• Title/Summary/Keyword: Online Programming Class

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Analysis of Influencing Factors of Learning Engagement and Teaching Presence in Online Programming Classes

  • Park, Ju-yeon;Kim, Semin
    • Journal of information and communication convergence engineering
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    • v.18 no.4
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    • pp.239-244
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    • 2020
  • This study analyzed the influencing factors of learning engagement and teaching presence in online programming practice classes. The subjects of this study were students enrolled in an industrial specialized high school, who practiced creating Arduino circuits and programming using a web-based virtual practice tool called Tinkercad. This research adopted a tool that can measure task value, learning flow, learning engagement, and teaching presence. Based on this analysis, learning flow had a mediating effect between task value and online learning engagement, as well as between task value and teaching presence. Increasing learning engagement in online classes requires sensitizing the learners about task value, using hands-on platforms available online, and expanding interaction with instructors to increase learning flow of students. Furthermore, using virtual hands-on tools in online programming classes is relevant in increasing learning engagement. Future research tasks include: confirming the effectiveness of online learning engagement and teaching presence through pre- and post-tests, and conducting research on various practical subjects.

Design and Implementation of Online Algorithm Bank for Algorithm E-learning (컴퓨터 알고리즘 교육을 위한 온라인 알고리즘 뱅크 구현)

  • Park, Uchang
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.1-6
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    • 2004
  • For an e-learning class, many voice and video technics for enhancing student teacher interaction. But for programming exercise courses, it's very difficult to add interactive components via web browser. In this paper, we make an online algorithm bank to manage and search algorithms, build an programming exercise interface on web. Students can edit, compile and execute programs included in online algorithm bank. Online program compile and execution enhance e-learning effectiveness for programming courses, and make students feel ease for computer algorithms.

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A Workflow for Practical Programming Class Management Using GitHub Pages and GitHub Classroom

  • Aaron Daniel Snowberger;Choong Ho Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.331-339
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    • 2023
  • In programming classes, there is always a need to efficiently manage programming assignments. This is especially important as class sizes and assignment complexity grows. GitHub and GitHub Classroom makes the management of student assignments much simpler than uploading files and folders to a LMS or shared online drive. Additionally, git and GitHub are industry standard tools, so introducing students these tools in class provides them a good opportunity to start learning about how software is developed in the real-world. This study describes a workflow that uses both GitHub Pages and GitHub Classroom for more efficient classroom and assignment management. The workflow outlined in this study was used in two practical web programming classes in Spring 2023 with 46 third and fourth-year university students. GitHub Pages was used as a classroom website to distribute class announcements, assignments, lecture slides, study guides, and exams. GitHub Classroom was used as a class roster and assignment management platform. The workflow presented in this study is expected to assist other lecturers with the formidable tasks of distributing, collecting, grading, and leaving feedback on multiple students' multi-file programming assignments in practical programming classes.

A Case Study on the Intensive Semester Operation of Online-based Project Learning Using Python : Focusing on S Women's University (파이썬을 활용한 온라인 기반 프로젝트의 집중학기제 운영사례 : S 여대를 중심으로)

  • Kyun, Suna;Jang, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.3-14
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    • 2021
  • This study deals with the case of online-based project learning, which was designed for the purpose of university educational innovation and enhancing learners' competencies required by society, operated during the COVID-19 pandemic. The course was applied Python programming language, team-based project learning, and intensive course system, which is required by our society and companies in the era of the 4th industrial revolution. Also it was operated as a non-face-to-face online class, which would have been operated in an offline class if it had not been for Covid 19 pandemic, to explore the possibilities and educational effects of online learning. To do this, 32 university students participated in online-based project learning during 8 weeks, and then conducted a survey. The survey results were analyzed in terms of i) non-face-to-face online learning, ii) team-based project learning, and iii) application of the intensive course system. Results say that most of the learners were satisfied with the online learning, team-based project learning, and the intensive semester system applied in this course at a high level, and also they clearly presented the reasons. Thereby, it has been confirmed that the learners were already well aware of the pros and cons of each learning method. Based on these results, the implications were discussed.

