• Title/Summary/Keyword: Students' Programming Skills

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Changes in attitudes and efficacy of AI learners according to the level of programming skill and project interest in AI project (AI 프로젝트 수업에서 프로그래밍 언어 활용 수준 및 프로젝트 흥미에 따른 AI에 대한 태도 및 효능감 변화)

  • Han, eongyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.391-400
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    • 2020
  • While artificial intelligence (AI) is attracting attention as a core technology in the era of the 4th industrial revolution, needs for artificial intelligence education to cultivate AI literacy is emerging. In this regard, we developed and applied a project-based AI education program for elementary and middle school students, and analyzed its effects. Participants were assigned into teams with three members, and each team engaged in a project-based AI education program for two nights and three days. In the project, they selected an real-world problem they wanted and devised an AI-enabled artifact to solve it. The effectiveness of the program was investigated with the changes in attitude and efficacy of learners toward artificial intelligence. The results showed that the AI project learning positively changed both attitudes and efficacy toward artificial intelligence at a statistically significant level. This change was more pronounced as the level of perceived programming skills increased, and the level of interest in the project learning increased.

An Education Method of Java SW Designs for IoT Wireless Device Control using Microbits (마이크로비트를 이용한 IoT 무선 디바이스 제어용 Java SW설계 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.12 no.1
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    • pp.85-91
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    • 2020
  • SW which controls IoT devices using wireless communication technology must operate without errors. In order for IoT devices to be widely used, the technical skills of engineers who design such software must be improved. Compared to designing the input / output SW of a single device, the SW Flowchart design and Java SW programming process that clearly define various input / output relations between the transmitter and the receiver are complicated. In this paper, we proposed a SW Flowchart design method for controlling IoT devices based on wireless communication. In this process, it is explained that the entire control algorithm is implemented through a problem division process. In addition, we proposed an educational method for programming the designed SW Flowchart into Java SW using Microbits, which are educational IoT devices. In the course to which this education method was applied, the results of satisfaction evaluation of students were analyzed, and the effectiveness of the IoT device control SW education method using Microbits was analyzed.

Study of SW Education in University to enhance Computational Thinking (컴퓨팅 사고력(Computational Thinking) 함양을 위한 대학에서의 SW교육에 관한 고찰)

  • Park, Sung Hee
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.1-10
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    • 2016
  • Society is operating with software and a new digital era through the Internet of Things started. A variety of fields are being in conjunction with each other based on computing. As problems in real life become more complicated and communication based on various knowledge and problem solving skills are emphasized, these changes are reflected in the curriculum. These changes started from overseas in advance then Korea includes SW education in elementary and secondary education through curriculum revision of 2015. On the other hand, SW education for university students just started after the curriculum revision of elementary and secondary education. The new SW education highlights and develops Computational Thinking beyond programming and it will be a key for the future. Therefore, this study analyzed trends of Computational Thinking and examples of CT courses in Universities. Suggestions and ideas for instructional model to develop Computational Thinking were discussed.

A Study on Education Methods to Develope Application Programs Based on Paper Prototyping (페이퍼 프로토타입 기반의 응용 프로그램 개발 교육방안 연구)

  • Choi, Jin-Yong;Sohn, Won-Sung
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.69-77
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    • 2010
  • As the knowledge and information society has emerged, paradigm of school education has moved to improvement of creativity and problem-solving skills of a learner. However, up to the present, ICT education in schools has shown distorted features, which are focusing on the use of application programs, out of its original purpose. This study also allows digital technology to be displayed in analog ways by applying the paper prototyping technique, which can be substituted for the programming phase that elementary school students feel difficulty to handle with. In addition, It enables practical and useful ideas to be designed, constructed and evaluated as a system, based on User Centered Design (UCD), which encourages users actively to participate in the development, rather than focus on developer. To verify the effects of education, we evaluated and analyzed concept models of a learner before and after the application development activity by applying the mental model theory. The framework suggested in this study can be applied to courseware of programming in elementary schools.

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Satisfaction and Effectiveness of Online Software Liberal Arts Education (온라인 소프트웨어 교양 교육의 만족도와 효과성에 관한 연구)

  • Choi, Jin-Ho;Shim, Jaeruen
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.930-935
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    • 2022
  • The ability to use software is an essential competency in modern society. As a result, programming education is conducted from elementary school to university. In case of programming education for non-majors conducted in the liberal arts at universities, if it is conducted online using high-quality contents, problems such as the shortage of professional professor and the limitation of practice time can be solved. Also, it has the advantage of providing students with enough time to think and solve problems. In this paper, the possibility of online lectures was investigated through a survey before and after lectures in software liberal arts courses conducted online. From the results of the survey, it is judged that the goal of software education can be achieved even if software lectures are conducted online, which is to improve computational thinking and problem-solving skills.

