• Title/Summary/Keyword: programming training

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A Study on Programming Vocational Training Teacher's Occupational Identity Formation Process (프로그래밍 직업능력개발훈련교사의 직업정체성 형성 과정에 대한 연구)

  • Lee, Sungock;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.294-300
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    • 2021
  • The purpose of this study is to derive implications by grasping how the occupational identity of vocational training teachers who teach programming in vocational training field was formed. Teacher A, who has been engaged in programming education and training for over 20 years, was interviewed in a narrative research. For the research question 'what is the occupational identity formation process of programming vocational training teachers?' It was found that educational experience had an effect on the formation of occupational identity. This study is meaningful in that it attempted to investigate the process of forming occupational identity of programming vocational training teachers and to examine its meaning. Proposals for future research are as follows. First, in the follow-up study, it is necessary to study a wide range of experiences targeting various programming vocational training teachers according to age, working period, and affiliated institutions. Second, it is necessary to study policies and issues experienced in the field.

Performance Comparison between Neural Network and Genetic Programming Using Gas Furnace Data

  • Bae, Hyeon;Jeon, Tae-Ryong;Kim, Sung-Shin
    • Journal of information and communication convergence engineering
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    • v.6 no.4
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    • pp.448-453
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    • 2008
  • This study describes design and development techniques of estimation models for process modeling. One case study is undertaken to design a model using standard gas furnace data. Neural networks (NN) and genetic programming (GP) are each employed to model the crucial relationships between input factors and output responses. In the case study, two models were generated by using 70% training data and evaluated by using 30% testing data for genetic programming and neural network modeling. The model performance was compared by using RMSE values, which were calculated based on the model outputs. The average RMSE for training and testing were 0.8925 (training) and 0.9951 (testing) for the NN model, and 0.707227 (training) and 0.673150 (testing) for the GP model, respectively. As concern the results, the NN model has a strong advantage in model training (using the all data for training), and the GP model appears to have an advantage in model testing (using the separated data for training and testing). The performance reproducibility of the GP model is good, so this approach appears suitable for modeling physical fabrication processes.

The Design And Implementation of Robot Training Kit for Java Programming Learning (Java 프로그래밍 학습을 위한 로봇 트레이닝키트의 설계 및 구현)

  • Baek, Jeong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.97-107
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    • 2013
  • The latest programming paradigm has been mostly geared toward object-oriented programming and visual programming based on the object-oriented programming. However, object-oriented programming has a more difficult and complicated concept compared with that of existing structural programming technique; thus it has been very difficult to educate students in the IT-related department. This study designed and implemented a Java robot training kit in which the Java virtual machine is built so that it may enhance the desire and motivation of students for learning the object-oriented programming using the training kit which is possible to attach various input and output devices and to control a robot. The developed Java robot training kit is able to communicate with a computer through the USB interface, and it also enables learners to manufacture a robot for education and to practice applied programming because there is a general purpose input and output port inside the kit, through which diverse input and output devices, DC motor, and servo motor can be operated. Accordingly, facing the IT fusion era, the wall between the academic circles and the major becomes lower and the need for introducing education about creative engineering object-oriented programming language is emerging. At this point, the Java robot training kit developed in this study is expected to make a great commitment in this regard.

Education Method for Programming through Physical Computing based on Analog Signaling of Arduino (아두이노 아날로그 신호 기반 피지컬 컴퓨팅을 통한 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Korea Multimedia Society
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    • v.22 no.12
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    • pp.1481-1490
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    • 2019
  • Arduino makes it easy to connect objects and computers. As a result, programming learning using physical computing has been proposed as an effective alternative to SW training for beginners. In this paper, we propose an Arduino-based physical computing education method that can be applied to basic programming subjects. To this end, we propose a basic programming training method based on Arduino analog signals. Currently, physical computing courses focus on digital control when connecting input sensors and output devices in Arduino. However, the contents of programming education using analog signals of Arduino boards are insufficient. In this paper, we proposed and tested the teaching method used for programming education using low-cost materials used for Arduino analog signal-based computing.

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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Support Vector Machine Based on Type-2 Fuzzy Training Samples

  • Ha, Ming-Hu;Huang, Jia-Ying;Yang, Yang;Wang, Chao
    • Industrial Engineering and Management Systems
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    • v.11 no.1
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    • pp.26-29
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    • 2012
  • In order to deal with the classification problems of type-2 fuzzy training samples on generalized credibility space. Firstly the type-2 fuzzy training samples are reduced to ordinary fuzzy samples by the mean reduction method. Secondly the definition of strong fuzzy linear separable data for type-2 fuzzy samples on generalized credibility space is introduced. Further, by utilizing fuzzy chance-constrained programming and classic support vector machine, a support vector machine based on type-2 fuzzy training samples and established on generalized credibility space is given. An example shows the efficiency of the support vector machine.