A study on the On-line Teaching system for Linux-based Programming Language (리눅스 기반 프로그래밍 언어의 온라인 학습 시스템 구성에 관한 연구)

  • Jun, Ho-Ik;Lee, Hyun-Chang
    • Journal of Software Assessment and Valuation
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    • v.17 no.1
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    • pp.67-73
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    • 2021
  • In this paper, a system configuration method that can practice Linux-based programming language online is presented. The proposed system utilizes the web-server function, which is the biggest feature of the Linux operating system, and simulates the telnet and FTP functions without firewalls or other security restrictions, so that it is possible to practice similar to the actual Linux console. To do this, we analyzed the functional elements that a programming tool should have on the web and established an algorithm to implement it. In particular, a method was implemented in which an error message caused by a user's mistake can appear in the same form as the actual telnet screen. As a result of using the implemented learning system in the class for students, it is possible to practice the Linux programming language online, as well as the instructor can directly check and guide all the learners, so the learner's satisfaction is similar to that of the offline class was confirmed.

An Analysis of Learner Satisfaction According to the Preferred Class Type in the Online Class (온라인 수업에서 선호수업유형에 따른 학습자 만족도 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.595-596
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    • 2020
  • 2020학년도 1학기는 외부 환경 요인으로 인해 대학교육시스템에 큰 변화가 발생한 시기라고 할 수 있다. 컴퓨터공학 분야의 대표적인 실습기반 교과목인 프로그래밍 수업에서 학습자들에게 온라인 수업이지만 대면 수업의 실재감을 제공하는 방법을 모색할 필요성이 대두되었다. 본 연구에서는 다양한 유형의 수업 방식을 온라인 수업에 활용하여 대면 수업 수준의 실재감을 학습자에게 제공하고 학습효과를 높이고자 하였다. 강의 동영상 수업과 상호작용을 포함한 실시간 수업을 혼합하여 수업한 후 설문 조사를 통해 실시간 수업을 선호하는 학습자들이 수업목표인 프로그램 개발 능력을 타 학습자들보다 잘 습득하여 수업 만족도가 높았고, 이를 통해 온라인 수업에서 실시간 수업이 능동적인 학습자들에게는 대면 수업과 동등한 수준의 학습 효과가 있었음을 조사·분석하였다.

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A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.55-64
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    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.

A Study on a DDC Knowledgebase Design for Subject Access in Online Catalog (온라인목록 주제접근점 확장을 위한 분류표 지식베이스 설계에 관한 연구)

  • 이용민;정영미
    • Journal of the Korean Society for information Management
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    • v.6 no.2
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    • pp.87-103
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    • 1989
  • In this study, A DDC online system was developed which provides subject access and browsing function for class numbers or subject terms. A knowledgebase of the DDC Schedules and Relative Index was designed for this purpose using IBM-PC. From the DDC 20th edition, subjects from 004 to 006, covering‘data processing’,‘computer science’‘programming and progrms’, and etc., were selected for this experiment. DDC schedules are represented as a frame structure which is apt to describe hierachical structures. This experiment, joining the DDC to the information retrieval environment of an online catalog, will contribute to the future of the online DDC system by providing possiblities for search strategies not feasible through the alphabetical approach of subject headings and keywords presently supported by online catalogs.

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An Longitudinal Analysis of Intrinsic Motivation's Effects on the Acceptance of Programming Language (내재적 동기가 프로그래밍 언어의 수용에 미치는 영향에 대한 종단적 분석)

  • Lee, Woong-Kyu
    • Information Systems Review
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    • v.12 no.3
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    • pp.159-175
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    • 2010
  • Although many studies have analyzed and identified the importance of intrinsic motivation in the acceptance of information technology (IT), especially hedonic systems such as online game and online shopping, the acceptance of programming languages such as Java were not studied in a view of intrinsic motivations. The objective of this study was to investigate the effects of intrinsic motivation on the acceptance of programming language by the longitudinal analysis. In the service of the objective, we suggested the research model which included both intrinsic and extrinsic motivations and longitudinally extended by belief updating theory. For the validation of this model, the university students who participated Java class were surveyed twice, and the suggested research were analyzed by partial least square (PLS). In result, most of the suggested hypotheses were supported.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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