprout, we have performed two experiments on Sprout. Firstly, we compared the sizes of the programs in Sprout with those in former Korean programming languages. Secondly, we compared the size of Sprout, the language itself, with those of popular programming languages such as C and Python. According to the experiments, Sprout programs are more concise to 10% on average than those in former Korean languages. Furthermore, Sprout itself is more compact to 24% on average than other popular programming languages.

Design of the Adaptable Turtle World (적응형 거북 세계의 설계)

  • Kim, Seong Baeg;Kim, Cheolmin;Lee, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.95-106
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    • 2000
  • Educational programming languages help learners to easily understand and use computer system itself. They also enhance the reasoning power and the contemplative faculty of learners. However, in spite of the importance of educational programming languages in education, there has not been much research and development on them compared with general purpose programming languages. In this paper, we propose and examine a new educational programming environment TWo (Turtle World) which is designed for learners to utilize the recent information technologies. Aimed at being used as a learning and working tool for multimedia programming and processing, TWo is a web-based reflective object-oriented Hangul programming environment which provides each learner with the learning environment according to his intellectual ability to learn.

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Design and Implementation of Web Programming Learning System (웹프로그래밍 학습시스템 설계 및 구현)

  • Jean, Byeong-Ho
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.69-77
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    • 2002
  • It has been important of a web programming education with the rapid development of the internet. The learning system for the web programming education needs that develops web programming and can check the results on the web. In this paper. I suggested the learning system that can confirm the editable script result on the web client-side languages as well as server-side languages. The reference scripts that refer the web elements to study the web language make a database with an hierarchical structure. The reference script database enhances the utility of the script as managing the database system. The reference scripts can verify the results with the editable state that the structure of the web documents is altered and the elements, attributes, attributes's values of web languages is changed. The reference script tests can ascertain the adaption of it with the frame test and the window test.

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Development of computational thinking based Coding_Projects using the ARCS model (ARCS 모형을 적용한 컴퓨팅사고력 기반 코딩 프로젝트 개발)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.355-362
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    • 2019
  • Elementary students are studying software training to teach coding education using text-based languages such as Python. In general, these higher-level languages support learning activities in combination with a kits for physical computing or various programming languages, in contrast to block-coding programming languages. In this study, we conducted a coding project based on computational thinking using the ARCS model to overcome the difficulties of text-based language. The results of the experiment show that students are generally confident and interested in programming. Especially, the understanding of repetition, function, and object was high in the change of computational thinking power, so this trend is believed to be due to the use of text-based languages and the Python module.

Design of Teaching·Learning Model for Programming Language Education (프로그래밍 언어 교육을 위한 교수·학습 모델 설계)

  • Kang, Hwan Soo
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.517-524
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    • 2012
  • This paper deals with the design of teaching learning model for programming language education. Various courses related to programming language education have opened at the university having many academic majors. In the meantime, a variety of programming languages have been developed, many integrated development environments of programming language have also been developed for users to make a program easily. But it is difficult for many novice learners to learn programming language still, likewise it is difficult for many teachers to teach the introduction course of programming language. In this paper, we have designed a teaching learning model based on scholastic achievements and blended learning for programming language education. The teaching learning model designed in this study was applied to a course opened in the second semester of 2011. According to the course evaluation result, the teaching learning model for programming language has shown to be an effective for novice learner.

Designing an Intelligent Data Coding Curriculum for Non-Software Majors: Centered on the EZMKER Kit as an Educational Resource (SW 비전공자 대상으로 지능형 데이터 코딩 교육과정 설계 : EZMKER kit교구 중심으로)

  • Seoung-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.901-910
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    • 2023
  • In universities, programming language-based thinking and software education for non-majors are being implemented to cultivate creative and convergent talent capable of leading the digital convergence era in line with the Fourth Industrial Revolution. However, learners face difficulties in acquiring the unfamiliar syntax and programming languages. The purpose of this study is to propose a software education model to alleviate the challenges faced by non-major students during the learning process. By introducing algorithm techniques and diagram techniques based on programming language thinking and using the EZMKER kit as an instructional model, this study aims to overcome the lack of learning about programming languages and syntax. Consequently, a structured software education model has been designed and implemented as a top-down system learning model.

Design and Implementation of Self-Directed Courseware to Study Web Programming (웹 프로그래밍 학습을 위한 자기주도적 코스웨어의 설계 및 구현)

  • Chung, Yoo-Jin;Park, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.453-461
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    • 2009
  • In this paper, we design and implement a web-based courseware where learners can do self-directed learning to study Web programming languages such as Html, CSS, JavaScript and Dhtml. Each section consists of text class, movie class, practice class, formative assessment, laboratory and bulletin board. And our courseware makes teachers to teach, assess and give scores to learners on Web. In our Web courseware, learners can play a movie class and practice Web programming codes in one screen simultaneously, and execute codes and confirm a results in the same screen also. Therefore, learners can understand Web programming languages efficiently, which are hard to understand immediately by text.

The Effects of Programming Lessons using 'Dolittle' on Logical Thinking ('Dolittle'을 활용한 프로그래밍 수업이 논리적 사고에 미치는 효과)

  • Kwon, Chang-Mi;Kwon, Bo-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1467-1474
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    • 2009
  • What matters in the society of knowledge and information is not that they just know certain facts, but that when faced with new situations, they should be able to develop novel ideas, apply them and do the problems or the tasks confronting them. This cannot be achieved through learning of mere knowledge. Computer programming lessons have shown positive effects on general thinking ability, metacognitive aspects, and logical thinking. The ACM has suggested that 8th grade students at the first level (second year students of middle school) be educated in programming languages such as LOGO to raise their ability to think logically. Previous studies have confirmed educational programming languages such as LOGO and BASIC, which are currently used, are helpful in improving the ability to think logically and to solve problems. However these languages lack connectivity with later learning. Little research has been done on 'Dolittle', an educational programming language, newly developed, using object-oriented notions. Few studies have been made of the effects of 'Dolittle' on the ability to think logically. The following results were obtained. The research didn't lead to a statistically significant improvement of the students' cognitive development level. However, proportional logic and combinational logic, among the six subcategories of logic, improved through the introduction of 'Dolittle' programming lessons. This leads to the conclusion that in the processing of solving the problems given, the students learned by themselves and improved their ability to think logically.

Altemative Instructional Methods and Strategies for Effective Computer Programming Education (컴퓨터 프로그래밍 교육에 적용 가능한 효과적 교수방법의 탐색적 대안)

  • Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.1-9
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    • 2002
  • For teaching-learning activities to be effective, the teaching methods need to reflect the contents of instructional materials and the characteristics of the learners. The purpose of this paper is to investigate the effective ways of teaching computer programming languages. The main components of teaching computer programming languages might be the characteristics of the language itself, the function of design, and general problem-solving capacity. But the analysis of the Quality and environments of learners is much more important. To improve the Quality of teaching computer programming languages, the structured syllabus needs to be provided and a variety of teaching methods such as project-based approach, problem-based approach, cooperative learning, peer tutoring and case study should be applied selectively, depending upon the instructional situations. In addition, procedural and constructive evaluation process needs to be developed to monitor each stage of learning and to give the guidelines of completing the course projects.

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