SOLVING A SYSTEM OF THE NONLINEAR EQUATIONS BY ITERATIVE DYNAMIC PROGRAMMING

  • Effati, S.;Roohparvar, H.
    • Journal of applied mathematics & informatics
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    • v.24 no.1_2
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    • pp.399-409
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    • 2007
  • In this paper we use iterative dynamic programming in the discrete case to solve a wide range of the nonlinear equations systems. First, by defining an error function, we transform the problem to an optimal control problem in discrete case. In using iterative dynamic programming to solve optimal control problems up to now, we have broken up the problem into a number of stages and assumed that the performance index could always be expressed explicitly in terms of the state variables at the last stage. This provided a scheme where we could proceed backwards in a systematic way, carrying out optimization at each stage. Suppose that the performance index can not be expressed in terms of the variables at the last stage only. In other words, suppose the performance index is also a function of controls and variables at the other stages. Then we have a nonseparable optimal control problem. Furthermore, we obtain the path from the initial point up to the approximate solution.

Analysis of the effect of the top-down teaching method for training of developing contents based on smart media

  • Ku, Jin-Hee
    • International Journal of Contents
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    • v.7 no.4
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    • pp.64-69
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    • 2011
  • Recently, as smart devices are distributed more and more, the need for education of developing contents based on smart media increases. In order to develop contents based on smart media, it is necessary to learn new programming language as well as to understand the structure of platforms as device-manufacturers and communication companies have different platforms. Generally, the problem in education of programming is that it can provide learning to understand the language stage by stage, but it is difficult to suggest a clear result such as completion of learner's project from macroscopic and integrated approach. Especially, there is a difficult of learning several programming languages due to the characteristics of platforms in developing smart contents. Accordingly, in the education of programming for developing smart contents, it is not appropriate to use the traditional teaching method of programming which conducts projects from an integrated point of view after learning the grammatical elements of the language. This paper aims to suggest the top-down teaching method as an effective teaching method for developing contents based on smart media, and to analyze the effect after developing and applying the suggested teaching model.

The Development of Interactive Artificial Intelligence Blocks for Image Classification (이미지 분류를 위한 대화형 인공지능 블록 개발)

  • Park, Youngki;Shin, Youhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.1015-1024
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    • 2021
  • There are various educational programming environments in which students can train artificial intelligence (AI) using block-based programming languages, such as Entry, Machine Learning for Kids, and Teachable Machine. However, these programming environments are designed so that students can train AI through a separate menu, and then use the trained model in the code editor. These approaches have the advantage that students can check the training process more intuitively, but there is also the disadvantage that both the training menu and the code editor must be used. In this paper, we present a novel artificial intelligence block that can perform both AI training and programming in the code editor. While this AI block is presented as a Scratch block, the training process is performed through a Python server. We describe the blocks in detail through the process of training a model to classify a blue pen and a red pen, and a model to classify a dental mask and a KF94 mask. Also, we experimentally show that our approach is not significantly different from Teachable Machine in terms of performance.

A Programming Language Learning Model Using Educational Robot (교육용로봇을 이용한 프로그래밍 학습 모형 - 재량활동 및 특기적성 시간에 레고 마인드스톰의 Labview 언어 중심으로 -)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.231-241
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    • 2007
  • With a focus on LabView language to program Lego Mindstoms Robot in afterschool class to help children develop their special ability and aptitude. The purpose of this research was to make proposal for programming learning method using a robot as an algorithm learning tool to improve creative problem solving ability. To do this, robot programming training program in the amount of 30th period and teaching aids thereof were developed, and 6th grade primary school children were taught up to 30th period, then after, they were evaluated accordingly. Results from analysis of evaluation of achievement level with a focus on outcomes according to each period revealed that learners understood most of contents of curriculum. In view of such results from evaluation, it is judged that the curriculum as well as teaching aids that devised and created have been constituted in order that school children will be able to have developed a shared understanding of their learning sufficiently, and to put it into practice easily. Through these hands-on experiences in the course of researches, researcher could have confirmed the possibility of success for robot-programming training class as new creative algorithm learning tool in the primary school curriculum.

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