• Title/Summary/Keyword: computer programming,

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A Study on Selection of Effective Engineering Design Problem based on LEGO Mindstorm NXT for Basic Design Education (레고 마인드스톰 NXT를 활용한 기초설계 교과목에서의 효과적인 공학설계과제 선정방안 연구)

  • Shin, Youn-Soon;Sohn, Dai-Geun;Lee, Kyung-Ho;Hong, Sung-Ho;Lee, Kangwoo;Jung, Jin-Woo
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.60-69
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    • 2016
  • This paper deals with the selection method of effective engineering design problem based on LEGO Mindstorm NXT for basic design education. By YouTube case study of various LEGO-based engineering designs for olympic sports, performance criteria have been developed including programming complexity, structural complexity, sensor/actuator complexity and variety of game operation. Programming complexity includes range of programming code length and possible program variety. Structural complexity includes variety of structural elements such as length, shape, weight, and volume to overcome design restrictions. Sensor/actuator complexity includes variety of sensor used and number of possible actuator assemblies. Variety of game operation includes game complexity and required creativity to make LEGO robots. Based on these performance criteria, four representative sports were selected as the candidates for effective engineering design problem. Finally, feasibility and attributes of each candidate were verified by real implementation examples.

Development of Contents for Effective Computer Programming Education in Curriculum of Elementary Schools

  • Kim, Jong-soo;Kwon, Soon-kak
    • Journal of Multimedia Information System
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    • v.6 no.3
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    • pp.147-154
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    • 2019
  • In a variety of fields, highly developed technology is being combined to create a lot of value. In order to keep up with this global trend, the Ministry of Education, which is in charge of national education, continuously develops and applies content for creative education to textbooks. The continuous development of content for creative education is not only related to national interests, but also to the continued development of mankind. Today, the succession and development of human knowledge is in charge of the education system. Research into an effective educational system is necessary for effective succession of rapidly developing science and technology and building up technical personnel with such skills. In particular, the computer science field is faster in development than other scientific fields and has accumulated many technologies, indicating that it takes a lot of time and good teaching to foster talent that can effectively utilize the technology. In this paper, elementary school subjects were analyzed to achieve the purpose of cultivating talent in the field of computer science. In addition, we have investigated techniques related to computer programming learning not covered in elementary school subjects. So we developed content that students need to practice. Next, we taught the content to randomly selected elementary school students and assessed their educational effectiveness. As a result of training using the content we developed, 55.37% increased academic performance.

Analysis of the impact of learner characteristics on the achievement of programming (학습자 특성이 프로그래밍 성취도에 미치는 영향 분석)

  • Yu, ByeongGeon;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.15-24
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    • 2014
  • It has been reported that programming education has a positive effect on 'improvement of problem solving skills' within the domain of information subject. Improvement of problem solving skills through education programming was confirmed through various variables, such as gender and programming method. This study aims to investigate the proper programming method of each learner by dividing the characteristics of learners according to their characteristics. To achieve our goal, we chose 62 S high school students enrolled in a programming class as the subjects of our study. The results of this study conveyed that project preference and gender can affect the achievement of the individual, whereas programming experience can affect the achievement of the team. This study provides suggestions of how to pursue a programming class according to learner characteristics as well as indicate which characteristics we should take into account.

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Applicaton and Analysis of Scratch Programing for elementary EPL Education (초등 EPL교육을 위한 스크래치 프로그래밍의 적용 분석)

  • Lee, Mee-Hyun;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.243-249
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    • 2010
  • 2007 revised curriculum in primary schools by the educational programming should be carried out due to a number of practical constraints have been performed well. Elementary education program conducted by the EPL and Scratch Programming for haneunge was not long after the development of intuitive interface and blocks created using the syntax, contains multimedia elements, such as the benefits that can create artifacts due to the elementary education program is appropriate for. The researcher targeted the school for a semester, 4th year 12 weeks based on the results of scratch programming, programming by way of the Plan and the training and the results were analyzed. Scratch programming to increase student interest and enhance creativity and Formal help cultivate the scientific attitude can give you results. Scratch Programming for Elementary EPL Education is an effective lead of the students' prior knowledge or interest in sex by level of achievement because of the variation to allow individual learning needs to organize a program of study. And results in the production of sufficient thinking ahead and given time to discuss the purpose of education and programming will need to be alive.

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The Effects of App Programing Education Using m-Bizmaker on Creative Problem Solving Ability (m-Bizmaker를 활용한 앱 프로그래밍 교육이 창의적 문제해결력에 미치는 영향)

  • Han, Soon-jae;Kim, Sung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.25-32
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    • 2016
  • This study aims to suggest app programming education plan by analyzing the effects of app programming education using m-bizmaker on the creative problem solving ability in specialized high school students. Currently, The South Korean government is preparing to conduct SW education in primary and secondary schools. Developing smartphone apps that are familiar to students can be seen as a very effective tool of SW educational measures. In general, app development can only be achieved through specialized training on how to use the app programming language. So, many students think the app programming is difficult areas before creating apps because tired of learning how to an app programming language. As a result of applying app programming education using m-Bizmaker, which is one of the app authoring tools, to the class, it is desirable as an app programming education plan. And according to survey results, it has been proved that the app programming education plan using m-Bizmaker is effective to improve creative problem solving ability.

