• Title/Summary/Keyword: Programming instruction

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Design and application of learner-centered coding class based on flip-learning and havruta learning method (플립드러닝과 하브루타 학습법에 기반한 학습자 중심의 코딩 수업 설계 및 적용)

  • Lee, Aeri
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.2
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    • pp.69-78
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    • 2018
  • When it comes to the value of modern education, teachers are required to perform the role of a helper to promote interaction between learners, the role of a manager to facilitate smooth learning, and the role of a guide who has expert knowledge in the learning contents. Therefore, this study investigated what kind of learner-centered teaching methods there are, which require teachers to perform the roles of helper, manager, and guide, and conducted a pedagogical research on coding education to explore class models for self-directed learning. Subsequently, a class model was proposed by applying the flipped learning and havruta learning to a coding class. In this study, the learner-centered education methods of flipped learning and havruta method were applied to constructing a coding class as a university general education course. The feature of this class is that it enables dynamic interaction between teachers and learners as well as active interaction between leaners in a classroom instruction. After applying the proposed method to the actual class and analyzing it, the students taught using suggested method were more positively assessed in learning interest than those taught using a traditional method. And that in academic achievement as well, suggested method was more effective.

Development of cardiopulmonary resuscitation nursing education program of web-based instruction (웹 기반의 심폐소생술 간호교육 프로그램 개발)

  • Sin, Hae-Won;Hong, Hae-Sook
    • Journal of Korean Biological Nursing Science
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    • v.4 no.1
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    • pp.25-39
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    • 2002
  • The purpose of this study is to develop and evaluate a web-based instruction Program(WBI) to help nurses improving their knowledge and skill of cardiopulmonary resuscitation. Using the model of web-based instruction(WBI) program designed by Rhu(1999), this study was carried out during February-April 2002 in five different steps; analysis, design, data collection and reconstruction, programming and publishing, and evaluation. The results of the study were as follows; 1) The goal of this program was focused on improving accuracy of knowledge and skills of cardiopulmonary resuscitation. The program texts consists of the concepts and importances of cardiopulmonary resuscitation(CPR), basic life support(BLS), advanced cardiac life support(ACLS), treatment of CPR, nursing care after CPR treatment. And in the file making step, photographs, drawings and image files were collected and edited by web-editor(Namo), scanner and Adobe photoshop program. Then, the files were modified and posted on the web by file transfer protocol(FTP). Finally, the program was demonstrated and once again revised by the result, and then completed. 2) For the evaluation of the program, 36 nurses who in K university hospital located in D city, and related questionnaire were distributed to them as well. Higher scores were given by the nurses in its learning contents with $4.2{\pm}.67$, and in its structuring and interaction of the program with $4.0{\pm}.79$, and also in its satisfactory of the program with $4.2{\pm}.58$ respectively. In conclusion, if the contents of this WBI educational program upgrade further based upon analysis and applying of the results the program evaluation, it is considered as an effective tool to implement for continuing education as life-long educational system for nurse.

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A Design of an UDDPAAP Competence Teaching-Learning Model to Improve Computational Thinking in College Students (대학생들의 컴퓨팅 사고력 향상을 위한 UDDPAAP 역량 교수·학습 모델 설계)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.327-331
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    • 2018
  • The purpose of this study was to design a competence teaching-learning model that could help college students improve their computational thinking among core competences in SW education. A competence teaching-learning model, UDDPAAP (Unplugged-Demonstration-Decomposition-Pattern Recognition-Abstraction-Algorithm-Programming), was designed by analyzing competences of learners with no experience in software coding, by reconstructing DMM, DDD, and DPAA among the five existing SW-based teaching-learning models, and by analyzing unplugged activity and the Bebras challenge computational thinking scale carefully. The unplugged activity partially adapted to instruction for college students and some items chosen from the Bebras challenge computational thinking scale were applied to the existing teaching-learning model. To determine the effects of the study, pretest was conducted in freshmen for computational thinking and self-confidence on the basis of the experience in SW and computer information literacy education, and posttest following instruction applying the UDDPAAP teaching-learning model. The students provided with SW education based on the UDDPAAP teaching-learning model saw their computational thinking competence improved.

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Real-time Stereo Video Generation using Graphics Processing Unit (GPU를 이용한 실시간 양안식 영상 생성 방법)

  • Shin, In-Yong;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.16 no.4
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    • pp.596-601
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    • 2011
  • In this paper, we propose a fast depth-image-based rendering method to generate a virtual view image in real-time using a graphic processor unit (GPU) for a 3D broadcasting system. Before the transmission, we encode the input 2D+depth video using the H.264 coding standard. At the receiver, we decode the received bitstream and generate a stereo video using a GPU which can compute in parallel. In this paper, we apply a simple and efficient hole filling method to reduce the decoder complexity and reduce hole filling errors. Besides, we design a vertical parallel structure for a forward mapping process to take advantage of the single instruction multiple thread structure of GPU. We also utilize high speed GPU memories to boost the computation speed. As a result, we can generate virtual view images 15 times faster than the case of CPU-based processing.

