• Title/Summary/Keyword: programming training

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Development of Data Mining System for Ship Design using Combined Genetic Programming with Self Organizing Map (유전적 프로그래밍과 SOM을 결합한 개선된 선박 설계용 데이터 마이닝 시스템 개발)

  • Lee, Kyung-Ho;Park, Jong-Hoon;Han, Young-Soo;Choi, Si-Young
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.6
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    • pp.382-389
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    • 2009
  • Recently, knowledge management has been required in companies as a tool of competitiveness. Companies have constructed Enterprise Resource Planning(ERP) system in order to manage huge knowledge. But, it is not easy to formalize knowledge in organization. We focused on data mining system by genetic programming(GP). Data mining system by genetic programming can be useful tools to derive and extract the necessary information and knowledge from the huge accumulated data. However when we don't have enough amounts of data to perform the learning process of genetic programming, we have to reduce input parameter(s) or increase number of learning or training data. In this study, an enhanced data mining method combining Genetic Programming with Self organizing map, that reduces the number of input parameters, is suggested. Experiment results through a prototype implementation are also discussed.

Design of Embodiment-based Programming Education using Arduino for Middle School Students (중학생을 대상으로 한 아두이노를 활용한 체현 기반 프로그래밍 교육 설계)

  • Eom, Hyun-Young;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.471-476
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    • 2020
  • We propose an practical embodiment-based programming training course for middle school students using Arduino and conduct survey before and after the curriculum. Arduino is an open source physical computing platform that integrates the IDE used in processing language. It is a low-cost, relatively simple I/O interface compared to other platforms, and because of its practical formability, it is educational material suitable for programming. Subsequent surveys will provide feedback on changes in cognition of programming needs and improvement in thinking skills. In this study, the program based on embody-based programming using Arduino was conducted for 8 weeks for each first grade, and 112 middle school students for two years from '16 to '17. Based on the theoretical and practical training, the training was based on the application of the ultrasonic sensor to the RC car and the preparation of the adduction quadrotor drone. The purpose of this study is to prove that the recognition, necessity, and programming education of middle school students are effective for the improvement of thinking ability through the program based on embody-based programming using Arduino.

The Effect of Scratch on Learning Motivation and Academic Achievement for Programming Education (스크래치가 프로그래밍 교육에 대한 학습동기 및 학업성취도에 미치는 영향)

  • Yang, Gwon-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.547-553
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    • 2010
  • Lately, studies on the educational effectiveness of educational programming language which can reduce the learning burden of the learners have been conducted in the programming learning process. This study analyzed the effect of programming education on the learning motivation and academic achievement after training the programming education using Scratch and Dolittle on the preliminary elementary school teachers. As a result, the experimental group trained by Scratch programming education showed significantly higher achievement than the control group by Dolittle Programming. This result can be helpful in selecting educational programming language when the programming education will be trained to the preliminary elementary school teachers.

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Analysis of Teacher's ICT Literacy and Level of Programming Ability for SW Education (SW교육을 위한 교사의 ICT 리터러시와 프로그래밍 능력 수준 측정)

  • Shim, Jaekwoun
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.4
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    • pp.91-98
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    • 2018
  • As the importance of computing technology is emphasized, Korea has revised the educational curriculum to teach SW education compulsory at the elementary and secondary school level. For successful SW education, it is very important not only to require an educational environment and educational materials, but also to obtain the capacity of the teachers who are responsible for SW education. However, due to the lack of research on specifically examining the present state of teachers' SW competencies, there are many deficiencies in establishing a concrete teacher's training and a support plan for SW education. This study is to develop test tools and apply to measure a common sense about a computer, the latest IT technology algorithm design and a programming ability for the purpose of evaluating the SW competency of current teachers. As a result of the study, the understanding of common sense about a computer and the latest IT technology is very high, on the other hand the algorithm design and programming ability were analyzed as low. Therefore, the implications for SW education teacher's training and a process of prospective teachers' training are derived.

