• Title/Summary/Keyword: Programming Knowledge

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Research on the Assessment Criteria of Programming Education based on Bloom's Taxonomy in the Elementary and Secondary School (블룸 분류 기반 초중등 프로그래밍교육의 평가 기준 탐색)

  • Shin, Soobum
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.547-555
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    • 2017
  • It needs theoretical assessment fundamental for informatics curriculum to judge appropriate grades and measure academic standard of an learner according to be included in the conventional curriculum. Thus this study tried to present an criteria on programming area of an informatics curriculum through bloom taxonomy and knowledge type. And it presented assessment criterion on each steps from "Remember" to "Create". And we presented knowledge type examples of programming such as Factual to Metacognitive based on Bloom's knowledge types. Also we analysed that most important level or type is Apply Level, Create Level and Procedural Knowledge. We investigated for each criterion of programming assessment based on bloom's theory through Delphi method. And the result of this investigation was that area of bloom's taxonomy was CVR 0.90, Validity 0.85 and area of knowledge type was CVR 0.90, Validity 0.79. So it can decide to accept for our assessment criteria of programming education based on Bloom theory.

An Expert System for NC Part Programming (ESPP-1) (NC파트 프로그래밍을 위한 전문가시스템)

  • 정선환
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.18 no.11
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    • pp.3091-3097
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    • 1994
  • An expert system for NC part programming of NC lathe (ESPP-1) is developed as a part of Computer-Adied Manufacturing system. Conventional computer-assisted part programming system essentially requires an NC part programmer who is an expert in NC part programming. But the developed ESSP-1 can allow an inexperienced person to make an excellent NC data for the NC Lathe without any problem, since the system has a knowledge base composed of EIA and ISO NC code, feed rate, spindle speed, machining coordinates selection, and tool selection etc., which were directly evoked from some skilled NC part programmers, and referenced some machining handbooks. This paper discusses the algorithm of the expert system for NC part programming of the NC lathe (ESPP-1) and the performance comparisons between the developed expert system and the conventional system.

Development of an online robot programming education system based on Web 2.0 (웹2.0 기반의 온라인 로봇 프로그래밍 교육시스템 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.13-23
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    • 2010
  • In recent creativity becomes a new request in the knowledge and information age. Robot programming education is an effective teaching method for improvement of creativity. Existing robot programming tools includes text-based or GUI-based development environment. Most of programming tools provide a simple tutorial system without interactive activity for beginners. In this paper, we propose an online robot programming education system based on web2.0, which embedded collaborative code creating tool, interactive tutorial chat and video conference tool to support collaborative code creating via web 2.0. Knowledge sharing tool allows users to share their collaborative source code. Besides, it makes users gained the experience and knowledge of program designing efficiently.

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Development of Enhanced Data Mining System for the knowledge Management in Shipbuilding (조선기술지식 관리를 위한 개선된 데이터 마이닝 시스템 개발)

  • Lee, Kyung-Ho;Yang, Young-Soon;Oh, June;Park, Jong-Hoon
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2006.11a
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    • pp.298-302
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    • 2006
  • As the age of information technology is coming, companies stress the need of knowledge management. Companies construct ERP system including knowledge management. But, it is not easy to formalize knowledge in organization. we focused on data mining system by using genetic programming. But, we don't have enough data to perform the learning process of genetic programming. We have to reduce input parameter(s) or increase number of learning or training data. In order to do this, the enhanced data mining system by using GP combined with SOM(Self organizing map) is adopted in this paper. We can reduce the number of learning data by adopting SOM.

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Revisiting to the necessity of programming Knowledge for Non-Computer Major Undergraduates (컴퓨터 비전공 대학생의 프로그래밍 지식에 대한 필요성 재조명)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.185-190
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    • 2020
  • The programming education of non-computer major undergraduates aims to increase the their problem-solving and coding skills so that the skills can be applied to various fields and motivate them to continuously study computer or programming. However, it difficult for them to recognize the necessity of programming knowledge and to find out how it can be used in their major. Therefore, the professor needs to give students a full explanation of their roles to play. In this paper, we revisit the necessity of programming knowledge for non-computer major undergraduates by looking at the convergence cases of ICT technology and the humanities and social arts fields. And we propose an instruction direction of programming learning for them.

