• Title/Summary/Keyword: Programming Novices

Search Result 10, Processing Time 0.027 seconds

Analysis of Programming Processes Through Novices' Thinking Aloud in Computational Literacy Education (프로그래밍 과정에서 나타나는 초보학습자들의 행동 및 사고과정 분석)

  • Kim, Soo-Hwan;Han, Seon-Kwan;Kim, Hyeon-Cheol
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.1
    • /
    • pp.13-21
    • /
    • 2011
  • The purpose in this paper is to provide the theoretical framework of characteristics of programming thinking processes in computational literacy education. That is, we developed the theoretical framework through analyzing novices' cognitive thinking processes, applied it to the real situation about computational literacy problem-solving processes and defined characteristics of the processes. For this purpose, we tried to analyze characteristics of programming thinking processes of novices by using think-aloud method. Also we developed the programming process code about novices' cognitive processes and programming processes, and analyzed the process that novice faced and overcame programming barriers by using qualitative research tool, Nvivo. As a result, we found what characteristics of programming problem-solving processes were and how novices used the thinking skill in the process. This study contributes to understand programming problem-solving processes and provides the criterion to analyze the processes scientifically.

  • PDF

Programming Learning Supporting System based on Error Feedback for Novices (에러 피드백 기반의 초보자를 위한 프로그래밍 학습 지원 시스템)

  • Jang, HyeSun;Choi, SookKyoung;Jun, SooJin;Yeom, YongChul;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
    • /
    • v.10 no.6
    • /
    • pp.1-10
    • /
    • 2007
  • Programming is emphasized in information(computer science) education course domestically and in foreign countries, and novices are given ample opportunities to experience programming. Programming error is a critical factor which makes it difficult to learn programming for novices. However, if they are given appropriate feedback, it can have positive influence on programming learning. In this paper, we design programming learning supporting system for novice through error feedback and provide some implementations for EPL 'Dolittle'. This system has four features as highlighting, guiding messages, object tree, and step-execution.

  • PDF

An Integrated C Programming Environment for Novices Based on Visuals (프로그래밍 초보자를 위한 비주얼 기반의 C 프로그래밍 통합 환경)

  • Kim, Haeng-Im;Park, Eun-Kyoung;Kim, Hyun-Ju;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.6
    • /
    • pp.111-120
    • /
    • 2013
  • Programming novices have various difficulties when they learn C language for the first time. Novices have a large burden for understanding of a C language grammar, and have a tendency to focus on the grammar rather than problem solving. Moreover, it requires programming domains to arouse student's interest for software development. This paper presents a programming environment for C languages education focusing on a problem solving. To this end, this paper defines Tiny-VPL that is a simple visual programming language for NXT robot programming and presents robot programming environment using Tiny-VPL. This paper also presents an environment for NXT robot programming using Mini-C language which is a subset of C language. For the purpose of helping to understand the C syntax and semantics, the visual and interactive conversion system of Tiny-VPL to Mini-C is provided. Our programming environment can arouse student's interest through robot programming and can be used effectively for C language education focusing on problem solving with graphical and interactive conversion of the visual language Tiny-VPL to the textual language Mini-C.

  • PDF

A Web-based adaptive hypermedia system for novices to learn programming (초보자들의 프로그래밍 학습을 위한 웹 기반 적응형 하이퍼미디어 시스템)

  • Jung, Hyosook;Park, Seongbin
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.6
    • /
    • pp.37-45
    • /
    • 2004
  • With the rapid growth of the Web technologies, the Web has changed teaching and learning as well as our life in various ways. Web-based instruction (WBI) supports self-directed and creative learning at anytime anywhere. However, learners may experience the problems of disorientation and cognitive overload when the hyperspace that consists of learning materials is complex. In this paper, we present a Web-based adaptive hypermedia system based on cognitive load theory which can reduce cognitive loads that novices may experience when they learn programming

  • PDF

Designing and Implementing Serious Game for Programming Education (프로그래밍 교육을 위한 기능성 게임의 설계와 구현)

  • Jung, ChanYong
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.143-150
    • /
    • 2016
  • Programming is a difficult meat for novices. Educatees nowadays start to play games before they first attend formal education. Serious games offer tools that may have potential to support programming trainers to become more engaged on their learning through a learn while having fun approach. This paper aims to design and implement serious game for programming education. Our serious game substitutes game rules and objects for elements of programming language. We will begin by describing the game mechanics, followed by the general system architecture, finalizing with a small conclusion. We also discuss the implications of our work for the development of the serious game that support the identified features and teach programming concepts.