Design of Programming Failure Feedback System Based on Control Flow of Test Case to Support Programming Training (프로그래밍 훈련 지원을 위한 테스트케이스의 제어흐름에 기반한 프로그래밍 실패 피드백 시스템 설계)

  • Lee, Sunghee;Kim, Deok Yeop;Seo, Kang Bok;Lee, Woo Jin
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.8
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    • pp.317-322
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    • 2019
  • Programming judge systems for programming training support are typically built on the Web, where the examiners uploads a programming problem, which the student reads and submits an answer to the problem. The judge system executes the submitted answer of source code to provide feedback such as pass, failure, and error messages. Students who receive the feedback except for the pass continues debugging the source code until they are judged to pass. We developed an online judge system to support programming training and analyzed answers submitted by the students and found that many of the students who were not judged to pass that test did not know exactly where they were wrong but continued to solve the problem. The current judge system generally feeds runtime error messages back to students. However, with only runtime error message, it is difficult for student who train to find the wrong part of the answer. Therefore, in this paper, we propose a system that provides the feedback of programming failure by analyzing the control flow of the test cases used in the source code submitted by the student. The proposed system helps students find the wrong parts more quickly by feeding back the paths where faults in the control flow may exist. In addition, we show that this system is applicable to the answer source code that the actual student submitted.

Application and Analysis of Educational Programming Language for Elementary Informatics Education (초등학교 정보교육을 위한 EPL 적용 분석)

  • Lee, Mee-Hyun;Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.85-91
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    • 2011
  • Programming training in informatics education have the means that algorithm design and problem solving. However, Because learning and using programming tools that should be done first, elementary school students learning the programming tools that are interested in the process has been reduced. But programming with using an Educational Programming Language(EPL) can show results directly and coding with a drag & drop method that keeps the elementary students' interests for programming. Now that, the students are possible to enhance their creativity and reasoning skills. Therefore, through the result of this study show how to apply the EPL in the elementary information classes and comparing with before this study and after the study, we analyzed to applicate prosperity of EPL.

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Vitual Laboratory for Electronics Instrumentation Training via the Internet

  • Seong Ju, Choe;Jae Hyeop, Lee
    • Proceedings of the Korean Society Of Semiconductor Equipment Technology
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    • 2003.12a
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    • pp.169-176
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    • 2003
  • Telematic and new programming technologies support the increasing demand of education and training leading to the delivery of computer based learining systems open to distance and continuing education. Using LabVIEW, we designed and implemented an interactive learning environment for practice on electronics measurement methodologies. The environment provides remote access to real and simulated instrumentation and guided experiments on basic circuits. The environment is applied to the education and training on electronics for engineers in the field of semiconductor industry.

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Development of Educational Contents for a Coding Instructor Training Program to Foster 4C Talent (4C 인재육성을 위한 코딩 강사 양성과정 교육콘텐츠 개발)

  • Lim, Dongkyun;Lee, Ji-Eun;Moon, Dosik
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.777-782
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    • 2020
  • As the demand for the talented with computing thinking and programming skills increases the importance of coding education is increasing. Although various coding instructor training programs have been implemented nationwide, little research has been conducted analyzing the current status and contents of coding instructor training programs. Therefore, this thesis presents the design, development process and managing strategies of the 'Coding Instructor Training Courses for 4C Talent Development'. The training program consists of introductory courses and practical coding courses. In the introductory courses, learners acquires the basic knowledge required of coding instructors, and then proceeds to the practical courses to systematically learn the pedagogical knowledge and skills required to educate learners from kindergarten through high school. The case study introduced in this paper is expected to provide useful information to the educators planning and managing the coding instructor training program in the future.

Designing Programming Curriculum for Developing Programming Pedagogical Content Knowledge of Pre-service Informatics Teachers (예비교사의 프로그래밍 교수내용지식 향상을 위한 프로그래밍 교육프로그램 설계)

  • An, Sangjin;Lee, Youngjun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.1-10
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    • 2016
  • This study is for developing a programming education course to improve pre-service teachers' pedagogical content knowledge(PCK) of programming education. A 40-hour training course was designed with App Inventor, a block-based mobile programming environment, and with problem-based learning method and project-based learning method. After the curriculum was adopted to 12 undergraduate students, the effect of education was tested with a programming PCK questionnaire. As a result, after a 20-hour problem-based learning class, overall score and teaching method score were enhanced significantly. After another 20-hour project-based learning class, content knowledge, teaching method, and curriculum score were improved.

Education Method for Basic Programming Subject through Physical Computing (피지컬 컴퓨팅을 통한 기초 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.139-148
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    • 2017
  • As the connection between objects and computers becomes easier, learning using physical computing is presented as a good alternative to solve the problems raised in programming education for beginners. In this paper, we propose a training method that can be applied to basic programming courses for beginners. To do this, we will proceed with a basic programming lecture based on the physical computing method. Currently, physical computing courses focus on various input sensor connection methods and output device control. However, the content of programming education using physical computing materials is lacking. In this paper, we proposed and tested a teaching method that is used in programming education by using low cost materials used in physical computing.