SW Education Program using Pair Programming Collaboration Tools (짝프로그래밍 협업도구를 활용한 SW교육프로그램)

  • Kim, Yong-Ok;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.375-384
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    • 2019
  • In a rapidly changing society with the Fourth Industrial Revolution, future students should have the skills to utilize and organize high-quality knowledge, not the amount of knowledge. With the launch of the revised curriculum in 2015, the curriculum has been reorganized based on competency and the software education has been seeking capabilities such as 'Cultural computing knowledge', 'Computational thinking', and 'Collaborative problem solving skills'. Therefore, practical collaboration tools and education programs that can be used in the field of education are developed based on Pair Programming, which is a specific collaborative learning strategy to develop cooperative problem solving skill. The educational program using this collaboration tool was developed with a focus on developing computational thinking and collaborative problem solving skills through Pair Programming rather than focusing on learning grammar of programming language and programming techniques. In a educational program, students will be able to use collaborative tools for pair programming and foster collaborative problem-solving skills.

Knowledge Support and Automation of Paneled Building Envelopes for Complex Buildings using Script Programming

  • Park, Jungdae;Im, Jinkyu
    • International Journal of High-Rise Buildings
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    • v.4 no.1
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    • pp.85-90
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    • 2015
  • Advances in the technology of computational design are giving architects and engineers the opportunity to analyze buildings with complex geometries. This study explores the optimization and automation process using the parametric design method, and uses digital tools to achieve surface representation and panelization for curved shaped office buildings. In this paper, we propose parametric algorithms of dimensional and geometric constraints using the Knowledge-ware scripts embedded in Gehry Technologies' Digital Project. The knowledge-based design methods proposed in this study can be used to systemize the knowledge possessed by experts in the form of data. Such knowledge is required to promote collaboration between designers and engineers in the process of CAD/CAE/CAM. The aim of this study is to integrate the process into design, which establishes an integrated process. This integration enables two-way feedback between design and construction data by combining the methods used in designing, engineering, and construction.

An Effect of Storytelling-based Robot Programming Class (스토리텔링을 활용한 로봇 프로그래밍 수업의 효과)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.211-222
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    • 2012
  • 21C future learners are required to have creative thinking and problem-solving capability to address an issue wisely by integrating and applying knowledge and functions. The robot education that has recently been studied in primary and secondary schools was reported to be effective in satisfying the requirements. The robot education varies ranging from the existing after-school education to an integrated approach used for regular curriculums, and has actively been studied. Nevertheless, aside from positive study results, any studies on the environment where primary school students can learn robot and programming knowledge more friendly is still insufficient. Therefore, this study was intended to give students a robot class with the use of storytelling friendly to students in order for primary school students to learn robot and programming knowledge with ease. The study result showed that acquirement of programming knowledge was improved, and that the students had a positive learning attitude. In addition, it was found that the storytelling of the robot class helped provide the entire learning context and continuous learning motivation for the students.

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Locomotive Scheduling Using Constraint Satisfaction Problems Programming Technique

  • Hwang, Jong-Gyu;Lee, Jong-Woo;Park, Yong-Jin
    • KIEE International Transaction on Electrical Machinery and Energy Conversion Systems
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    • v.4B no.1
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    • pp.29-35
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    • 2004
  • Locomotive scheduling in railway systems experiences many difficulties because of the complex interrelations among resources, knowledge and various constraints. Artificial intelligence technology has been applied to solve these scheduling problems. These technologies have proved to be efficient in representing knowledge and rules for complex scheduling problems. In this paper, we have applied the CSP (Constraints Satisfaction Problems) programming technique, one of the AI techniques, to solve the problems associated with locomotive scheduling. This method is more effective at solving complex scheduling problems than available mathematical programming techniques. The advanced locomotive scheduling system using the CSP programming technique is realized based on the actual timetable of the Saemaul type train on the Kyong-bu line. In this paper, an overview of the CSP programming technique is described, the modeling of domain and constraints is represented and the experimental results are compared with the real-world existing schedule. It is verified that the scheduling results by CSP programming are superior to existing scheduling performed by human experts. The executing time for locomotive scheduling is remarkably reduced to within several decade seconds, something requiring several days in the case of locomotive scheduling by human experts.

A Case Study of Puzzle Solving Applied to Programming Practice

  • Kang, Dae-Ki
    • Journal of Engineering Education Research
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    • v.13 no.2
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    • pp.3-6
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    • 2010
  • In this paper, we report a case study of applying puzzle solving as a programming practice. There are many students, who have attended computer programming language courses, have had difficulties in accomplishing the course assignments. It is because just following and citing the programming language course materials is not sufficient for constructing computer programs. Many professional developers have stated that computer programming for small problems is an art of puzzle solving, where developing enterprise-size computer programming projects involves architectural insights which are already dealt in software engineering literatures. Following those backgrounds, we have explored the applicability of puzzle solving in a C++ object oriented programming course and have reported the results. The experimental results show that puzzle solving is effective to the students who are interested in computer programming and have at least beginner-level knowledge and expertise, but it turned out that puzzle solving assignments still does not draw much attention of the students who are not seriously interested in computer programming.

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