Analysis on the Relation Between Programming Achievement and Problem Solving According to Gender (성별에 따른 프로그래밍 성취도와 문제해결과정의 관계 분석)

  • Yu, ByeongGeon;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.15 no.6
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    • pp.1-10
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    • 2012
  • It is reported that programming education contributes to improving problem solving skills by developing higher thinking skills. As many researches mention the need of programming education, they point to the fundamental difference by gender. This study aims to find out the cause of low interest and achievement levels in programming education in female students. To achieve our goals, we chose 133 specialized high school students in which programming class is being carried out as subjects of our study. The results of this study showed that female students had the tendency to prefer individual projects to a more systematic method of problem solving. Moreover, according to correlation analysis, higher programming skills in female students showed various problem solving processes. This study shows significance in proposing different study methods according to gender to obtain effective programming study.

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The Effects of Robot Programming Learning using Pico Cricket on Problem Solving Ability and Interest (피코 크리켓을 활용한 로봇 프로그래밍 학습이 문제해결책과 흥미에 미치는 효과)

  • Lee, Jin-Young;Song, Jeong-Beom;Kim, Kwang-Yeol;Paik, Seoung-Hey;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.17-26
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    • 2009
  • This paper is experimental study to inspect effects of problem solving ability and programming interest using Pico Cricket of the educational robot. The programming learning which is regarded as the very core of information subject improves problem solving ability. But the programming teaming does not display the effects properly, because the programming learning studies a grammar manual. The educational robot has the advantage to approach the programming learning easily for containing entertainment. The Pico Cricket of the educational robot has the advantage not to induce competition but to compose a cooperative learning environment. Also, the Pico Cricket is able to be had interest of programming learning to girl students, because the Pico Cricket is able to suggest life-centered and cooperative contents which girl students like. Accordingly, This paper is study which the programming learning using Pico Cricket affects the problem solving ability and programming interest and men and women's comparison study.

Effects of Pair Programming in an Introductory Programming Course for College Students: Academic Performance and Student Satisfaction (대학 프로그래밍 입문 수업에서 짝 프로그래밍의 효과: 학습성과와 학생 만족도 측면에서)

  • Jeong, Choongkyo
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.537-545
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    • 2017
  • This paper presents the results of adopting pair programming practices in an introductory university programming course. The effectiveness of pair programming is analyzed by comparing the performance and survey data gathered from the experimental class that adopted the practice to those from the control class that did not. An analysis of the performance data found that pair programming improved student performance; however, not all students in the pair programming class benefited from the practice as only some students showed clear improvements in learning outcomes. The survey showed that the specific method for matching students into pairs is a critical factor affecting their performance and satisfaction. Based on the lessons learned from this pair programming class, I propose some suggestions and guidelines for applying pair programming to programming classes including 'pair matching'.

The Effects of Computer Programming Training on the Cognitive Development of 7- to 8-year-old Children (컴퓨터 교육이 7-8세 아동의 인지 발달에 미치는 효과: 피아제의 인지 발달 단계가 훈련에 의해 향상될 수 있는가?)

  • Lee, Kwee Ock
    • Korean Journal of Child Studies
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    • v.16 no.1
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    • pp.79-88
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    • 1995
  • The purpose of this study was to investigate whether the experience of computer programming in Logo geometry advances the development of young children's concepts and/or representation of Euclidian spatial relations, particularly their concepts of the vertical-horizontal. Papert's claim of the positive effects of Logo programming experiences on young children's cognitive development was tested using the Piagetian Water Level Test (PWLT), the Free Hand Drawing Test (FHDT), and the Computer Drawing Test (CDT). Forty-four subjects were drawn from 2nd graders attending a public elementary school in Ithaca. The subjects were divided into 2 groups: a treatment group (TG) with Logo training for 10 weeks and a control group (CG) without Logo training. Our results showed that TG did not make any significant improvement on PWLT. In contrast, TG outperformed CG on FHDT. We suggested several possible explanations for this contradiction.

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An efficient optimization method for multiple sequence alignment (효율적인 복수서열정렬 최적화기법)

  • Kim, Jin;Jung, Woo-Cheol;Uhmn, Saang-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.368-370
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    • 2003
  • 단백질들의 복수서열정렬은 단백질 서열간의 관계를 유추할 수 있는 유용한 도구이다. 최적화된 복수서열정렬을 얻기 위해 사용되는 가장 유용한 방법은 dynamic programming이다. 그러나 dynamic programming은 특정한 비용함수를 사용할 수 없기 때운에 특별한 경우 최적의 복수서열정렬을 제공하지 못하는 문제점이 있다. 우리는 이러한 문제점을 해결하기 위하여 부분정렬개선기법을 사용한 알고리즘을 제안하였으며, 이 알고리즘이 dynamic programming의 문제점을 효과적으로 해결함을 보였다.

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