• Title/Summary/Keyword: computer teaching

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Teaching-based Perception-Action Learning under an Ethology-based Action Selection Mechanism (동물 행동학 기반 행동 선택 메커니즘하에서의 교시 기반 행동 학습 방법)

  • Moon, Ji-Sub;Lee, Sang-Hyoung;Suh, Il-Hong
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.1147-1148
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    • 2008
  • In this paper, we propose action-learning method based on teaching. By adopting this method, we can handle an exception case which cannot be handled in an Ethology-based Action SElection mechanism. Our proposed method is verified by employing AIBO robot as well as EASE platform.

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Effective Teaching of Deflation using Computer Practice (실습을 통한 수축방법의 효과적인 이해)

  • Lee, Gyou-Bong
    • Communications of Mathematical Education
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    • v.20 no.4 s.28
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    • pp.575-586
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    • 2006
  • Both theory and experiment are very important parts in sciences. Especially in mathematics, theory seems to be very important, but experiment or practice doesn't. Numerical analysis of many parts in mathematics needs practice in computer. In this paper, I suggest that computer-practicing in teaching power method, inverse power method and deflation to calculate eigenvalues and eigenvectors is good in understanding the theory. It also makes students sure that mathematics is helpful.

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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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A Study of Developing Teaching Material to Improve Creativity with Program Elements (프로그램 요소를 이용한 창의성 신장 교재 개발 연구)

  • Kim, Jong-Hoon;Kim, Jong-Jin;Jeong, Won Hee
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.17-30
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    • 2005
  • The education has changed from the memory education for knowledge to the creativity education. Education of computer has attached importance to teach the creativity. But it till now developed materials are short improvement of the creativity. Especially studies of computer program education are no more than studies of education for genius. Hereupon I developed the teaching material for elementary students with computer program elements by matters in daily life. It has 20 subject in program elements, the aim is improvement of the creativity. After I taught students with developed teaching material, prove the creativity of students has improved.

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Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Effective Strategies for Teaching a Web-based Programming Course (웹 기반 프로그래밍 과목의 효과적인 강의 전략)

  • Lee, Chungki;Hong, Sukwon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.1-14
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    • 2004
  • The demand for learning programming anywhere at a low cost at any time is increasing. Accordingly, there have been a great number of web-based programming courses. Generally, teaching Web-based programming classes is very challenging. Thus effective methods for teaching these courses should be researched. Based on several years of experiences in teaching a Web-based programming course as well as the related literature, this paper presents its effective teaching strategies. First, some design strategies of its course contents for developing programming skills are proposed, considering the characteristics of programming courses as well as potential learners. Next, its effective assessment and class management strategies are proposed. Finally, we evaluate the results of student grades and operation of a Web-based programming course offered most recently using proposed strategies. They demonstrate that we can enhance learning effects of the course.

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Development of a teaching-learning model for effective algorithm education (효과적인 알고리즘 교육을 위한 교수-학습 모형 개발)

  • Han, Oak-Young;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.13-22
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    • 2011
  • The importance of algorithm education has been emphasized for creative problem-solving capability. Especially, algorithm teaching materials related with mathematics and science are under development to enhance logical thinking. However, there are not enough teaching-learning models applicable in the field of education. Therefore, this paper proposed a teaching-learning model for effective algorithm education. The teaching-learning model reflects two characteristics : an algorithm learning process is spiral, and algorithm education is based on logical thinking. Furthermore, a survey was conducted for students' satisfaction, and the result was a mixed teaching-learning model with PBL, SDL, and peer tutoring. Based on the proposed model, examples of classes for mathematics and science are suggested to show the feasibility of effective algorithm education.

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A Study on the using of Havruta Teaching Method in Computer Practice Class (컴퓨터 실습수업에서 하브루타 교수법 효과에 관한 연구)

  • Kim, Changhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.177-187
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    • 2018
  • The purpose of this study is to investigate the influence of learning flow, learning interest, and academic achievement by dividing the time when class was taught by Havruta. The Havruta teaching method is a traditional Jewish method of learning, with a one-on-one discussion with a partner that has a positive impact on each other. Havruta teaches learners through various perspectives and perspectives, helping them to improve their learning ability by attracting new ideas and solutions. In the computer lab, there is a big difference between the students according to the learner's abilities. Therefore, it is thought that the Havruta teaching method will help the learners who have lost interest in learning and improve the learning ability in the conventional way which does not consider personal abilities. do. In this paper, based on the friendship teaching model of the Havruta teaching style, the experimental group was taught through the Havruta practice and the play. Through the pre- and post-test, the students who taught the class with the help of the verbal method improved the learning flow, the learning interest and the academic achievement.

The Meaning and Theme of Computer Education for Aspects of Computer Literacy (컴퓨터소양의 관점에서 본 컴퓨터교육의 의미와 과제)

  • Han, Byoung-Rae;Lee, Chul-Hyun;Son, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.3 no.2
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    • pp.103-111
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    • 2000
  • Nowadays, We meet computers in everywhere, and the act of Teaching Computers is taken place in every social situation. The purpose of this paper is to research the meaning and theme on a view of computer literacy, the meaning of computer literacy through the computer educational phenomenon, presenting examples of contents, and discussing the role. In addition, this paper shows direction of teaching methodology for computer literacy.

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