Trends in the Education and Training of Library and Information Professionnals-Based On Analysis of Curricular of Library Science (도서관 및 정보전문직 교육 방향에 관한 연구; 교과과정 분석을 통하여)

  • Hahn Bock Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.11
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    • pp.43-75
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    • 1984
  • Information science is the study how in formation is transferred and all the intermediate steps of collecting, organizing, interpreting, storing, retrieving, disseminating and trans foming information. Professional education means the transfer of knowledge, the development of cognitive abilities and the infusion of professional attitudes. Training may be defined as practice-based instruction in the development and use of professional skills. Each is affected by the confluence of social, economic and technological realities of the environment where the learning takes place. We have witnessed controversy about methods of curriculum revision and change. Should information science courses be added to the traditional library science curriculum or should the new approaches be integrated within the subject matter of each individual course? The article is based upon the assumption that education for librarianship is at a turning point. To provide this information, 25 curricula of colleges and universities were analysed to assist in the study. Also 32 information professionals were asked to assist in the study. In the experimental part of this study, curricula based on the education and training of library and information profession als were examined. The most frequently offered compulsory course 'Introduction to Information Science' exposes students to a new way of looking at library and information problems. Information retrieval, library automation, computer programming, data processing, indexing and abstraction, communication, system analysis has offered. These indicate a curriculum slowly shift from traditional librarianship to an emphasis on computerization and automation. Also from a questionnaire listing 58 events might influence library and information science education.

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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
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    • v.22 no.6
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    • pp.3-11
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    • 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.

Development and Implementation of Training Program for Information System Design Using Material Requirements Planning

  • Yamazaki, Tomoaki;Yin, Rui;Kawaguchi, Seisuke;Hayasaka, Hirotatsu;Matsumoto, Toshiyuki;Ichikizaki, Osamu;Kanazawa, Takashi
    • Industrial Engineering and Management Systems
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    • v.11 no.3
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    • pp.255-265
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    • 2012
  • Environments surrounding production sites have changed greatly in recent years. Accommodating environmental changes calls for the design and development of information systems that center on production lines. There is a need for a training program that teaches learners to understand the particulars of an operation and apply that knowledge to an information system. In this research, we used material requirements planning (MRP) as the subject for which basic skills are to be taught and developed an MRP exercise-based training program. The program is designed for 13 lectures of 90 minutes each, and it consists of MRP exercises, modeling methods to represent them, the use of a programming language for system development, and finally, evaluation of the exercises. Lecture materials are described in 505 lecture slides using Microsoft PowerPoint to allow visualization of topics through graphs and models. The developed training program was then delivered to 86 college students, and its results were measured through quizzes to verify educational effectiveness.

Design of Teaching Methods to Improve the Participation of Non-major Learners in SW-subjects (비전공 학습자의 SW교과 참여도 향상을 위한 교수법 설계)

  • Lee, Min-Hye;Kang, Yun-Jeong;Won, Dong-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.383-385
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    • 2022
  • Recently, as the importance of computational thinking skills has increased, several schools have opened and operated software courses for all students. Software education aims to creatively solve various problems based on coding, but it is difficult to motivate non-major learners who do not have engineering knowledge or are not interested in the IT field. Motivation for learning plays an important role in improving learners' concentration and learning efficiency. In this paper, a method of motivating non-major learners for software subjects was studied and the results were evaluated through a questionnaire.

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Perceptions of Information Technology Competencies among Gifted and Non-gifted High School Students (영재와 평재 고등학생의 IT 역량에 대한 인식)

  • Shin, Min;Ahn, Doehee
    • Journal of Gifted/Talented Education
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    • v.25 no.2
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    • pp.339-358
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    • 2015
  • This study was to examine perceptions of information technology(IT) competencies among gifted and non-gifted students(i.e., information science high school students and technical high school students). Of the 370 high school students surveyed from 3 high schools(i.e., gifted academy, information science high school, and technical high school) in three metropolitan cities, Korea, 351 students completed and returned the questionnaires yielding a total response rate of 94.86%. High school students recognized the IT professional competence as being most important when recruiting IT employees. And they considered that practice-oriented education was the most importantly needed to improve their IT skills. In addition, the most important sub-factors of IT core competencies among gifted academy students and information science high school students were basic software skills. Also Technical high school students responded that the main network and security capabilities were the most importantly needed to do so. Finally, the most appropriate training courses for enhancing IT competencies were recognized differently among gifted and non-gifted students. Gifted academy students responded that the 'algorithm' was the mostly needed for enhancing IT competencies, whereas information science high school students responded that 'data structures' and 'computer architecture' were mostly needed to do. For technical high school students, they responded that a 'programming language' course was the most needed to do so. Results are discussed in relations to IT corporate and school settings.