Translating Java Bytecode to SPARC Code using Retargetable Code Generating Techniques (재목적 코드 생성 기법을 이용한 자바 Bytecode에서 SPARC 코드로의 번역)

  • Oh, Se-Man;Jung, Chan-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.3
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    • pp.356-363
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    • 2000
  • Java programming language is designed to run effectively on internet and distributed network environments. However, because it has a deficit to be executed by the interpreter method on each platform, to execute Java programs efficiently the code generation system which transforms Bytecode into SPARC code as target machine code must be developed. In this paper, we implement a code generation system which translates Bytecode into SPARC code using the retargetable code generating techniques. For the sake of code expander, we wrote a Bytecode table describing a rule of SPARC code generation from Bytecode, and implemented the information extractor transforming Bytecode to suitable form during expanding of source code from class file. The information extractor determines constant pool entry of each Bytecode instruction operand and then the code expander translates the Bytecode into SPARC code accoring to the Bytecode table. Also, the retargetable code generation system can be systematically reconfigured to generate code for a variety of distinct target computers.

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The development of CAI systems for an efficient education of image processing (효율적인 영상처리 교육을 위한 통합 환경 개발에 관한 연구)

  • 이정헌;안용학;채옥삼
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.6
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    • pp.127-135
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    • 2004
  • With the wide-spread use of multimedia technology, the demand for the image processing engineer is increasing in various fields. But there are few engineers who can develop practical applications in the image processing area. To teach practical image processing techniques, we need an integrated education environment which can efficiently present the image processing theory and, at the same time, provide interactive experiments for the theory presented. In this paper, we propose an integrated education environment for the image processing, which is called MTES. It consists of the theory presentation systems and the experiment systems. The theory presentation systems support multimedia data, web document and Microsoft Powerpoint$^{TM}$ file. It is tightly integrated with the experiment systems which are developed based on the integrated image processing algorithm development system, called Hello-Vision.n.

A Study of In-service Teachers' Perception and Needs of Computer Education Courses (초등컴퓨터 교과과정 개편을 위한 교사의 인식 및 요구분석)

  • Park, Keun-Woo;Han, Kyu-Jung;Lee, Young-Min
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.395-401
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    • 2006
  • The aim of the study was to identify the in-service teachers' perception and needs of computer education courses for the purpose of developing and renewing the current courses of computer education courses in universities of education. We examined and analyzed the courses of elementary computer education department in national universities of education. We developed a survey instrument by aggregating the current courses provided by each university and listed the course titles in terms of computer systems courses, programming courses, theory and research courses in computer education, and computer-based instruction courses. 380 in-service teachers in elementary school participated in the study. We found in-services teachers perceived multimedia courses and multimedia data production courses seemed to be significant in current and future, while other courses such as theory and research courses in computer education were not important relatively.

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A research on effect of WBl CNC programming studing on learning accomplishment and motive (WBI CNC 프로그래밍 학습이 학업성취도 및 학습동기에 미치는 영향에 관한 연구)

  • Chi, Kang-Jae;Bae, Seok-Chan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.750-753
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    • 2005
  • Internet service, a part of our life, requires the changes not only of environment in our life but also of people's sense of value. It also requires a quick change in the spear of education activities without exception. It brought a lot of changes into educational methods, our recognition on education, and various kinds of educational tools and environment. The introduction of WBI (Web Based Instruction) is one of the most important thing. This study have applied WBI to Industrial high school education to improve its quality and accomplish its effective teaching-learning. That is, we have applied CNC(Computerized Numerical Control) and Processing learning to machining center learning and have given students chances and various learning materials so that they could contact with new information. We aimed at testing and studying some effects on the improvements of learning accomplishment and motive in this study.

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Similarity Detection in Object Codes and Design of Its Tool (목적 코드에서 유사도 검출과 그 도구의 설계)

  • Yoo, Jang-Hee
    • Journal of Software Assessment and Valuation
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    • v.16 no.2
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    • pp.1-8
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    • 2020
  • The similarity detection to plagiarism or duplication of computer programs requires a different type of analysis methods and tools according to the programming language used in the implementation and the sort of code to be analyzed. In recent years, the similarity appraisal for the object code in the embedded system, which requires a considerable resource along with a more complicated procedure and advanced skill compared to the source code, is increasing. In this study, we described a method for analyzing the similarity of functional units in the assembly language through the conversion of object code using the reverse engineering approach, such as the reverse assembly technique to the object code. The instruction and operand table for comparing the similarity is generated by using the syntax analysis of the code in assembly language, and a tool for detecting the similarity is designed.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.