Avoiding Trial-and-Error based Elements for Game Scripting (게임 스크립트를 위한 시행착오 회피 요소)

  • Jung, ChanYong
    • Journal of Korea Game Society
    • /
    • v.14 no.6
    • /
    • pp.19-28
    • /
    • 2014
  • Scripting is often used in games for novices at programming to enable implementation of the game. In this paper we examine the trial-and-error elements taken to implement game programming and identify the useful features for game scripting. This paper presents complemental elements based on avoiding trial-and-error, and discusses complementary statements implementation of this proposal, where the complementary statements were written in C# on Unity3D engine. The approach is compared and contrasted to the existing approach.

Analysis of Scratch code for Student Assessment about Computational Thinking Capability (Computational Thinking 역량에 대한 학습자 평가를 위한 스크래치 코드 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.5
    • /
    • pp.25-34
    • /
    • 2015
  • The purpose of this research is to suggest the method of code analysis for evaluating learners' projects in computational thinking(CT) education. Recently, block programming tools are applied to K-12 SW education, this study considered the assessment method for evaluating students' levels and learning about CT concepts through analyzing codes of the Scratch projects that students created. As a result from the analysis of 45 projects of novices, it showed the bad coding patterns of novices and verified that it is possible to evaluate students' learning about CT concepts through the analysis of their codes. The higher learner's level, the greater scores of logical thinking, synchronization, flow control, and data representation. This result is able to apply to student assessment of CT concepts in K-12 SW education.

Measuring the Effectiveness of Teaching Introductory Programming Using LEGO Mindstorms Robots (레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
    • /
    • v.11 no.4
    • /
    • pp.159-173
    • /
    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.

A study on the development of CAM system for turning (선삭가공용 CAM 시스템의 개발에 관한 연구)

  • 양민양;이성찬;최종률;강성균
    • Proceedings of the Korean Society of Precision Engineering Conference
    • /
    • 1996.11a
    • /
    • pp.529-533
    • /
    • 1996
  • Recently, manufacturing industries are doing their best to increase productivity and to reduce production time. One of tile efforts is to develop user-friendly and effective CAM systems. For this purpose, a CAM system for turning was developed. In the developed system. user interacts with tile CAM system using graphical user interface (GUI) and manufacturing support functions to make NC programs effectively. Manufacturing support functions include cycle decoder. interference check be ween tool and workpicce. bar turning without air cut and dynamic/wireframe simulation. In the cycle decoder. basic options are provided to novices for their convenience. and advanced options are provided to help expert to modify the program using their knowledge. Interference check has been nil issue in tile CAM system for tuning. In this paper. when a user selects a tool. interference check between selected tools and workpieces is done automatically. Moreover. remaining shapes are calculated automatically. Then, tile CAM system requests user to input all additional tool and generates NC codes to cut tile remaining shapes. In bar turning of forged raw material, air cut should be prevented for effective machining. For this purpose, a new algorithm for bar turning was developed. Dynamic and wireframe simulation was used to verify the generated NC code.

  • PDF

A Survey Study on the Design and Development of UML-based Education for Novice Computer Programmers (컴퓨터 초보자 소프트웨어교육에 있어서의 UML 도구의 적합성 연구)

  • Kim, Yun-Woo;Oh, Ji-Hye;Oh, Uran;Park, Hyun-Seok
    • Journal of Engineering Education Research
    • /
    • v.22 no.6
    • /
    • pp.3-11
    • /
    • 2019
  • To evaluate the suitability of UML (Unified Modelling Language) in terms of educating novice software engineers, we have conducted a survey study with 102 students who were enrolled in a mandatory course for sophomores in computer science and engineering department. The results indicate that UML 1) has high satisfaction rate among software novices as an education material, 2) improves computational thinking and problem-solving skills, and 3) increases the efficacy of learning when the education program is implemented in the order of UML, programming practice, and physical computing. This paper suggests the applicability of UML as a new education paradigm in software education.